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The King of Fighters XIV/Whip: Difference between revisions
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=Misc= | =Misc= | ||
==Frame Data== | |||
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=615627479 Whip KOFXIV Frama Data Link] | |||
=Videos= | =Videos= | ||
'''KoF XIV: Whip Beginner Breakdown''' | |||
{{#ev:youtube|a8_67T3m_XQ}} | |||
'''Whip Quick Combo Guide - The King of Fighters XIV (KOFXIV)''' | |||
{{#ev:youtube|pkt892t91V8}} | |||
'''Whip Slow Motion Hitboxes''' | '''Whip Slow Motion Hitboxes''' | ||
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{{Navbox XIV}} | {{Navbox XIV}} | ||
[[Category:The King of Fighters XIV]] | [[Category:The King of Fighters XIV]] | ||
[[Category:Whip]] |
Latest revision as of 20:10, 17 December 2019
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Boomerang Shot 'Code: SC' - + / (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Strength' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Hook Shot "Code Zephyr" - (in air) - + /
Cresent Swatter 'Code: FS' - + / (*)
Super Special Moves
Sonic Slaughter "Code: KW" - + / (!)
Destruction Barrage "Code: YGW" - + / (!)
Climax Super Special Move
Depravity Branding "Code: FA" - +
Gameplay Overview
Whip is one of the younger members of Heidern’s group of elite soldiers and made her first appearance in The King of Fighters ‘99. Whip unfortunately has a harder time compared to most of the cast in XIV, and thus is generally considered to be a low tier character. Regardless of such, Whip does have qualities to her worth noting, but requires a good understanding of KOF neutral to use her effectively. She has excellent long range normals such as jump C and back A, a good whiff punisher in cr. B, has a variety of less than conventional mixups, unique air mobility, and has pretty good damage when provided the meter.
Normals
Standing
- st. A: Standard anti air normal against hops, except nowhere near as reliable as Kyo’s. Range is a bit stubby but in tight situations can get the job done on defense.
- st. B: Nothing really special about this normal aside from it being +1. In terms of utility it heavily pales in comparison to the other st. B’s in the game. It’s 5 frames at least but otherwise...meh.
- st. C: A normal not recommended using. The range isn’t anything special, it’s not special cancelable, is full combo punishable on block, and even pulls in the opponent on block to make the punish easier. If you get this normal on accident, try to MAX cancel it to avoid dying or be lucky enough to get a combo.
- st. D: A fine enough preemptive anti air on its own but otherwise won’t be a normal you’ll be using often
Close
- cl. A: Not much reason to use this normal over cl. B. However, it so happens to be Whip’s fastest normal clocking in at 4 frames, so it could be useful for certain punishes where she can be in range to use cl. A.
- cl. B: Whip’s main go to close normal and hit confirm. 5 frames, hits low, and chains into itself. Other characters hit confirm into MAX with cr. B. Whip just so happens to do it with cl. B.
- cl. C: Not much else to say other than it being her best normal for a punish into MAX mode. It’s 6 frames however so if you need a faster punisher it’s best to use cl. B or cl. A depending on range.
- cl. D: Can’t really say this normal has that good of a use. It scales harder in MAX mode combos compared to cl. C, and while it is double hitting allowing for a hit confirm, cl. B easily does that too.
Crouching
- cr. A: The range is quite good, but it’s usually preferable to use her other normals. What’s really notable about this normal is that it can OTG the opponent. You can do so after both Destruction B supers, and if you can time it well, after her j. CD on hit, regardless if the opponent tech rolls or not.
- cr. B: At 7 frames, this normal is 3 frames slower from the usual cr. B, but it very much makes up for it with its range. It’s Whip’s best whiff punisher and one of the few spots she excels at. Can also be linked from cl. B.
- cr. C: Very unlike most cr. C’s in the game, Whip’s primarily functions as her sweep type normal. The range is excellent and unlike cr. A, it can easily beat out moves like Benimaru’s raijinken or Leona’s baltic launcher. Also mainly used to convert off of anti air cr. D or hcf C on a trade. Don’t get carried away with this normal though. The startup and recovery can easily leave you wide open.
- cr. D: Albeit slow, it’s not too bad as a read based anti air.When landed against an airborne opponent, they’re immediately put into a juggle state. Good for corner combos and is special cancelable.
Jumping
- j. A: A good air option to make note of as it has a strong downward angle, can potentially cross up, and is actually special cancelable into her qcb P. Can also be used as an instant air overhead.
- j. B: Is the fastest of all her jump ins so it can be an effective air-to-air on offense and defense.
- j. C: One of Whip’s main neutral and pressure tools. It’s very important to know that she has a hop C and jump C that each serve its own purpose. Hop C has a large downward hitbox, is very easy to cross up with, and is safer and more damaging as an instant air overhead compared to her j. A. Be wary however that if you land her hop C early you can potentially be thrown for trying to chain a combo afterwards. Her j. C has a large horizontal hitbox and is excellent in neutral. It’s also made more effective in conjunction with her ground range attacks.
- j. D
Blowback
- st. CD
- j. CD: Good j. CD with an excellent hitbox and very advantageous on block. Be careful not to abuse this as you can be easily swatted out of the air due to its long startup.
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
Whip Shot - (f+A)
- (description here)
Talon Shot - (back + A)
- An all around great command normal. It can control ground space well because of its big hitbox, relatively fast startup and many active frames, and is also used to hit confirm into MAX mode from a stray cr. B.
Special Moves
Boomerang Shot 'Code: SC' - (hcf + A/C)
- Side switches and is the go-to special for a meterless combo. The A version has lower body invincibility while the C version has upper body invincibility, thus making it the preferred version to anti-air with. When provided the meter, it’s advisable to always cancel the first hit of hcf+C into her earring bomb super since the second hit of the special move tends to whiff. If the special happens to trade upon anti-airing, Whip recovers fast enough while the opponent is still airborne to allow for a cr. C follow up. Both options are “just kill me” on block.
EX: Faster, does not side switch, does more damage, and is full body invincible, thus making it a good reversal option and an excellent anti air. Only disadvantage is that having access to its utility outside of combos requires you to already be in maxing mode, which takes away from her strong whiff punishing game. Also horrendous on block so be wary.
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Frame Data
Videos
KoF XIV: Whip Beginner Breakdown
Whip Quick Combo Guide - The King of Fighters XIV (KOFXIV)
Whip Slow Motion Hitboxes
Contributors
External Links
Discussion Threads
Discuss at [add character section link here Dream Cancel]