-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
SalsaInABowl (talk | contribs) →Quick Combo Reference: Redoing these. This is still a work in progress, I’m coming back to it later. |
|||
(30 intermediate revisions by 3 users not shown) | |||
Line 70: | Line 70: | ||
j.C > Close C > 6A(x5) > 624A (Corner Only)<br/> | j.C > Close C > 6A(x5) > 624A (Corner Only)<br/> | ||
| | | | ||
( | ( 153 dmg<br/> | ||
( | ( 291 dmg<br/> | ||
( | ( 303 dmg<br/> | ||
|- | |- | ||
| '''0.5 Meter''' | | '''0.5 Meter''' | ||
Line 78: | Line 78: | ||
j.C > Close C > 6A(x5) > 624AC > 2D > [624A or 426C]<br/> | j.C > Close C > 6A(x5) > 624AC > 2D > [624A or 426C]<br/> | ||
| | | | ||
( | ( 402/396 dmg<br/> | ||
|- | |- | ||
| '''1.5 Meters''' | | '''1.5 Meters''' | ||
| | | | ||
j.C > Close C > 6A(x5) > 624AC > 2D > 426C > 236236K<br/> | j.C > Close C > 6A(x5) > 624AC > 2D > 426C > 236236K > 2A<br/> | ||
| | | | ||
( | ( 476 dmg <br/> | ||
|- | |- | ||
| '''3.5 Meters''' | | '''3.5 Meters''' | ||
Line 90: | Line 90: | ||
j.C > Close C > 6A(x5) > 624AC > 2D > Quick MAX > 426C > 236236K > 214236CD<br/> | j.C > Close C > 6A(x5) > 624AC > 2D > Quick MAX > 426C > 236236K > 214236CD<br/> | ||
| | | | ||
( | ( 689 dmg <br/> | ||
|- | |- | ||
| '''4 Meters''' | | '''4 Meters''' | ||
Line 96: | Line 96: | ||
426C > 236236K > 214236CD <br/> | 426C > 236236K > 214236CD <br/> | ||
| | | | ||
( | ( 633 dmg <br/> | ||
|- | |- | ||
| '''5 Meters''' | | '''5 Meters''' | ||
Line 134: | Line 134: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=whip_fa | |moveId=whip_fa | ||
|description= | |description= 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. | * An ok hop check, but the range is very small. | ||
* Chains into other light normals | * Chains into other light normals | ||
Line 152: | 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 | |||
* 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 161: | 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 | * Cannot be canceled into specials | ||
* | * Good speed and decent range make this move a solid response to an opponent’s hop. | ||
}} | }} | ||
Line 170: | Line 172: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=whip_cla | |moveId=whip_cla | ||
|description= | |description= A short upward strike with Whip’s elbow. | ||
* Links into | * Links into Close C. Most reliably links after hitting a cross-up j.C. | ||
}} | }} | ||
Line 178: | 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 | ||
* | * Great move for stagger pressure. | ||
* Close B (x2) > 2B > 3A is | * 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 188: | Line 191: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=whip_clc | |moveId=whip_clc | ||
|description= | |description= 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. | * 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 196: | 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 | |||
* 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 205: | 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 | * 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 215: | 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. | ||
* 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 | ||
* | * 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 225: | 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 | * 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 235: | 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 | |||
* Covers the deadzone directly above Whip (and does it well) that Boomerang | * 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). | |||
}} | }} | ||
Line 247: | 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 | * Additionally, you may Hook Shot after a cross-up j.A to cross back over a second time without touching the floor | ||
}} | }} | ||
Line 258: | 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 267: | Line 280: | ||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2= | |captions= Hop Version (Hitbox),, Jump Version | ||
|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. | ||
* 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 | * Hop C has surprisingly large horizontal range, making it an effective “instant” overhead from mid-range | ||
}} | }} | ||
Line 279: | Line 292: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=whip_j8c | |moveId=whip_j8c | ||
|name= | |name=Neutral Jump C | ||
|input= | |input=nj.C | ||
|description= | |description= 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 | * 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 | ||
* | * 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. | ||
}} | }} | ||
Line 297: | 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 307: | Line 321: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=whip_j8d | |moveId=whip_j8d | ||
|name= | |name=Neutral Jump D | ||
|input= | |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 317: | Line 332: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=whip_cd | |moveId=whip_cd | ||
|description= | |description= Whip thrusts her whip handle straight forward. | ||
* Fairly standard blowback attack | * 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 | * 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 325: | 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= | ||
* | *Same animation and range as her CD. | ||
}} | }} | ||
Line 334: | 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> | ||
|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. | |||
* Outstanding hitbox placement and active frames make this a very powerful air-to-ground. This is Whip’s primary pressure tool when | |||
* 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 | * 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 | * Also a great option for attacking while hopping over your own projectile reflect | ||
Line 375: | 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. | ||
*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 | *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) | *Always combos into EX Strength Shot (63214AC) | ||
*If the opponent blocks this, you can probably stop on hits 2-4 and hope the opponent | *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 386: | Line 417: | ||
|name=Talon Shot | |name=Talon Shot | ||
|input=3A | |input=3A | ||
|description=*Command normal with a big hitbox and | |description= 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 reduced on hit | * The pushback is significantly reduced on hit | ||
* Generally, 2B > 3A is your Quick Max string. Use this to close out rounds | * Generally, 2B > 3A is your Quick Max string. Use this to close out rounds | ||
}} | }} | ||
Line 400: | 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 | ||
|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. | |||
* High risk, high reward. Does solid damage and is a fantastic, consistent anti-air. However, it is extremely | |||
* 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 | * 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. | * 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. | * 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 | * 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. | * 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 417: | 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 | ||
|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 and different spacing after the animation, but it is still a hard knockdown. | * 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. | * 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. | ||
Line 432: | 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. 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). | * 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. | * 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, especially with your 4 frame Close C | * 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! | * Use this to combo into normals (2C or Close C) or even specials as it is +12 on hit! | ||
Line 447: | 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 | ||
|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 an animation of Whip dragging the opponent to repeatedly stomp 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). | ||
Line 460: | 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. | ||
* 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 Strength Shot input. | * The shortest amount of time this can take is 25f from the start of the initial Strength Shot input. | ||
Line 472: | 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 | ||
|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 be canceled into from j.A | |||
* You can tiger knee this to perform the Hook Shot immediately after jumping (2147A/C/AC) | * 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 | * 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 | * C version moves forward around the same distance as a forward hop with high potential to crossup | ||
Line 490: | 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 | * 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. | * 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 | * 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. | * Be careful to not accidentally input a backdash or Strength Shot B when trying to reflect a projectile. | ||
}} | }} | ||
Line 507: | 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 | ||
|description2= 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 | * 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 520: | 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 | ||
|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. | |||
* | * 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 after BD version) 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 | ||
}} | }} | ||
Line 533: | 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 is invulnerable on start-up all the way to the top of the screen | * 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 | ||
}} | }} | ||
Latest revision as of 02:14, 30 June 2024
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Whip Shot - + (up to 5 inputs)
Special Moves
Boomerang Shot 'Code: SC' - + / (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Strength' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Hook Shot "Code Zephyr" - (in air) - + /
Cresent Swatter 'Code: FS' - , + / (*)
Super Special Moves
Sonic Slaughter "Code: KW" - + / (!)
Destruction Barrage "Code: YGW" - + / (!)
Climax Super Special Move
Depravity Branding "Code: FA" - +
Quick Combo Reference
0 Meter |
Close B > Close B > 2B > 426C |
( 153 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 |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A
|
---|
Far B
far B
f.B
f.B
|
---|
Far C
far C
f.C
f.C
|
---|
Far D
far D
f.D
f.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Neutral Jump C
Neutral Jump C
nj.C
nj.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Neutral Jump D
Neutral Jump D
nj.D
nj.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatter Strike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Strike Three
Strike Three
(close) 4/6C
(close) 4/6C
|
---|
Assassin Trap
Assassin Trap
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Whip Shot
Whip Shot
6A (up to 5 times)
6A (up to 5 times)
|
---|
Talon Shot
Talon Shot
3A
3A
|
---|
Special Moves
Boomerang Shot “Code: SC”
Boomerang Shot “Code: SC”
41236A/C/AC
41236A/C/AC
|
---|
Strength Shot Type A “Code: Superior”
Strength Shot Type A “Code: Superior”
63214[A/AC]~D
63214[A/AC]~D
|
---|
Strength Shot Type B “Code: Strength”
Strength Shot Type B “Code: Strength”
63214B~D
63214B~D
|
---|
Strength Shot Type C “Code: Victory”
Strength Shot Type C “Code: Victory”
63214C~D
63214C~D
|
---|
Strength Shot Type D “Code: Candy”
Strength Shot Type D “Code: Candy”
63214[A/B/C]~D
63214[A/B/C]~D
|
---|
Hook Shot “Code: Zephyr”
Hook Shot “Code: Zephyr”
j.214A/C/AC
j.214A/C/AC
|
---|
Crescent Swatter “Code: FS”
Crescent Swatter “Code: FS”
4214B/D/BD
4214B/D/BD
|
---|
Super Special Moves
Sonic Slaughter “Code: KW”
Sonic Slaughter “Code: KW”
236236A/C/AC
236236A/C/AC
|
---|
Destruction Barrage “Code: YGW”
Destruction Barrage “Code: YGW”
236236B/D/BD
236236B/D/BD
|
---|
Climax Super Special Moves
Depravity Branding “Code: FA”
Depravity Branding “Code: FA”
2141236CD
2141236CD
|
---|
Misc
Alternate Colors