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{{CharNavbox_XV}}
==General Gameplan==
==General Gameplan==
The first thing to keep in mind is that Whip is not a zoner and has nothing to gain from sitting at full screen distance unless she is baiting out a projectile to reflect.
The most important part of playing Whip is spacing. Spacing makes or breaks this character’s mileage. Many of Whip’s moves come with frame data that looks terrible on paper, but is made significantly better just by utilizing proper spacing. A -9 on block sweep will never be punished as long as it is used from a sensible distance.
Despite her mid range specialty, Whip is still a threat at point blank range. A standing low that plays into KOF’s standard pressure keeps her blockstrings tight, allowing her to use one move as a substitute for not only the lack of a conventional 2A, but also as a substitute for 2B as well. Combine this with one of KOF’s nastiest cross-ups and the conclusion is clear: Whip is not defenseless at close range, and it is certainly not her weak spot on offense either.
Whip’s goals for achieving a win are the following:
* Spacing is everything.
* Look for opportunities to discourage projectiles using either a reflect (4214K) or a well-timed EX Hook Shot (j.214AC)
* Anti-air the opponent effectively, or control air space by any other means (usually 8C). Spend a bar to convert any 426P hit into approximately 25% with 236236K.
* Use Whip’s long-ranged normals to force the opponent to make guesses with their movement. A good read on their next move (e.g. make an opponent want to hop, then 426P them out of the air) will award you free damage.
* Use Whip’s slippery movement to avoid being put in defensive situations.


==Neutral==
==Neutral==
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==External Resources==
==External Resources==
 
==Videos==
==Videos==
{{#ev:youtube|bi__f66d2bA|||'''Whip Tips and Tricks'''|frame}}
{{#ev:youtube|bi__f66d2bA|||'''Whip Tips and Tricks'''|frame}}

Latest revision as of 22:35, 31 December 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

The first thing to keep in mind is that Whip is not a zoner and has nothing to gain from sitting at full screen distance unless she is baiting out a projectile to reflect.

The most important part of playing Whip is spacing. Spacing makes or breaks this character’s mileage. Many of Whip’s moves come with frame data that looks terrible on paper, but is made significantly better just by utilizing proper spacing. A -9 on block sweep will never be punished as long as it is used from a sensible distance.

Despite her mid range specialty, Whip is still a threat at point blank range. A standing low that plays into KOF’s standard pressure keeps her blockstrings tight, allowing her to use one move as a substitute for not only the lack of a conventional 2A, but also as a substitute for 2B as well. Combine this with one of KOF’s nastiest cross-ups and the conclusion is clear: Whip is not defenseless at close range, and it is certainly not her weak spot on offense either.

Whip’s goals for achieving a win are the following:

  • Spacing is everything.
  • Look for opportunities to discourage projectiles using either a reflect (4214K) or a well-timed EX Hook Shot (j.214AC)
  • Anti-air the opponent effectively, or control air space by any other means (usually 8C). Spend a bar to convert any 426P hit into approximately 25% with 236236K.
  • Use Whip’s long-ranged normals to force the opponent to make guesses with their movement. A good read on their next move (e.g. make an opponent want to hop, then 426P them out of the air) will award you free damage.
  • Use Whip’s slippery movement to avoid being put in defensive situations.

Neutral

Pressure

Mixups

Defense

Safejumps

Whip Safe Jumps by B Cole

Countering Whip

External Resources

Videos

Whip Tips and Tricks


Navigation

The King of Fighters XV
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