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The King of Fighters XV/Sylvie Paula Paula: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Sylvie Profile.png|thumb|One of the last remnants of NESTS, the beautiful young girl Sylvie was considered useless by the secret society until the day she demonstrated the extent of her electromagnetic powers.<br/>The previous KOF saw her make some new friends besides her beloved eyeball accessories, which seems to have given her a little confidence boost. ]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Sylvie Profile.png|thumb|One of the last remnants of NESTS, the beautiful young girl Sylvie was considered useless by the secret society until the day she demonstrated the extent of her electromagnetic powers.<br/>The previous KOF saw her make some new friends besides her beloved eyeball accessories, which seems to have given her a little confidence boost. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 2 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a | | intro = '''{{SUBPAGENAME}} is a slippery and mobile character who outputs absurd damage with meter while comfortably looping safe pressure.''' | ||
| pros= | | pros= | ||
* '''Damage Machine''': Sylvie has great damage across the board, at all ranges of meter. She easily deals upwards of 400 damage with one EX off a jump-in anywhere on the screen. | * '''Damage Machine''': Sylvie has great damage across the board, at all ranges of meter. She easily deals upwards of 400 damage with one EX off a jump-in anywhere on the screen. | ||
* ''' | * '''Fast Movement''': Sylvie's run speed is among the best in the game. This lets her get in the opponent's face quickly to use her assortment of close range mixup options, including a cross-up from hops, and a combo-starting command grab. | ||
* '''Safe Pressure''': Sylvie has many ways to stay safe on blockstrings without leaving much opening. She can use this and her quick movement to set up her riskier pressure extenders or tick throw with her command grab. | * '''Safe Pressure''': Sylvie has many ways to stay safe on blockstrings without leaving much opening. She can use this and her quick movement to set up her riskier pressure extenders or tick throw with her command grab. | ||
* '''Meter Gain/Efficiency''': Her combos use a lot of special moves, building a lot of bar. She can quickly build back most of her expenditures during the same combo, even going meter positive in some cases. | * '''Meter Gain/Efficiency''': Her combos use a lot of special moves, building a lot of bar. She can quickly build back most of her expenditures during the same combo, even going meter positive in some cases. | ||
* '''Arsenal Carnival''': Sylvie sports an impressive array of specials that allow her to be flexible, covering most options and unique neutral game with specials such as Magne-Missile! | |||
| cons= | | cons= | ||
* '''Short Buttons''': Her buttons are very short with a few exceptions. You will need to use her mobility to get in and stay there. Careless pressure will result in whiffs very quickly. | * '''Short Buttons''': Her buttons are very short with a few exceptions. You will need to use her mobility to get in and stay there. Careless pressure will result in whiffs very quickly. | ||
* ''' | * '''Spacing''': Due to her reliance on rushdown, short normals, and lack of strong conversions from long range, Sylvie's options for approach are limited. She has to run or jump in on the opponent, so foes with strong reversals, strong zoning, or normals that easily out-range her can cause her to struggle getting started. | ||
* ''' | * '''Grappler Food''': Sylvie has no real tools for spacing or keepaway, and wants to be directly on top of an opponent. For grapplers like Clark, KoD, Shermie, etc. this suits them just fine. KOF's grapplers posses both strong spacing tools and powerful frame-1 or armored command grabs that can make Sylvie's attempts to mount an offensive significantly harder. Sylvie has to play a lot smarter against grapplers than most characters, since she spends all HER time in THEIR comfort zone. | ||
}} | }} | ||
{{#ev:youtube|opH5ZzvvnDA|||'''Character breakdown'''|frame}} | |||
==Normals== | ==Normals== | ||
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* Placeholder | * Placeholder | ||
* Placeholder | * Placeholder | ||
Links into both cl.C and cl.D as long as sylvie remains in activation range. | |||
}} | }} | ||
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* Hits low | * Hits low | ||
Plus on block, low hitting pressure normal. | Plus on block, low hitting pressure normal. Also links into both close heavy buttons. | ||
}} | }} | ||
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|moveId=sylvie_crb | |moveId=sylvie_crb | ||
|description= | |description= | ||
Good range low kick that can't be special canceled. Chain into 2A or far B when close enough or activate Quick Max for a conversion. | Good range low kick that can't be special canceled. Chain into 2A or far B when close enough or activate Quick Max for a conversion. | ||
}} | }} | ||
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* Whiff-cancelable | * Whiff-cancelable | ||
* Hits from slightly farther than 2B | * Hits from slightly farther than 2B | ||
* Can be cancelled into either super | |||
Somewhat stubby sweep, but fast and has good cancel options. Canceling into 236C on hit sets up a nearly meaty fireball on quick rise | Somewhat stubby sweep, but fast and has good cancel options. Canceling into 236C on hit sets up a nearly meaty fireball on quick rise | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Dedicated air-to-air | * Dedicated air-to-air | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Hits almost straight down below Sylvie | * Hits almost straight down below Sylvie | ||
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|moveId=sylvie_cd | |moveId=sylvie_cd | ||
|description= | |description= | ||
* | * Pushes Sylvie Forward | ||
Slightly less range than Far C, but with good follow up potential from nearly any screen position | |||
}} | }} | ||
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* Placeholder | * Placeholder | ||
Placeholder | Placeholder | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=sylvie_214cd | |||
|description= | |||
*Same animation and range as her CD. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
* | * Shrinks her hurtbox letting her easily clear projectiles with hops | ||
Shermie j.CD's little sister. Obnoxious jump button with good horizontal reach. Combos into EX Bootie Bootie from most ranges on counter hit. | Shermie j.CD's little sister. Obnoxious jump button with good horizontal reach. Combos into EX Bootie Bootie from most ranges on counter hit. | ||
}} | }} | ||
==Rush Moves== | ==Rush Moves== | ||
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Placeholder | Placeholder | ||
}} | }} | ||
==Throws== | ==Throws== | ||
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|moveId = sylvie_cthrow | |moveId = sylvie_cthrow | ||
|description= | |description= | ||
Acts as an effective option select for keeping the pressure on, but tosses the opponent a good distance away, requiring you to get back in there ASAP. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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Placeholder | Placeholder | ||
}} | }} | ||
==Command Moves== | ==Command Moves== | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=sylvie_6a | |moveId=sylvie_6a | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= | |description= | ||
* Cancel version only combos from heavies | * Cancel version only combos from heavies | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=sylvie_6b | |moveId=sylvie_6b | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= | |description= | ||
* Standard standing overhead | * Standard standing overhead | ||
* Cancel version combos from lights, enabling confirms | * Cancel version combos from lights, enabling confirms | ||
Overhead and combo filler. A little slow | Overhead and combo filler. A little slow as an overhead, but it is safe and can be Quick Max or super canceled for damage. Go-to cancel option from light buttons in combos. | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
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|name=Thunderous Drip! | |name=Thunderous Drip! | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= Normal Version, , EX Version | |||
|description3= | |description3= | ||
* | * Grounded fireball that travels slowly initially before rapidly accelerating | ||
* | * A version travels slow, C version travels fast | ||
* | * EX gives OTG properties, as well as an extra hitbox on the lightning bolt for combo extensions | ||
Useful for baiting hops. Sylvie's speed also lets her run behind it to establish pressure. | |||
}} | }} | ||
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|name=Dischar-Jing! | |name=Dischar-Jing! | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= A Version, C Version, EX Version | |||
|description3= | |description3= | ||
* A version is a safe autopilot string ender. Launches on hit and can juggle with 623B or sweep afterward | * A version is a safe autopilot string ender. Launches on hit and can juggle with 623B or sweep afterward | ||
* | * C version is plus on block but can be mashed during startup. Launches higher and allows for more damaging juggles | ||
* EX launches the highest and is also safe | * EX launches the highest and is also safe | ||
All versions can nullify fireballs to build meter from afar | All versions can nullify fireballs to build meter from afar | ||
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|name=Super Magnetic-Pop! | |name=Super Magnetic-Pop! | ||
|input=6246A/C/AC | |input=6246A/C/AC | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* Scales combos by 30%, 25% for the EX version. | * Scales combos by 30%, 25% for the EX version. | ||
* | * Can combo into 6A midscreen with a microwalk. | ||
If you're thinking about spending one EX on a command grab combo, spending it on the grab itself is most efficient for damage. You may want the corner carry from 236BD, though. | If you're thinking about spending one EX on a command grab combo, spending it on the grab itself is most efficient for damage. You may want the corner carry from 236BD, though. | ||
}} | }} | ||
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|name=Bootie Bootie | |name=Bootie Bootie | ||
|input=236B/D/BD | |input=236B/D/BD | ||
| | |hitboxCaptions= B Version, , D Version, , EX Version | ||
|description3= | |description3= | ||
* B version is unsafe, but a hard knockdown ender for light combos. Be careful not to get this when doing 2A,6B on block, or you will likely perish | * B version is unsafe, but a hard knockdown ender for light combos. Be careful not to get this when doing 2A,6B on block, or you will likely perish | ||
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|name=Magne-Missile! | |name=Magne-Missile! | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|hitboxCaptions= B Version, D Version, EX Version | |||
|description3= | |description3= | ||
* | * D and BD versions travel further than the A version | ||
* | * Sylvie bounces away from the opponent on block and hit. BD version creates more distance | ||
Good pressure string ender, as the space created by the moves recovery animation makes it difficult to punish for most characters. | |||
}} | }} | ||
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|name=Kaiten Coil | |name=Kaiten Coil | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|hitboxCaptions= B Version, , , D Version, , , EX Version | |||
|description3= | |description3= | ||
* | * B version is a reasonably fast anti-air and combo tool | ||
* D is slower and more damaging with full invincibility. Main meterless combo ender | * D is slower and more damaging with full invincibility. Main meterless combo ender | ||
* EX is very fast with full invuln and a lot of knockdown advantage | * EX is very fast with full invuln and a lot of knockdown advantage | ||
Sylvie's DP series. Ending juggles with D version builds a ton of bar. Both B and D versions can be canceled into super on the first hit. | Sylvie's DP series. Ending juggles with D version builds a ton of bar. Both B and D versions can be canceled into super on the first hit. | ||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
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|name=Paula Experiment | |name=Paula Experiment | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Normal Version, , Max Version | |||
|description3= | |description3= | ||
* All versions are able to hit OTG. | * All versions are able to hit OTG. | ||
Greater damage and corner carry than her other super at the cost of an autotimed safe jump. | |||
}} | }} | ||
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|name=Magneto-Trapo! | |name=Magneto-Trapo! | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description3= | |description3= | ||
* A 30% scaling penalty is applied if this move hits anywhere juggle. | * A 30% scaling penalty is applied if this move hits anywhere juggle. | ||
* Regular versions slam opponent into the ground and will not combo into climax directly. | * Regular versions slam opponent into the ground and will not combo into climax directly. | ||
* | * Jump forward for an autotimed safe jump. | ||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* | * Surprisingly large hitbox | ||
Above average minimum damage. Great at killing people. | |||
}} | }} | ||
Latest revision as of 21:40, 18 December 2024
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low Confirm |
2B > 2A > 6B > 214A > 623B = 201 dmg |
½ Meter |
Safe Jump Setup |
2B > 2A > 6B > 214AC > 6A > 214C > 236B = 301 dmg |
1 Meter |
Anywhere |
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 623D = 385 dmg |
2 Meter |
Anywhere |
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P = 471 dmg |
Gameplay Overview
Sylvie Paula Paula is a slippery and mobile character who outputs absurd damage with meter while comfortably looping safe pressure. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A
|
---|
Far B
far B
B
B
|
---|
Far C
far C
C
C
|
---|
Far D
far D
D
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
cr.A
cr.A
|
---|
Crouch B
crouch B
cr.B
cr.B
|
---|
Crouch C
crouch C
cr.C
cr.C
|
---|
Crouch D
crouch D
cr.D
cr.D
|
---|
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
|
---|
Jump D
jump D
j.D
j.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
Shatter Strike
Shatterstrike
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
Paula Kick
(close) 4/6C
(close) 4/6C
|
---|
Paula Hip
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Stret-Chon!
Stret-Chon!
6A
6A
|
---|
Guillo-Ton!
Guillo-Ton!
6B
6B
|
---|
Special Moves
Thunderous Drip!
Thunderous Drip!
236A/C/AC
236A/C/AC
|
---|
Dischar-Jing!
Dischar-Jing!
214A/C/AC
214A/C/AC
|
---|
Super Magnetic-Pop!
Super Magnetic-Pop!
6246A/C/AC
6246A/C/AC
|
---|
Bootie Bootie
Bootie Bootie
236B/D/BD
236B/D/BD
|
---|
Magne-Missile!
Magne-Missile!
214B/D/BD
214B/D/BD
|
---|
Kaiten Coil
Kaiten Coil
623B/D/BD
623B/D/BD
|
---|
Super Special Moves
Paula Experiment
Paula Experiment
236236A/C/AC
236236A/C/AC
|
---|
Magneto-Trapo!
Magneto-Trapo!
236236B/D/BD
236236B/D/BD
|
---|
Climax Super Special Moves
Electro-Magic Dopamine!
Electro-Magic Dopamine!
2141236CD
2141236CD
|
---|
Misc
Alternate Colors