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The King of Fighters XV/Rock Howard/Strategy: Difference between revisions
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==Okizeme== | ==Okizeme== | ||
'''Safejumps''' | |||
[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.] | [https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.] | ||
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals. | Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals. | ||
====Combo Enders==== | |||
* '''214C:''' | |||
** ... > 623C~AB, 214C, 214A (whiff), Hyper Hop, h.D (6f Safejump) | |||
** ... > 623C~AB, 214C, Roll, Hop, h.D (4f Safejump) | |||
*** Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects. | |||
** 632146A/C~AB, 214C, 214C (whiff), Hyper Hop, h.D (5f Safejump) | |||
* '''LVl 1 Shining Knuckle (236236B/D):''' | |||
** 214C > 236236B/D, Forward Jump, (land) Hop, h.D (5f Safejump) | |||
===Meaty 236A=== | |||
* Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent. | |||
** Use 236A after: | |||
*** A Raw 214C | |||
*** A midscreen C throw | |||
*** A midscreen D throw | |||
*** A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option. | |||
====After C Throw==== | ====After C Throw==== | ||
* 214C (whiff), Hyper Hop, h.D (6f) | * 214C (whiff), Hyper Hop, h.D (6f Safejump) | ||
====After Corner C Throw==== | ====After Corner C Throw==== | ||
* 214A (whiff), Hop, h.D (4f) | * 214A (whiff), Hop, h.D (4f Safejump) | ||
====After D Throw==== | ====After D Throw==== | ||
* Forward Jump, j.D (5f) | * Forward Jump, j.D (5f Safejump) | ||
** Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects. | ** Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects. | ||
====After 236D==== | ====After 236D==== | ||
* Jump, j.D (5f) | * Jump, j.D (5f Safejump) | ||
====After Corner 236B==== | ====After Corner 236B==== | ||
* Hyper Jump, j.D (5f) | * Hyper Jump, j.D (5f Safejump) | ||
====After Raw Supers==== | |||
* Lvl 1 and lvl 2 Raging Storm (236236A/C and 236236AC) have an awkward amount of frame advantage, making an auto-timed safejump difficult to find. | * Lvl 1 and lvl 2 Raging Storm (236236A/C and 236236AC) have an awkward amount of frame advantage, making an auto-timed safejump difficult to find. | ||
**Raw 236236B/D, 214A (Whiff), Hop, h.D (5f Safejump) | |||
** Raw 236236B/D, 214A (Whiff), Hop, h.D (5f) | |||
==Countering Rock== | ==Countering Rock== |
Revision as of 22:26, 22 March 2022
General Gameplan
Neutral
Pressure
Mixups
Defense
Okizeme
Safejumps
Definition and example of a safejump.
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals.
Combo Enders
- 214C:
- ... > 623C~AB, 214C, 214A (whiff), Hyper Hop, h.D (6f Safejump)
- ... > 623C~AB, 214C, Roll, Hop, h.D (4f Safejump)
- Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.
- 632146A/C~AB, 214C, 214C (whiff), Hyper Hop, h.D (5f Safejump)
- LVl 1 Shining Knuckle (236236B/D):
- 214C > 236236B/D, Forward Jump, (land) Hop, h.D (5f Safejump)
Meaty 236A
- Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent.
- Use 236A after:
- A Raw 214C
- A midscreen C throw
- A midscreen D throw
- A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option.
- Use 236A after:
After C Throw
- 214C (whiff), Hyper Hop, h.D (6f Safejump)
After Corner C Throw
- 214A (whiff), Hop, h.D (4f Safejump)
After D Throw
- Forward Jump, j.D (5f Safejump)
- Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.
After 236D
- Jump, j.D (5f Safejump)
After Corner 236B
- Hyper Jump, j.D (5f Safejump)
After Raw Supers
- Lvl 1 and lvl 2 Raging Storm (236236A/C and 236236AC) have an awkward amount of frame advantage, making an auto-timed safejump difficult to find.
- Raw 236236B/D, 214A (Whiff), Hop, h.D (5f Safejump)