-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Whip: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
AmedoS310 (talk | contribs)
 
(50 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Whip Profile.png|thumb|This fearsome soldier is enlisted in Heidern's mercenary unit operating under the codename Whip.<br/>She wields a seemingly paranormal whip, and is the spitting image of Seirah, the older sister of K'.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Whip Profile.png|thumb|This fearsome soldier is enlisted in Heidern's mercenary unit operating under the codename Whip.<br/>She wields a seemingly paranormal whip, and is the spitting image of Seirah, the older sister of K'.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 42f
<br>'''Hop:''' 35f
<br>'''Backdash:''' 21f
<br>'''Run Speed Ranking:''' 7
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==
Line 60: Line 66:
| '''0 Meter'''
| '''0 Meter'''
|
|
(c.B) 2B 41236C <br/>
Close B > Close B > 2B > 426C <br/>
jC > c.C > 41236C <br/>
j.C > Close D (first hit only) > 6A(x5) > 426C <br/>
jC > c.D > 6Ax5 <br/>
j.C > Close C > 6A(x5) > 624A (Corner Only)<br/>
|
|
( = dmg<br/>
( 153 dmg<br/>
( = dmg<br/>
( 291 dmg<br/>
( = dmg<br/>
( 303 dmg<br/>
|-
|-
| '''1 Meter'''
| '''0.5 Meter'''
|
|
(jC) c.C > 63214AC > 63214AC > 41236C<br/>
j.C > Close C > 6A(x5) > 624AC > 2D > [624A or 426C]<br/>
|
|
( = dmg<br/>
( 402/396 dmg<br/>
|-
|-
| '''2 Meters'''
| '''1.5 Meters'''
|
|
c.C > 63214AC > 63214AC > 41236C(1) > 236236K <br/>
j.C > Close C > 6A(x5) > 624AC > 2D > 426C > 236236K > 2A<br/>
|
|
( dmg <br/>
( 476 dmg <br/>
|-
|-
| '''3 Meters'''
| '''3.5 Meters'''
|
|
c.C > 63214AC > 63214AC > 41236C(1) > 236236KK <br/>
j.C > Close C > 6A(x5) > 624AC > 2D > Quick MAX > 426C > 236236K > 214236CD<br/>
|
|
( = dmg <br/>
( 689 dmg <br/>
|-
|-
| '''4 Meters'''
| '''4 Meters'''
|
|
c.C > 41236C > 236236K > 214236BC <br/>
426C > 236236K > 214236CD <br/>
|
|
( = dmg <br/>
( 633 dmg <br/>
|-
|-
| '''5 Meters'''
| '''5 Meters'''
Line 102: Line 108:
==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is a mix-up-oriented zoner who has some of the best range in the entire game. She's an excellent character to outpoke the opponent with and can use her Strength Shot to mix up the opponent from far away. Not only that, but she herself also has a very threatening approach game with moves like j.CD, j.C, and Hook Shot, making her a tricky character to defend against.  
| intro = {{SUBPAGENAME}} is a mid-range specialist who has some of the best range in the entire game. She's an excellent character to outpoke the opponent with and can use her Strength Shot to mix up the opponent from far away. Not only that, but she herself also has a very threatening approach game with moves like j.CD, j.C, and Hook Shot, making her a tricky character to defend against. Moves like these and her 2C sweep ensure that her opponents are never comfortable on wakeup, even when she's far away.


However, this offset by Whip being one of the riskiest characters in the entire game to play. Much of her kit is very easily punishable - whether on block or on whiff - and can make the difference between her staying on the offense... or eating a 70% damage combo for her troubles. Defensively speaking, she has next to no options. Boomerang Shot, while a decent anti-air, is '''VERY''' unsafe on Block and especially on whiff, meaning you have to use 2D or 8C if you want to anti-air the opponent and stay safe. Her stance cancels are also borderline useless since they recover so slow you can easily hit her out of them when you're up close.  
Whip can be very rewarding, but equally demanding to play. Playing as Whip requires more spatial awareness than most, if not all, other characters in the game. Most of her moves can go from being safe to unsafe just from bad spacing alone. However, the inverse also applies: Whip's moveset will reward you for your good spacing by making some moves much safer than their frame data numbers would have you think. Making the wrong move as Whip can be punishing due to her relatively slow frame data, and most of her moveset requires that you are very deliberate with your movement and actions.


Overall while Whip may take more than average care to play properly, she can be very tricky to deal with and will reward people who are willing to put in the lab time.
If you are looking for a character that can control a large amount of space and harass opponents from mid-range, Whip is here for you as long as you are willing to be extra conscious about your spacing and remain selective about when you commit to risky options, such as Boomerang Shot.


Whip's best position is likely mid position, as she generally needs meter to make her mix-ups threatening, but she doesn't deal the explosive damage that makes the anchor position noteworthy.
Whip works in every position on a team, but arguably does best in the second slot. Whip does not ask for too much meter to run her offense, and her combos are very meter-efficient. However, starting with at least 1 bar allows her access to EX Hook Shot as an approach option, and her 1-bar combos can deal some serious damage.  


| pros=
| pros=
* '''Strong Air Presence''': Whip has a strong air-to-air game with normals like 8C and 8D. Her j.C is also an amazing cross-up and her j.CD is one of the better jump-ins in the game.  
* '''Strong Air Presence''': The sky is yours. Neutral Jump C (also referred to as 8C) is a Swiss army knife in Whip's tool kit ([https://dreamcancel.com/wiki/The_King_of_Fighters_XV/Whip#Neutral_Jump_C see notes on that move here]) that allows her to control a huge amount of air space, and any attempt to jump in on Whip can be easily shut down by a Boomerang Shot.
* '''Very Long Range''': As you might imagine, Voodoo grants Whip plenty of range to keep the opponent at bay with. Whether you use moves like Strength Shot, Whip Shot (6A), or Talon Shot (3A), Whip can be a very tricky character to approach. Even her 2B, a non-Voodoo normal, is quite large.
* '''Very Long Range''': Whip has a whip (shocker!), which gives her all the range of a whip. 2C and 8C control a huge amount of space, and most of Whip's other normals are capable of stopping approaches fairly well.
* '''Strong Defense''': Normals like f.5C and especially 2C which can make approaching her quite scary. Jumping in is also a poor idea since she has 2D, 8C, and Boomerang Shot (41236P) to snuff you out.
* '''Oppressive oki''': Whip does not let opponents wakeup without taking some sort of guess, even at mid range. She has multiple ways of hitting overhead or low from far away, and her ability to ambiguously cross up is outstanding.
* '''Solid Approach''': Hook Shot and j.CD are liable to keep you on your toes when fighting against her. Especially since the former can also be performed with 2147P to get the drop at any given time without having to jump first.  
* '''Good mixups''': Strength Shot is a built-in 50/50, and just being at mid-range distance will make your opponents feel uneasy. Keep your opponent guessing from mid-range and you will find that most characters will not have the range to contest Whip without taking guesses on their approach options.
* '''Jump C''': The best hop cross up in the game, and could very well justify the entire character.
* '''Slippery movement''': Whip is harder to catch than most, with a slightly floaty jump and access to a double jump. On top of these, moves like j.CD ensure that approaching Whip is dangerous, even if she is retreating. Whip likes staying in her mid-range sweet spot, and she can maintain it well with smart movement. She can also hop over any character in the game while they are standing, even huge ones like King of Dinosaurs.
| cons=
| cons=
* '''Very Unsafe''': Whip is an ''extremely'' risky character to play. Many of her moves leave her at such a disadvantage that you have to be on your toes to even mix the opponent up from afar unless you want to be the one getting mixed up instead.
* '''High Commitment''': Whip requires that every movement and action you take is extremely deliberate. When taking guesses as Whip, her toolkit ensures that the odds are usually in your favor. However, wrong or even straight up bad guesses can be especially painful, such as an opponent jumping over a poorly spaced 2C.  
* '''Risky Defense''': While Whip can keep you out all day, once you get up close, she may as well write her will and testament right then and there. She has virtually zero safe (and meterless) reversals, her normals are on the slower side as a consequence of her range, and even if she does spend meter to get you off of her, it's extremely risky to do so.  
* '''Massive Hurtboxes''': Most of Whip's attacks that utilize her whip have huge hitboxes. However, they also have huge hurtboxes that can make trading with certain particularly powerful normals a common occurrence.  
* '''Poor Meterless Damage''': Whip's combo damage without meter isn't much to write home about, making her more reliant on meter than average.
* '''Awkward Lights''': Whip does not really chain her light normals like most characters can. The only light normal she can do that with is cl.B, which has a proximity requirement. While this means Whip effectively circumvents the fact 2B was universally nerfed to 15 damage, it can make light confirms somewhat awkward.
* '''Massive Hurtboxes''': Like Falke in ''Street Fighter V'', so too does Voodoo have a hurtbox that, if you hit Whip as she's using Voodoo to attack you, you'll end up doing damage to her instead. Most especially with any of her normals or both Command Moves that have her using Voodoo.  
* '''Moderately slow frame data''': Some of Whip's moves suffer from slow frame data, further contributing to the need for proper spacing in order to stay safe. It isn't all bad, but when you want your 4-frame Close C and you accidentally get a 15-frame Far C instead, it can hurt.
* '''Awkward Lights''': Whip can't really chain her light normals like most characters can. The only light normal she can do that with is cl.B, which has a proximity requirement. This can make light confirms somewhat awkward.
}}
}}


Line 129: Line 134:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_fa
|moveId=whip_fa
|description=
|description= A quick, short jab with Whip’s empty hand.
* Far A whiffs against most crouching opponents, but will hit taller crouching hurtboxes such as Antonov.
 
* Whiffs against most crouching opponents, but will hit taller crouching hurtboxes such as Antonov.
* An ok hop check, but the range is very small.
* An ok hop check, but the range is very small.
* Chains into other light normals
* Chains into other light normals
Line 138: Line 144:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_fb
|moveId=whip_fb
|description=
|description= Whip kicks her foot forward at about thigh level.
* Can only be cancelled into Quick Max and Super Moves
 
* Fast poke, decent range. Throw it out to disrupt your opponent’s pressure
* Fast poke, decent range. Throw it out to disrupt your opponent’s pressure.
* Special cancelable, combos into 624AC
}}
}}


Line 146: Line 153:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_fc
|moveId=whip_fc
|description=
|description= Whip swings the whip twice for a 2-hit attack with slow startup.
* Both hits are special cancelable, even on whiff
 
* Use Close C after this move for a solid frametrap
* Both hits are special cancelable. First hit can be whiff canceled.
* Even on an airborne hit, the second hit pulls the enemy closer
* Even on an airborne hit, the second hit pulls the enemy closer.
* The whip also acts as an extended hurtbox. Most whip attacks will share this property, to varying degrees of severity.
}}
}}


Line 155: Line 163:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_fd
|moveId=whip_fd
|description=
|description= A quick high kick with Whip’s back leg.
* Cannot be cancelled into specials
* Cannot be canceled into specials
* Quick and has a good hitbox for stopping a hop
* Good speed and decent range make this move a solid response to an opponent’s hop.
}}
}}


Line 164: Line 172:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_cla
|moveId=whip_cla
|description=
|description= A short upward strike with Whip’s elbow.
* Has an extremely short proximity range to activate instead of Far A
 
* Links into cl.C
* Links into Close C. Most reliably links after hitting a cross-up j.C.
}}
}}


Line 172: Line 180:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_clb
|moveId=whip_clb
|description=
|description= A short stamp to the ankle with Whip’s front foot. Hits low.
 
* Can be chained into itself once
* Can be chained into itself once
* Hits low while dealing more damage than your average 2B
* Hits low while dealing more damage than your average 2B
* Plus on block
* Great move for stagger pressure.
* Close B (x2) > 2B > 3A is a true combo
* Close B (x2) > 2B > is a solid string that can be followed up with 3A or 624AC, depending on whether it is hit or blocked.
}}
}}


Line 182: Line 191:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_clc
|moveId=whip_clc
|description=
|description= A very fast back fist with Whip’s whip hand.
* Can be cancelled into specials
 
* High pushback, even on hit. Still reliable for starting combos.
* 4 frame startup makes this a fantastic tool in Whip’s kit. Use this for frame traps, punishes and hop stopping. Also generally a more favorable combo starter than close D, even if it does 10 less damage.
* 4 frame startup makes this a fantastic tool in Whip’s kit. Use this for frame traps, punishes and hop stopping. Also generally a more favorable combo starter than close D, even if it does 10 less damage.
}}
}}
Line 190: Line 200:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_cld
|moveId=whip_cld
|description=
|description= A 2-hit double strike with Whip’s back foot and front knee.
* Both hits can be cancelled
 
* Canceling the first hit leaves Whip closer than normal, which is important when cancelling into 6A*5, as the closer range allows for combo routes not normally accessible after hitting both of close D’s attacks.
* Both hits can be canceled.
* Canceling the first hit leaves Whip closer than normal, which is important when cancelling into 6A*5, as the closer range allows for combo routes not normally accessible after hitting both of close D’s attacks. Typically only necessary for meterless midscreen combos.
}}
}}


Line 199: Line 210:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_2a
|moveId=whip_2a
|description=
|description= Whip quickly strikes the whip down at the ground.
* Safe midrange poke that hits low.
 
* Safe, midrange poke that hits low.
* This move can hit OTG. Remember to try and hit this after landing a sweep, super or j.CD.
* This move can hit OTG. Remember to try and hit this after landing a sweep, super or j.CD.
* Good for disrupting the opponent’s neutral from a distance. You can think of this as a second sweep attack with both the risk and reward toned down.
* Good for disrupting the opponent’s movement from a distance. You can think of this as a second sweep attack with both the risk and reward toned down.
* Hitbox leaves a very small deadzone directly in front of Whip, be careful using this at point blank range.  
* Hitbox leaves a very small deadzone directly in front of Whip, be careful using this at point blank range. At this range, however, just use Close B instead.
}}
}}


Line 209: Line 221:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_2b
|moveId=whip_2b
|description=
|description= Whip stays low to the ground and pivots her back foot to the front for a light kick at the ankles. The brief forward movement comes with useful utility applications.
* Unique 2B with interesting utility applications.
 
* Has longer range and slower startup compared to most other 2Bs in the game
* Has longer range and slower startup compared to most other 2Bs in the game.
* Your go-to Quick Max route: 2B > 3A > Quick Max
* Your go-to Quick Max route: 2B > 3A > Quick Max
* Whip stays low to the ground and pivots her back foot to the front. This moves her collision box forward just enough that you can use 2B to duck under an opponent’s jump-in, cross over to the other side and start a combo with close C once the opponent lands. [https://twitter.com/chocosynthesize/status/1546039975166152704?s=46&t=CwRyNKbLRmGSPXr4qbUx-A Example here, using Krohnen as a target.]
* This attack briefly moves Whip’s collision box forward just enough that you can use 2B to duck under an opponent’s jump-in, cross over to the other side and start a combo with Close C once the opponent lands. [https://twitter.com/chocosynthesize/status/1546039975166152704?s=46&t=CwRyNKbLRmGSPXr4qbUx-A Example here, using Krohnen as a target.]
}}
}}


Line 219: Line 231:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_2c
|moveId=whip_2c
|description=
|description= Whip sweeps her extended whip along the ground. Hits low. Unlike most other characters, Whip’s sweep is activated by pressing 2C instead of 2D; this is her sweep.
* A sweep with outstanding range that serves as one of Whip’s most important mixup and spacing tools
 
* Has a deadzone similar to her Crouch A
* A sweep with outstanding range that serves as one of Whip’s most important mixup and spacing tools.
* Has a deadzone similar to her 2A.
* Can be used in option selects to catch a roll
* Can be used in option selects to catch a roll
* Don’t forget to hit the opponent with a 2A after landing this move in the corner for extra free damage
* Don’t forget to hit the opponent with a 2A after landing this move in the corner for extra free damage
Line 229: Line 242:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_2d
|moveId=whip_2d
|description=
|description= An upward handstand-kick of some sort. Unlike most other characters, Whip’s anti-air normal is activated by pressing 2D instead of 2C; this is not a sweep.
* Can be cancelled into 41236C or 63214A to combo off anti air hits
 
* Covers the deadzone directly above Whip (and does it well) that Boomerang shot cannot cover, use this if an enemy tries to full jump into you while you’re backed into the corner
* Can be canceled into specials
* Use this after EX Strength Shot to keep the combo going
* Covers the deadzone directly above Whip (and does it well) that Boomerang Shot (426P) cannot cover, use this if an enemy tries to full jump into you while you’re backed into the corner. Outside of this scenario, this move is not actually very good as an anti-air; use 426P instead.
* Launches on hit against an airborne opponent. This can be used to start or extend combos. Will not launch a grounded opponent.
* Will always hit after either version of EX Strength Shot (624AC).
}}
}}


Line 241: Line 256:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=
|captions= Hop Version (Hitbox), Jump Version
|description2= Whatever this is, it’s a pretty decent air-to-ground option. Can be canceled into Hook Shot (j.214P).
 
* Can cross-up
* Can cross-up
* Can be canceled into Hook Shot to attempt a double overhead with possible cross-up
* Can be canceled into Hook Shot to attempt a double overhead with a possible cross-up.
* Additionally, you may Hook Shot after the cross-up to cross back over a second time without touching the floor
* Additionally, you may Hook Shot after a cross-up j.A to cross back over a second time without touching the floor
}}
}}


Line 252: Line 269:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=
|captions= Hop Version (Hitbox), Jump Version
|description2= A fast, downward-angled double kick.
 
* Light aerial that comes out fast and covers the space below Whip fairly well
* Light aerial that comes out fast and covers the space below Whip fairly well
* Decent air-to-ground with a fairly large hitbox
* Decent air-to-ground with a fairly large hitbox
Line 261: Line 280:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=
|captions= Hop Version (Hitbox),, Jump Version
* Another one of Whip’s most important tools
|description2= Whip swings the whip down below her. Very, very good cross-up attack that serves as one of Whip’s most important moves in her kit.
 
* Outstanding air-to-ground with overwhelmingly powerful ability to ambiguously cross-up
* Outstanding air-to-ground with overwhelmingly powerful ability to ambiguously cross-up
* Very large hitbox
* Very large hitbox. Comes at the cost of an equally large hurtbox under Whip, be careful about using this move with a projectile underneath you.
* Also comes with a very large hurtbox that extends pretty far below Whip, careful using this with a projectile below you
* Whip’s hop arc allows her to hop over any character in the game while they are standing, even Dinosaur and Antonov. This makes Hop C a very powerful option for mixing up the opponent.
* After a blocked j.CD, you may attempt to cross with this move by using a hyper hop C while you’re standing close to the opponent. Keep in mind Whip’s jump arcs are floatier than normal, which allows her to hop over most opponents even if they’re standing (May not work on large opponents; exhaustive list needed)
* Hop C has surprisingly large horizontal range, making it an effective “instant” overhead from mid-range
}}
}}


Line 272: Line 292:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_j8c
|moveId=whip_j8c
|name=neutral hop C
|name=Neutral Jump C
|input=h.8C
|input=nj.C
|description=
|description= Whip swings her whip down in front of her. Very large horizontal range. Sometimes also referred to as 8C.
* Yet another one of Whip’s most important mixup and spacing tools
 
* Whip jumps up and swings Voodoo in a downward arc over a large range.
* Her neutral jump C is one of the best air-to-air normals in the game with outstanding range and a large hitbox
* Her neutral jump C is one of the best air-to-air normals in the game with outstanding range and a large hitbox
* Also works as great air-to-ground if you use it on the way down in your jump arc
* Also works as great air-to-ground if you use it on the way down in your jump arc
* Also works as a jump-in combo starter
* Also works as a jump-in combo starter
* Also works as decent anti-hop due to its ability to hit enemies at a lower elevation than Whip
* Also works as decent anti-hop due to its ability to hit enemies at a lower elevation than Whip
* Again, mind the extended hurtbox
* As with other whip attacks, mind the extended hurtbox
* Has an odd deadzone just before the tip of its hitbox. It is hard to describe, and you will rarely ever encounter it, but it happens sometimes. Could be patched in a future update.
* Using this in short proximity of an enemy while in neutral can be risky due to how much time the opponent has to run under and low profile for a combo.
}}
}}


Line 290: Line 309:
|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=
|captions= Hop Version (Hitbox),, Jump Version
|description2= A 2-hit attack, one horizontal kick for each leg.
 
* 2-hit aerial attack in which the second hit comes out with almost no delay after the first
* 2-hit aerial attack in which the second hit comes out with almost no delay after the first
* Great air-to-air
* Great air-to-air
* The second hit is not an overhead
* The second hit is not an overhead
* Getting both hits to connect may feel a bit tricky or inconsistent
* Getting both hits to connect may feel a bit tricky or inconsistent, making j.C a more preferable jump-in to start combos with.
}}
}}


Line 300: Line 321:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_j8d
|moveId=whip_j8d
|name=neutral hop D
|name=Neutral Jump D
|input=h.8D
|input=nj.D
|description=
|description= A quick upward kick with short horizontal range.
 
* Might be useful for air-to-air situations but this movie is heavily overshadowed by Neutral Jump C anyway
* Might be useful for air-to-air situations but this movie is heavily overshadowed by Neutral Jump C anyway
}}
}}
Line 310: Line 332:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_cd
|moveId=whip_cd
|description=
|description= Whip thrusts her whip handle straight forward.
* Decent range and speed
 
* Fairly standard blowback attack
* Depending on proximity to the corner, your likely options for continuing the combo after the wallsplat could be EX Strength Shot or simply cashing out extra damage with a 2C
}}
}}


Line 317: Line 341:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=whip_236cd
|moveId=whip_236cd
|name=Shatter Strike
|input=236CD
|captions= What if it was purple?
|description= Whip’s shatter strike. Not particularly amazing, you are probably better off using 426C instead.
* EX Strength Shot is likely your best followup after hitting this
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=whip_214cd
|description=
|description=
*Placeholder
*Same animation and range as her CD.
 
}}
}}


Line 326: Line 362:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=
|captions= <nowiki>Yeah, it’s called a pommel. The more you know.</nowiki>
* Whip's jumping CD. Whip strikes the opponent with Voodoo's pommel in a downward diagonal angle.
|description2= Whip strikes the opponent with Voodoo’s pommel in a downward diagonal angle. Like any other jumping CD, this attack locks the opponent in a hefty amount of blockstun to force your turn on offense.
* Very active move and disjointed hitbox makes this a great poke while jumping away or towards an opponent.
 
* Does not make a good air-to-air as opponents can attack above Whip's head to hit her. Most horizontal air normals will win.
* Outstanding hitbox placement and active frames make this a very powerful air-to-ground. This is Whip’s primary pressure tool when she is ready to go on the offensive
* Great option on opponent’s wakeup or after they recovery roll from a 2C or j.CD
* Also a great option for attacking while hopping over your own projectile reflect
}}
}}


Line 337: Line 375:
|name=rush
|name=rush
|input=cl.AA/c.AAX
|input=cl.AA/c.AAX
|description2=* Placeholder
|description2=
* Whip’s autocombo uses Sonic Slaughter (236236P) for its super attack options and Boomerang Shot (A version) for its special option
}}
}}


Line 365: Line 404:
|name=Whip Shot
|name=Whip Shot
|input=6A (up to 5 times)
|input=6A (up to 5 times)
|description5=*First and last hits are special cancelable
|description5= A 5-hit attack where Whip repeatedly strikes the opponent with the whip. Keep pressing A up to 5 times to continue attacking.
*Any hit is Quick MAX Cancelable; usually, you should do this after the fourth hit to maximize damage
 
*Look for setups to perform this move at a range close enough that specials won't whiff after the last hit
*First and last hits are special cancelable
*Always combos into 63214AC
*Any hit can be cancelled into a Quick Max or super but it is not recommended that you do either
*If the opponent blocks this, you can probably stop on hits 2-4 and hope the opponent doesn't notice that you stopped early instead of going for all 5 hits
*Always combos into EX Strength Shot (63214AC)
*If the opponent blocks this and you don’t cancel the first attack into Strength Shot D, you can probably stop on hits 2-4 and hope the opponent does not notice that you stopped early instead of going for all 5 hits. Going for all 5 hits on block puts you at very high risk of being punished by a guard cancel roll. The second and fourth hits are the “safest” on block (you are still very negative).
}}
}}


Line 377: Line 417:
|name=Talon Shot
|name=Talon Shot
|input=3A
|input=3A
|description=*Command normal with a big hitbox and relatively short startup for its range
|description= Whip does this weird zigzag/stagger/whatever whip attack. Pretty good.
*You can combo into this after 2B
 
*Excellent pushback on block makes this a good move to create space with despite how negative on block this is
* Command normal with a big hitbox and huge pushback on block that makes it useful for creating space
*The pushback is minimal on hit, making it easy to punish on hit, so try to use only if you have Quick Max at the ready
* The pushback is significantly reduced on hit
* Generally, 2B > 3A is your Quick Max string. Use this to close out rounds
}}
}}


Line 389: Line 430:
|name=Boomerang Shot “Code: SC”
|name=Boomerang Shot “Code: SC”
|input=41236A/C/AC
|input=41236A/C/AC
|description3=
|captions=A Version (Hitbox),,C Version,,EX Version
* Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool. Will cause a hard knockdown on the first and second hit.
|description3= Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool, one that is uniquely tied to a 426 input and is therefore much easier to use on reaction than your average reversal.
* Very, very unsafe for both light (A), heavy (C), and EX (AC) versions. Whiffing or having this blocked is a full combo punish.
 
* A version is slightly faster with upper body invulnerability.
* High risk, high reward. Does solid damage and is a fantastic, consistent anti-air. However, it is extremely punishable if it does not hit.
* C and AC versions have full body invulnerability. AC version is faster and hits twice.
* A version is slightly faster with upper body invulnerability. It also deals less damage than the C version
* A & C versions will throw the opponent behind Whip. The EX version will throw them in front.
* C and AC versions have full body invulnerability.
* The first hit is super cancellable and does the bulk of the move's damage.
* A & C versions will switch sides, throwing the opponent behind Whip. The EX version will keep the opponent in front of Whip and deal more damage.
* The first hit can be super-canceled.
* Has a deadzone directly above Whip. Use 2D to cover this deadzone. Otherwise, this is your go-to for anti-air.
* Remember that one of your supers is activated with a 236236P input; be careful not to spam too many quick half circle motions before pressing A/C, or you might get a super instead of the Boomerang Shot.
* Safejump: Immediately hyper hop j.CD after the animation ends
}}
}}


Line 403: Line 448:
|name=Strength Shot Type A “Code: Superior”
|name=Strength Shot Type A “Code: Superior”
|input=63214[A/AC]~D
|input=63214[A/AC]~D
|description3=
|captions= Normal Version (Hitbox),,EX Version (Hitbox),,Normal Version Hold
* Whip holds Voodoo in the Strength Shot Stance. Holding the button causes Whip to hold Voodoo and she can move back and forth. She can cancel the stance with D or let go to attack.
|description3= Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel).
* In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation (still HKD)
 
* The EX version will strike an opponent twice and launch them into the air. You can follow up with 2D. Hitting an airborne opponent launches them for a follow-up. You can follow up the ground hit version with the air hit version once per combo.
* In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation and different spacing after the animation, but it is still a hard knockdown.
* Only A version can be held and cancelled. The EX version (AC) will strike twice regardless
* Only A version can be held and cancelled. The EX version (AC) will strike as soon as the input takes place and cannot be cancelled or delayed.
* The first hit of the EX version has a slightly disjointed hitbox so Whip can anti-air a poorly spaced jump normal or whiff punish a normal for a full launch combo. Both are unsafe on block
* The EX Strength shot has two versions. Each can be used one time during a combo, and you can combo the first directly into the second:
** The first version is used against grounded opponents. After whipping the opponent twice, Whip slides in and kicks the opponent up into the air.
** The second version is used against airborne opponents. Whip grabs the opponent out of the air, pulls them in and kicks them back up in the same trajectory as the first version. This is guaranteed to connect after the fifth hit of 6A, but in any other situation the animation will not play if the first hit does not connect with the airborne opponent.
** You can follow these up with a 2D (usually with 2D > Boomerang Shot > super [optional]) but keep in mind that 2D will only hit once during a combo
}}
}}


Line 416: Line 464:
|name=Strength Shot Type B “Code: Strength”
|name=Strength Shot Type B “Code: Strength”
|input=63214B~D
|input=63214B~D
|captions= Normal Version (Hitbox),Normal Version Hold
|description2=
|description2=
* Whip holds Voodoo in the Strength Shot Stance. Holding the button causes Whip to hold Voodoo and she can move back and forth. She can cancel the stance with D or let go to attack.
* Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel).
* When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin if hit. Positive on block and VERY positive on hit.  
* When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin a long ways towards her if hit. Positive on block and VERY (+12) positive on hit.  
* This version does the least damage but has the longest range of any version of Strength Shot
* This version does the least damage but has the longest range and best frame data of any version of Strength Shot
* Use to frame trap opponents or mix them up if they're expecting Code Superior (A) or Code Victory (C) versions as it's +2 on block.
* Use to frame trap opponents, especially with your 4 frame Close C
* Use this to combo into normals (at far range 5C, at close range 2D) or even specials as it is +12 on hit!
* Use this to combo into normals (2C or Close C) or even specials as it is +12 on hit!
* Will not hit airborne opponents.
* Will not hit airborne opponents, no matter how close to the ground they are. You can still catch an opponent in pre-jump, making this an excellent meaty tool.
* Meaty setup: After landing a 2C, enter and cancel out of any Strength Shot stance and then use Strength Shot B
}}
}}


Line 430: Line 480:
|name=Strength Shot Type C “Code: Victory”
|name=Strength Shot Type C “Code: Victory”
|input=63214C~D
|input=63214C~D
|description2=
|captions= Normal Version (Hitbox),,Normal Version Hold
* Whip holds Voodoo in the Strength Shot Stance. Holding the button causes Whip to hold Voodoo and she can move back and forth. She can cancel the stance with D or let go to attack.
|description2= Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel).
* On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to Whip dragging the opponent to stomp viciously on their head.
 
* On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to an animation of Whip dragging the opponent to repeatedly stomp on their head.
* The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG).
* The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG).
* This move has medium range between Superior (A) and Strength (B) but does a little less damage than superior.
* This move has medium range between Superior (A) and Strength (B) but does a little less damage than superior.
* Use this to confuse opponents between the A & B versions for mix-ups and score extra damage. Unsafe on block.
* Use this on opponent’s wakeup for a 50/50 between the Strength Shot A and C versions.
}}
}}


Line 443: Line 494:
|name=Strength Shot Type D “Code: Candy”
|name=Strength Shot Type D “Code: Candy”
|input=63214[A/B/C]~D
|input=63214[A/B/C]~D
|description=*
|description= Press D while holding any Strength Shot stance to cancel it.
* Whip holds Voodoo in the Strength Shot Stance. Holding the button causes Whip to hold Voodoo and she can move back and forth. She can cancel the stance with D or let go to attack.
 
* Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack.
* Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack.
* The shortest amount of time this can take is 25f from the start of the initial input.
* The shortest amount of time this can take is 25f from the start of the initial Strength Shot input.
* Opponents may jump or roll in when they see Whip enter her Strength Shot Stance. Use this to confuse them and punish their reactions with a Boomerange shot (63214C), a different Strength Shot, or Whip's normals
* Opponents may jump or roll in when they see Whip enter her Strength Shot Stance. Use this to bait and punish their reactions with a Boomerang Shot (63214C), a different Strength Shot, a throw or Whip's normals
}}
}}


Line 455: Line 506:
|name=Hook Shot “Code: Zephyr”
|name=Hook Shot “Code: Zephyr”
|input=j.214A/C/AC
|input=j.214A/C/AC
|description3=
|captions= Normal Version (Hitbox),,EX Version
* Whip slings Voodoo up into the air and tugs herself up into a aerial spin. Whip's double jump. Can be tiger knee'd (2147A/C/AC)
|description3= Whip slings Voodoo up into the air and tugs herself up into an aerial spin. In simple terms, this is your double jump; it has no hitbox and deals no damage, but Whip can perform any aerial normal attack after the Hook Shot.
* Can do any jump normal after the aerial spin and Whip can cancel into this move from j.A (only once)
 
* A version moves forward a short distance
* Can be canceled into from j.A
* C version moves forward around the same distance as a forward hop
* You can tiger knee this to perform the Hook Shot immediately after jumping (2147A/C/AC)
* AC version will move Whip directly in front of an opponent anywhere on the screen has projectile invulnerability.
* A version moves forward a very short distance and will practically never crossup
* Can be used if Whip crosses up an opponent. AC version will land in front.
* C version moves forward around the same distance as a forward hop with high potential to crossup
* Holding the stick towards the opponent during the AC version will make Whip cross an opponent up. This does not work at full screen.
* AC version will move Whip directly in front of an opponent anywhere on the screen. It also has full invulnerability for the first 10 frames, which can serve as an excellent bait tool for reversals such as Krohnen’s 623A/C (but generally not something like a more traditional DP that would send the opponent airborne)
* This can also be done when Whip crosses an opponent up with j.A to do a DOUBLE cross-up.
* Holding the stick towards the opponent during the AC version will make Whip cross an opponent up. Requires sufficient air clearance and therefore will not crossup if EX Hook Shot is activated at the lowest point of a jump or from full screen.
* Distance traveled after using j.214X after a neutral hop/jump depends on the height whip is when she uses it
* Whip is in counterhit state until she lands after using Hook Shot.
* If performed after a crossup, the A and C versions will not correct your orientation toward the opponent. The EX version, however, will make you face the opponent and you can even cross back over into the side you originally jumped from by holding your stick toward the opponent.
}}
}}


Line 472: Line 524:
|name=Crescent Swatter “Code: FS”
|name=Crescent Swatter “Code: FS”
|input=4214B/D/BD
|input=4214B/D/BD
|description3=
|captions= Normal Version (Hitbox),, Normal Version Fireball Counter, EX Version (Hitbox),, EX Version Fireball Counter
|description3= Whip rears Voodoo back and swings it in a downward strike. Hits overhead and grants a hard knockdown. This move also functions as a powerful projectile reflect.
 
* Data in [] indicate values for the projectile.
* Data in [] indicate values for the projectile.
* Whip rears Voodoo back and swings it in a downward strike. This move is a projectile counter and an overhead so must be blocked standing. Causes hard knockdown.
* If a projectile gets close to Whip during the reflect window, this move destroys the projectile and creates a 1-hit wind ball projectile that slowly travels slightly further than half of the screen before disappearing. This wind ball destroys ALL projectiles, even a super projectile (however, a super projectile will also destroy the wind ball)
* B and D version create a 1 hit projectile that slowly travels slightly further than half of the screen before disappearing. Has the durability of a super projectile.
* BD version is faster and creates a 3-hit projectile which travels full screen at a slightly faster pace. Has the durability of a MAX super projectile; a super projectile will not destroy this one.
* BD version is faster creates a 3 hit projectile which travels full screen before disappearing. Has the durability of a MAX super projectile.
* Can reflect many things that normal reflects cannot. Exhaustive list of reflectable attacks coming soon.
* Can reflect regular projectiles, EX projectiles, and supers.
**Hao Shoukou Ken lvl 1 and 2 : ok
* Use as an alternative overhead to Strength Shot: Superior for mixups or as a projectile counter.
**Thermidor lvl 1 : ok
**Thermidor lvl 2 : doesn't work
**Espoir (Ash' Climax) : ok
**Power Geyser lvl 1 : ok
**Power Geyser lvl 2 : Doesn't work (creates the wind ball but you get hit by the subsequent hits of Geyser)
**Raiha Jin-Ou Ken (Beni's Climax) : Doesn't work (creates the wind ball but you get hit by the subsequent hits of Climax)
**Ura 1212 Shiki • Yakumo (Kyo's Climax) : ok
**Bakuretsu Screw Premium (Joe's Climax) : Doesn't work (creates the wind ball but you get hit by the subsequent hits of Climax)
**Raigou Reppuu Ken lvl 1 and 2 : ok
**Raging Storm (Geese's Climax) : doesn't work
**Ultimate Billion Bash (Yashiro's Climax) : ok
* Be careful to not accidentally input a backdash or Strength Shot B when trying to reflect a projectile.
}}
}}


Line 487: Line 552:
|name=Sonic Slaughter “Code: KW”
|name=Sonic Slaughter “Code: KW”
|input=236236A/C/AC
|input=236236A/C/AC
|description2=
|captions= Normal Version (Hitbox),,, Max Version
* Whip strikes in front and behind her in a constant barrage with Voodoo.  
|description2= Whip strikes in front and behind her in a constant barrage with Voodoo.  
* Invincible on start-up and hits both sides of Whip. Useful for anti-air, but has poor range and relatively slow startup
 
* First hit can OTG, allowing combo hard knockdown or unteched soft knockdown. IE: 63214C, 4214A/C/AC, 236236B/D/BD etc
* Invincible on start-up and hits both sides of Whip.
* First hit can OTG, allowing Whip to combo from any hard knockdown or unteched soft knockdown.
* A & C versions are identical. The AC version knocks the opponent up where Voodoo continues to rapidly strike the opponent for more damage and makes the enemy land closer.
* A & C versions are identical. The AC version knocks the opponent up where Voodoo continues to rapidly strike the opponent for more damage and makes the enemy land closer.
* The AC version allows for a hop A safe jump or a full jump C meaty cross up. The normal version puts the opponent too far.
* The AC version allows for a hop A safe jump or a full jump C meaty cross up. The normal version puts the opponent too far.
Line 500: Line 566:
|name=Destruction Barrage “Code: YGW”
|name=Destruction Barrage “Code: YGW”
|input=236236B/D/BD
|input=236236B/D/BD
|description2=
|captions= Normal Version (Hitbox),,, Max Version
* Whip takes off three earring bombs and tosses them into the air, exploding shortly after.  
|description2= Whip takes off three earring bombs and tosses them into the air, exploding shortly after. The BD version sends a second earring volley to do even more damage.
* AC version sends a second earring volley to do even more damage.  
 
* Both versions cause hard knockdown but the normal versions (B/D) knock the opponent further away.
* Can be used after the first hit of a Boomerang Shot (426P) to add extra damage onto your anti-air
* Can add extra damage with an OTG attack - Run slightly and 2A OR (AC version only) hop forward 236236A/C/AC
* Can add extra damage with an OTG attack - Run slightly and 2A OR (only in the corner, or anywhere after BD version) hop forward and immediately 236236A/C/AC upon landing
* Can link 236236A/C/AC with the normal version in the corner.
}}
}}


Line 513: Line 578:
|moveId=whip_2141236cd
|moveId=whip_2141236cd
|input=2141236CD
|input=2141236CD
|description=
|description= Whip soars into the air with Voodoo to hit an opponent with a rising knee, constricts the opponent midair, and slams them back to the ground for a 4-hit attack.
* Whip's Climax - She soars into the air with Voodoo to hit an opponent with a rising knee, constricts the opponent midair, and slams them back to the ground for a 4-hit attack.
 
* Whip is invulnerable on start-up all the way to the top of the screen and can be used as a very slow reversal.
* Whip is invulnerable on start-up all the way to the top of the screen.
* Despite having a lot more hits in the combo, max canceling from MAX YGW (236236BD) is about the same as MAX Sonic Slaughter (236236AC).
* Can whiff after a 426C > 236236K if the opponent is too high when 236236K hits
}}
}}


==Misc==
==Misc==


{{Colors-KOFXV}}
==Videos==
==Videos==
{{#ev:youtube|iuQDWKBSw5o|||'''Whip Reveal Trailer'''|frame}}
{{#ev:youtube|iuQDWKBSw5o|||'''Whip Reveal Trailer'''|frame}}

Latest revision as of 02:14, 30 June 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

This fearsome soldier is enlisted in Heidern's mercenary unit operating under the codename Whip.
She wields a seemingly paranormal whip, and is the spitting image of Seirah, the older sister of K'.
Jump: 42f
Hop: 35f
Backdash: 21f
Run Speed Ranking: 7

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Strike Three - close / +

Assassin Trap - close / +


Command Normals

Whip Shot - + (up to 5 inputs)

Talon Shot - +


Special Moves

Boomerang Shot 'Code: SC' - + / (*)

Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)

∟Strength Shot Type D 'Code: Rain' -

Strength Shot Type A 'Code: Strength' - + (HOLD OK) (*)

∟Strength Shot Type D 'Code: Rain' -

Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)

∟Strength Shot Type D 'Code: Rain' -

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" - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Close B > Close B > 2B > 426C
j.C > Close D (first hit only) > 6A(x5) > 426C
j.C > Close C > 6A(x5) > 624A (Corner Only)

( 153 dmg
( 291 dmg
( 303 dmg

0.5 Meter

j.C > Close C > 6A(x5) > 624AC > 2D > [624A or 426C]

( 402/396 dmg

1.5 Meters

j.C > Close C > 6A(x5) > 624AC > 2D > 426C > 236236K > 2A

( 476 dmg

3.5 Meters

j.C > Close C > 6A(x5) > 624AC > 2D > Quick MAX > 426C > 236236K > 214236CD

( 689 dmg

4 Meters

426C > 236236K > 214236CD

( 633 dmg

5 Meters

c.C > 41236C > 236236KK > 214236BC

( = dmg

Gameplay Overview

Whip is a mid-range specialist who has some of the best range in the entire game. She's an excellent character to outpoke the opponent with and can use her Strength Shot to mix up the opponent from far away. Not only that, but she herself also has a very threatening approach game with moves like j.CD, j.C, and Hook Shot, making her a tricky character to defend against. Moves like these and her 2C sweep ensure that her opponents are never comfortable on wakeup, even when she's far away.

Whip can be very rewarding, but equally demanding to play. Playing as Whip requires more spatial awareness than most, if not all, other characters in the game. Most of her moves can go from being safe to unsafe just from bad spacing alone. However, the inverse also applies: Whip's moveset will reward you for your good spacing by making some moves much safer than their frame data numbers would have you think. Making the wrong move as Whip can be punishing due to her relatively slow frame data, and most of her moveset requires that you are very deliberate with your movement and actions.

If you are looking for a character that can control a large amount of space and harass opponents from mid-range, Whip is here for you as long as you are willing to be extra conscious about your spacing and remain selective about when you commit to risky options, such as Boomerang Shot.

Whip works in every position on a team, but arguably does best in the second slot. Whip does not ask for too much meter to run her offense, and her combos are very meter-efficient. However, starting with at least 1 bar allows her access to EX Hook Shot as an approach option, and her 1-bar combos can deal some serious damage.
Pros Cons
  • Strong Air Presence: The sky is yours. Neutral Jump C (also referred to as 8C) is a Swiss army knife in Whip's tool kit (see notes on that move here) that allows her to control a huge amount of air space, and any attempt to jump in on Whip can be easily shut down by a Boomerang Shot.
  • Very Long Range: Whip has a whip (shocker!), which gives her all the range of a whip. 2C and 8C control a huge amount of space, and most of Whip's other normals are capable of stopping approaches fairly well.
  • Oppressive oki: Whip does not let opponents wakeup without taking some sort of guess, even at mid range. She has multiple ways of hitting overhead or low from far away, and her ability to ambiguously cross up is outstanding.
  • Good mixups: Strength Shot is a built-in 50/50, and just being at mid-range distance will make your opponents feel uneasy. Keep your opponent guessing from mid-range and you will find that most characters will not have the range to contest Whip without taking guesses on their approach options.
  • Slippery movement: Whip is harder to catch than most, with a slightly floaty jump and access to a double jump. On top of these, moves like j.CD ensure that approaching Whip is dangerous, even if she is retreating. Whip likes staying in her mid-range sweet spot, and she can maintain it well with smart movement. She can also hop over any character in the game while they are standing, even huge ones like King of Dinosaurs.
  • High Commitment: Whip requires that every movement and action you take is extremely deliberate. When taking guesses as Whip, her toolkit ensures that the odds are usually in your favor. However, wrong or even straight up bad guesses can be especially painful, such as an opponent jumping over a poorly spaced 2C.
  • Massive Hurtboxes: Most of Whip's attacks that utilize her whip have huge hitboxes. However, they also have huge hurtboxes that can make trading with certain particularly powerful normals a common occurrence.
  • Awkward Lights: Whip does not really chain her light normals like most characters can. The only light normal she can do that with is cl.B, which has a proximity requirement. While this means Whip effectively circumvents the fact 2B was universally nerfed to 15 damage, it can make light confirms somewhat awkward.
  • Moderately slow frame data: Some of Whip's moves suffer from slow frame data, further contributing to the need for proper spacing in order to stay safe. It isn't all bad, but when you want your 4-frame Close C and you accidentally get a 15-frame Far C instead, it can hurt.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 11 +1 -1 - 30 60

A quick, short jab with Whip’s empty hand.

  • Whiffs against most crouching opponents, but will hit taller crouching hurtboxes such as Antonov.
  • An ok hop check, but the range is very small.
  • Chains into other light normals

Far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid special 5 4 8 +3 +1 - 30 60

Whip kicks her foot forward at about thigh level.

  • Fast poke, decent range. Throw it out to disrupt your opponent’s pressure.
  • Special cancelable, combos into 624AC

Far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (30+40) Mid special 15 8 (7) 5 16 0 -2 - 70 (30+40) 120 (60+60)

Whip swings the whip twice for a 2-hit attack with slow startup.

  • Both hits are special cancelable. First hit can be whiff canceled.
  • Even on an airborne hit, the second hit pulls the enemy closer.
  • The whip also acts as an extended hurtbox. Most whip attacks will share this property, to varying degrees of severity.

Far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 5 18 -2 -4 - 70 120

A quick high kick with Whip’s back leg.

  • Cannot be canceled into specials
  • Good speed and decent range make this move a solid response to an opponent’s hop.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60

A short upward strike with Whip’s elbow.

  • Links into Close C. Most reliably links after hitting a cross-up j.C.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 10 +2 0 - 30 60

A short stamp to the ankle with Whip’s front foot. Hits low.

  • Can be chained into itself once
  • Hits low while dealing more damage than your average 2B
  • Great move for stagger pressure.
  • Close B (x2) > 2B > is a solid string that can be followed up with 3A or 624AC, depending on whether it is hit or blocked.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 4 19 -6 -8 - 70 120

A very fast back fist with Whip’s whip hand.

  • High pushback, even on hit. Still reliable for starting combos.
  • 4 frame startup makes this a fantastic tool in Whip’s kit. Use this for frame traps, punishes and hop stopping. Also generally a more favorable combo starter than close D, even if it does 10 less damage.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 7 3 (8) 6 18 -3 -5 - 80 (40+40) 120 (60+60)

A 2-hit double strike with Whip’s back foot and front knee.

  • Both hits can be canceled.
  • Canceling the first hit leaves Whip closer than normal, which is important when cancelling into 6A*5, as the closer range allows for combo routes not normally accessible after hitting both of close D’s attacks. Typically only necessary for meterless midscreen combos.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Low special 10 5 14 -4 -6 - 30 60

Whip quickly strikes the whip down at the ground.

  • Safe, midrange poke that hits low.
  • This move can hit OTG. Remember to try and hit this after landing a sweep, super or j.CD.
  • Good for disrupting the opponent’s movement from a distance. You can think of this as a second sweep attack with both the risk and reward toned down.
  • Hitbox leaves a very small deadzone directly in front of Whip, be careful using this at point blank range. At this range, however, just use Close B instead.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low command 7 4 12 -1 -3 - 15 30

Whip stays low to the ground and pivots her back foot to the front for a light kick at the ankles. The brief forward movement comes with useful utility applications.

  • Has longer range and slower startup compared to most other 2Bs in the game.
  • Your go-to Quick Max route: 2B > 3A > Quick Max
  • This attack briefly moves Whip’s collision box forward just enough that you can use 2B to duck under an opponent’s jump-in, cross over to the other side and start a combo with Close C once the opponent lands. Example here, using Krohnen as a target.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Low command 12 2 26 SKD (+21) -9 - 70 120

Whip sweeps her extended whip along the ground. Hits low. Unlike most other characters, Whip’s sweep is activated by pressing 2C instead of 2D; this is her sweep.

  • A sweep with outstanding range that serves as one of Whip’s most important mixup and spacing tools.
  • Has a deadzone similar to her 2A.
  • Can be used in option selects to catch a roll
  • Don’t forget to hit the opponent with a 2A after landing this move in the corner for extra free damage

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 12 4 23 -6 -8 - 70 120

An upward handstand-kick of some sort. Unlike most other characters, Whip’s anti-air normal is activated by pressing 2D instead of 2C; this is not a sweep.

  • Can be canceled into specials
  • Covers the deadzone directly above Whip (and does it well) that Boomerang Shot (426P) cannot cover, use this if an enemy tries to full jump into you while you’re backed into the corner. Outside of this scenario, this move is not actually very good as an anti-air; use 426P instead.
  • Launches on hit against an airborne opponent. This can be used to start or extend combos. Will not launch a grounded opponent.
  • Will always hit after either version of EX Strength Shot (624AC).

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 8 7 1 on ground - - - 30 50

jump jump

45 High special 8 9 1 on ground - - - 30 60

Whatever this is, it’s a pretty decent air-to-ground option. Can be canceled into Hook Shot (j.214P).

  • Can cross-up
  • Can be canceled into Hook Shot to attempt a double overhead with a possible cross-up.
  • Additionally, you may Hook Shot after a cross-up j.A to cross back over a second time without touching the floor

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 8 1 on ground - - - 30 50

jump jump

45 High - 6 10 1 on ground - - - 30 60

A fast, downward-angled double kick.

  • Light aerial that comes out fast and covers the space below Whip fairly well
  • Decent air-to-ground with a fairly large hitbox

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 14 7 1 on ground - - - 70 100

jump jump

70 High - 14 7 1 on ground - - - 70 120

Whip swings the whip down below her. Very, very good cross-up attack that serves as one of Whip’s most important moves in her kit.

  • Outstanding air-to-ground with overwhelmingly powerful ability to ambiguously cross-up
  • Very large hitbox. Comes at the cost of an equally large hurtbox under Whip, be careful about using this move with a projectile underneath you.
  • Whip’s hop arc allows her to hop over any character in the game while they are standing, even Dinosaur and Antonov. This makes Hop C a very powerful option for mixing up the opponent.
  • Hop C has surprisingly large horizontal range, making it an effective “instant” overhead from mid-range

Neutral Jump C

Neutral Jump C
nj.C
nj.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

jump jump

70 High - 13 5 1 on ground - - - 70 120

Whip swings her whip down in front of her. Very large horizontal range. Sometimes also referred to as 8C.

  • Her neutral jump C is one of the best air-to-air normals in the game with outstanding range and a large hitbox
  • Also works as great air-to-ground if you use it on the way down in your jump arc
  • Also works as a jump-in combo starter
  • Also works as decent anti-hop due to its ability to hit enemies at a lower elevation than Whip
  • As with other whip attacks, mind the extended hurtbox
  • Using this in short proximity of an enemy while in neutral can be risky due to how much time the opponent has to run under and low profile for a combo.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 (40+40) High - 10 2 (3) 4 1 on ground - - - 80 (40+40) 100 (50+50)

jump jump

80 (40+40) High(1), Mid(2) - 10 2 (3) 6 1 on ground - - - 80 (40+40) 120 (60+60)

A 2-hit attack, one horizontal kick for each leg.

  • 2-hit aerial attack in which the second hit comes out with almost no delay after the first
  • Great air-to-air
  • The second hit is not an overhead
  • Getting both hits to connect may feel a bit tricky or inconsistent, making j.C a more preferable jump-in to start combos with.

Neutral Jump D

Neutral Jump D
nj.D
nj.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

jump jump

70 High - 6 9 1 on ground - - - 70 120

A quick upward kick with short horizontal range.

  • Might be useful for air-to-air situations but this movie is heavily overshadowed by Neutral Jump C anyway

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 5 22 Splat (+73~+89) -4 - 100 160

Whip thrusts her whip handle straight forward.

  • Fairly standard blowback attack
  • Depending on proximity to the corner, your likely options for continuing the combo after the wallsplat could be EX Strength Shot or simply cashing out extra damage with a 2C

ShatterStrike

Shatter Strike
236CD
236CD

What if it was purple?

What if it was purple?

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Armor: 4 to 14 (11 frames) 0 200

Whip’s shatter strike. Not particularly amazing, you are probably better off using 426C instead.

  • EX Strength Shot is likely your best followup after hitting this

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.

jump CD

jump CD
j.CD
j.CD

Yeah, it’s called a pommel. The more you know.

Yeah, it’s called a pommel. The more you know.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 17 5 1 on ground SKD - - 80 120

jump jump

90 Mid - 17 7 1 on ground SKD - - 80 140

Whip strikes the opponent with Voodoo’s pommel in a downward diagonal angle. Like any other jumping CD, this attack locks the opponent in a hefty amount of blockstun to force your turn on offense.

  • Outstanding hitbox placement and active frames make this a very powerful air-to-ground. This is Whip’s primary pressure tool when she is ready to go on the offensive
  • Great option on opponent’s wakeup or after they recovery roll from a 2C or j.CD
  • Also a great option for attacking while hopping over your own projectile reflect

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid rush 9 - - -2 -4 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid rush 14 - - -7 -9 - 30 180 (60+60+60)
  • Whip’s autocombo uses Sonic Slaughter (236236P) for its super attack options and Boomerang Shot (A version) for its special option

Throws

Strike Three

Strike Three
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (33) Unblockable - - -
  • Whip's forward throw. Causes hard knockdown and sets up a safe jump with forward hop A or a cross-up with full jump C.

Assassin Trap

Assassin Trap
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (39) Unblockable - - -
  • Whip's back throw. Causes hard knockdown and gives Whip a safe jump with hyper hop A.

Command Moves

Whip Shot

Whip Shot
6A (up to 5 times)
6A (up to 5 times)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

25 Mid special 15 6 35 -20 -22 - 20 30

AA AA

20 Mid super 9 6 33 -18 -20 - 20 20

AAA AAA

20 Mid super 7 6 35 -20 -22 - 20 20

AAAA AAAA

20 Mid super 9 6 33 -18 -20 - 20 20

AAAAA AAAAA

30 Mid special 7 6 35 KND (+13) -22 - 20 30

A 5-hit attack where Whip repeatedly strikes the opponent with the whip. Keep pressing A up to 5 times to continue attacking.

  • First and last hits are special cancelable
  • Any hit can be cancelled into a Quick Max or super but it is not recommended that you do either
  • Always combos into EX Strength Shot (63214AC)
  • If the opponent blocks this and you don’t cancel the first attack into Strength Shot D, you can probably stop on hits 2-4 and hope the opponent does not notice that you stopped early instead of going for all 5 hits. Going for all 5 hits on block puts you at very high risk of being punished by a guard cancel roll. The second and fourth hits are the “safest” on block (you are still very negative).

Talon Shot

Talon Shot
3A
3A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
50 Mid super 11 12 15 -4 (Close) to 6 (Max Range) -8 (Close) to 2 (Max Range) - 60 80

Whip does this weird zigzag/stagger/whatever whip attack. Pretty good.

  • Command normal with a big hitbox and huge pushback on block that makes it useful for creating space
  • The pushback is significantly reduced on hit
  • Generally, 2B > 3A is your Quick Max string. Use this to close out rounds

Special Moves

Boomerang Shot “Code: SC”

Boomerang Shot “Code: SC”
41236A/C/AC
41236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

97 (40+60) Mid super(1) 8 3 (17) 3 29 HKD (33) -34 Full body against non-projectile air moves: 1 to 10 (10 Frames) 60 (60+0) 80

C C

117 (60+60) Mid super(1) 11 3 (17) 5 35 HKD (33) -41 Full Body: 1 to 13 (13 Frames) 60 (60+0) 80

AC AC

152 (60+40+60) Mid - 6 3 (16) 5 41 HKD (+33) -46 Full Body: 1 to 8 (8 Frames) 0 100

Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool, one that is uniquely tied to a 426 input and is therefore much easier to use on reaction than your average reversal.

  • High risk, high reward. Does solid damage and is a fantastic, consistent anti-air. However, it is extremely punishable if it does not hit.
  • A version is slightly faster with upper body invulnerability. It also deals less damage than the C version
  • C and AC versions have full body invulnerability.
  • A & C versions will switch sides, throwing the opponent behind Whip. The EX version will keep the opponent in front of Whip and deal more damage.
  • The first hit can be super-canceled.
  • Has a deadzone directly above Whip. Use 2D to cover this deadzone. Otherwise, this is your go-to for anti-air.
  • Remember that one of your supers is activated with a 236236P input; be careful not to spam too many quick half circle motions before pressing A/C, or you might get a super instead of the Boomerang Shot.
  • Safejump: Immediately hyper hop j.CD after the animation ends

Strength Shot Type A “Code: Superior”

Strength Shot Type A “Code: Superior”
63214[A/AC]~D
63214[A/AC]~D

Normal Version (Hitbox)
EX Version (Hitbox)

Normal Version (Hitbox)
EX Version (Hitbox)
Normal Version Hold

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

131 (40+20+80) Mid(1), High(2) super(1) 26 3 (9) 2 28 HKD (+36) -11 - 40 (40+0+0) 100 (60+40)

AC AC

114 (60+10+10+40) [115 (60+20+40)] Mid - 12 3 (9) 2 43 SKD (41) -26 - 0 80 (40+40)

A~D A~D

- N/A - - - 27 (Earliest cancel) - - - - -

Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel).

  • In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation and different spacing after the animation, but it is still a hard knockdown.
  • Only A version can be held and cancelled. The EX version (AC) will strike as soon as the input takes place and cannot be cancelled or delayed.
  • The EX Strength shot has two versions. Each can be used one time during a combo, and you can combo the first directly into the second:
    • The first version is used against grounded opponents. After whipping the opponent twice, Whip slides in and kicks the opponent up into the air.
    • The second version is used against airborne opponents. Whip grabs the opponent out of the air, pulls them in and kicks them back up in the same trajectory as the first version. This is guaranteed to connect after the fifth hit of 6A, but in any other situation the animation will not play if the first hit does not connect with the airborne opponent.
    • You can follow these up with a 2D (usually with 2D > Boomerang Shot > super [optional]) but keep in mind that 2D will only hit once during a combo

Strength Shot Type B “Code: Strength”

Strength Shot Type B “Code: Strength”
63214B~D
63214B~D

Normal Version (Hitbox)

Normal Version (Hitbox)
Normal Version Hold

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

40 Mid super 39 3 22 +12 +4 - 40 60

B~D B~D

- N/A - - - 27 (Earliest cancel) - - - - -
  • Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel).
  • When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin a long ways towards her if hit. Positive on block and VERY (+12) positive on hit.
  • This version does the least damage but has the longest range and best frame data of any version of Strength Shot
  • Use to frame trap opponents, especially with your 4 frame Close C
  • Use this to combo into normals (2C or Close C) or even specials as it is +12 on hit!
  • Will not hit airborne opponents, no matter how close to the ground they are. You can still catch an opponent in pre-jump, making this an excellent meaty tool.
  • Meaty setup: After landing a 2C, enter and cancel out of any Strength Shot stance and then use Strength Shot B

Strength Shot Type C “Code: Victory”

Strength Shot Type C “Code: Victory”
63214C~D
63214C~D

Normal Version (Hitbox)

Normal Version (Hitbox)
Normal Version Hold

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

157 (40+10*7+60) Mid(1), Low(2) super(1) 23 4 (13) 2 32 HKD (+29) -15 - 0 60

C~D C~D

- N/A - - - 27 (Earliest cancel) - - - - -

Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel).

  • On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to an animation of Whip dragging the opponent to repeatedly stomp on their head.
  • The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG).
  • This move has medium range between Superior (A) and Strength (B) but does a little less damage than superior.
  • Use this on opponent’s wakeup for a 50/50 between the Strength Shot A and C versions.

Strength Shot Type D “Code: Candy”

Strength Shot Type D “Code: Candy”
63214[A/B/C]~D
63214[A/B/C]~D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A/B/C~D A/B/C~D

- - - - - 27 (Earliest cancel) - - - - -

Press D while holding any Strength Shot stance to cancel it.

  • Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack.
  • The shortest amount of time this can take is 25f from the start of the initial Strength Shot input.
  • Opponents may jump or roll in when they see Whip enter her Strength Shot Stance. Use this to bait and punish their reactions with a Boomerang Shot (63214C), a different Strength Shot, a throw or Whip's normals

Hook Shot “Code: Zephyr”

Hook Shot “Code: Zephyr”
j.214A/C/AC
j.214A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

- N/A - - - 13 on ground - - - - -

C C

- N/A - - - 13 on ground - - - - -

AC AC

- N/A - - - 10 on ground - - Full Strike: 1 to 10 (10 Frames) - -

Whip slings Voodoo up into the air and tugs herself up into an aerial spin. In simple terms, this is your double jump; it has no hitbox and deals no damage, but Whip can perform any aerial normal attack after the Hook Shot.

  • Can be canceled into from j.A
  • You can tiger knee this to perform the Hook Shot immediately after jumping (2147A/C/AC)
  • A version moves forward a very short distance and will practically never crossup
  • C version moves forward around the same distance as a forward hop with high potential to crossup
  • AC version will move Whip directly in front of an opponent anywhere on the screen. It also has full invulnerability for the first 10 frames, which can serve as an excellent bait tool for reversals such as Krohnen’s 623A/C (but generally not something like a more traditional DP that would send the opponent airborne)
  • Holding the stick towards the opponent during the AC version will make Whip cross an opponent up. Requires sufficient air clearance and therefore will not crossup if EX Hook Shot is activated at the lowest point of a jump or from full screen.
  • Whip is in counterhit state until she lands after using Hook Shot.
  • If performed after a crossup, the A and C versions will not correct your orientation toward the opponent. The EX version, however, will make you face the opponent and you can even cross back over into the side you originally jumped from by holding your stick toward the opponent.

Crescent Swatter “Code: FS”

Crescent Swatter “Code: FS”
4214B/D/BD
4214B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Normal Version Fireball Counter
EX Version (Hitbox)
EX Version Fireball Counter

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

90 [60] High [Mid] super 24 7 18 HKD (+39) -12 Projectile reflect: Frame 8-23 (16 frames) 60 [80] 80 [100]

D D

90 [60] High [Mid] super 24 7 18 HKD (+39) -12 Projectile reflect: Frame 8-23 (16 frames) 60 [80] 80 [100]

BD BD

120 [90 (30*3)] High [Mid] - 22 6 21 HKD (+37) -8 Projectile reflect: Frame 4-20 (17 frames) 0 100 [120 (40*3)]

Whip rears Voodoo back and swings it in a downward strike. Hits overhead and grants a hard knockdown. This move also functions as a powerful projectile reflect.

  • Data in [] indicate values for the projectile.
  • If a projectile gets close to Whip during the reflect window, this move destroys the projectile and creates a 1-hit wind ball projectile that slowly travels slightly further than half of the screen before disappearing. This wind ball destroys ALL projectiles, even a super projectile (however, a super projectile will also destroy the wind ball)
  • BD version is faster and creates a 3-hit projectile which travels full screen at a slightly faster pace. Has the durability of a MAX super projectile; a super projectile will not destroy this one.
  • Can reflect many things that normal reflects cannot. Exhaustive list of reflectable attacks coming soon.
    • Hao Shoukou Ken lvl 1 and 2 : ok
    • Thermidor lvl 1 : ok
    • Thermidor lvl 2 : doesn't work
    • Espoir (Ash' Climax) : ok
    • Power Geyser lvl 1 : ok
    • Power Geyser lvl 2 : Doesn't work (creates the wind ball but you get hit by the subsequent hits of Geyser)
    • Raiha Jin-Ou Ken (Beni's Climax) : Doesn't work (creates the wind ball but you get hit by the subsequent hits of Climax)
    • Ura 1212 Shiki • Yakumo (Kyo's Climax) : ok
    • Bakuretsu Screw Premium (Joe's Climax) : Doesn't work (creates the wind ball but you get hit by the subsequent hits of Climax)
    • Raigou Reppuu Ken lvl 1 and 2 : ok
    • Raging Storm (Geese's Climax) : doesn't work
    • Ultimate Billion Bash (Yashiro's Climax) : ok
  • Be careful to not accidentally input a backdash or Strength Shot B when trying to reflect a projectile.

Super Special Moves

Sonic Slaughter “Code: KW”

Sonic Slaughter “Code: KW”
236236A/C/AC
236236A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

180 (75+5*13+20+20) Mid advanced, climax 7 12 (9) 2 (12) 2 (11) 2 (12) 2 54 HKD (+53) -39 Full Body: 1 to 18 (18 Frames) 0 -

AC AC

330 (80+10*22+30) Mid climax 5 10 (9) 2 (12) 2 (11) 2 (12) 2 54 HKD (+62) -39 Full Body: 1 to 14 (14 Frames) 0 -

Whip strikes in front and behind her in a constant barrage with Voodoo.

  • Invincible on start-up and hits both sides of Whip.
  • First hit can OTG, allowing Whip to combo from any hard knockdown or unteched soft knockdown.
  • A & C versions are identical. The AC version knocks the opponent up where Voodoo continues to rapidly strike the opponent for more damage and makes the enemy land closer.
  • The AC version allows for a hop A safe jump or a full jump C meaty cross up. The normal version puts the opponent too far.

Destruction Barrage “Code: YGW”

Destruction Barrage “Code: YGW”
236236B/D/BD
236236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

185 Mid advanced, climax 18 20 34 HKD -39 Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 16 (11 Frames) 0 -

BD BD

350 (160+200) Mid climax 12 20 (30) 14 23 HKD -6 Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 11 (6 Frames) 0 -

Whip takes off three earring bombs and tosses them into the air, exploding shortly after. The BD version sends a second earring volley to do even more damage.

  • Can be used after the first hit of a Boomerang Shot (426P) to add extra damage onto your anti-air
  • Can add extra damage with an OTG attack - Run slightly and 2A OR (only in the corner, or anywhere after BD version) hop forward and immediately 236236A/C/AC upon landing

Climax Super Special Moves

Depravity Branding “Code: FA”

Depravity Branding “Code: FA”
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
446 (80+114+90+162) Min:240 Mid - 11 6 65 HKD (+33) -52 Full Body: 1 to 16 (16 Frames) 0 -

Whip soars into the air with Voodoo to hit an opponent with a rising knee, constricts the opponent midair, and slams them back to the ground for a 4-hit attack.

  • Whip is invulnerable on start-up all the way to the top of the screen.
  • Can whiff after a 426C > 236236K if the opponent is too high when 236236K hits

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Whip Reveal Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters