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The King of Fighters XV/Sylvie Paula Paula/Strategy: Difference between revisions
Created page with "{{CharNavbox_XV}} ==General Gameplan== === Meter Usage === ==Neutral== === Approaches === === Anti-Airing === === Keepout === === Whiff Punishes and Roll Punishes === ==Pressure== === Blockstrings === ==Mixups== ==Defense== ==Safejumps== ==Countering Sylvie== ==External Resources== {{#ev:youtube|t01ItkwVjHU|||'''Shun'ei Safe Jumps by B Cole'''|frame}} {{Navbox XV}} Category:Sylvie_Paula_Paula Category:The King of Fighters XV" |
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=== Blockstrings === | === Blockstrings === | ||
●2A/cl.B/cl.A > 6A > 214A/214C/236A | |||
Frame trap with 2 frames gap between 2A > 6A. it beats 4f buttons, jumps and backdash - end it with 214A for a safe truestring - 214C its the greedy option weak to fast buttons but lets you +2 so you can reset the pressure with 2A or cl.C in the corner(4 frames startup, creating another frametrap) - 236A on the corner beats throw, gets you out of buttons range and let you in plus frames but it loses to jumps - all options leads to a combo if connects https://twitter.com/i/status/1658605862569517056 (credits to @BadoorSNK) | |||
==Mixups== | ==Mixups== | ||
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==Safejumps== | ==Safejumps== | ||
[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.] | |||
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals. | |||
{| class="wikitable" | |||
! Position !! Safe Jumps X Frame Reversals !! Setup !! Visual Guide/notes | |||
|- | |||
| '''anywhere''' || 4f || 236B > Neutral Jump > j.CD/j.D || ALso works with forward jump in the corner | |||
|- | |||
| '''anywhere''' || 4f || 236236B/D > Foward/Super Jump > j.CD/j.D || | |||
|- | |||
| '''anywhere''' || 4f || C.Throw > forward jump > J.CD/ J.D || | |||
|- | |||
| - || || || | |||
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|} | |||
==Countering Sylvie== | ==Countering Sylvie== | ||
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==External Resources== | ==External Resources== | ||
{{#ev:youtube| | {{#ev:youtube|FcABowv3O7Y|||'''Kof XV Sylvie Safe jump'''|frame}} | ||
Latest revision as of 15:32, 13 May 2024
General Gameplan
Meter Usage
Neutral
Approaches
Anti-Airing
Keepout
Whiff Punishes and Roll Punishes
Pressure
Blockstrings
●2A/cl.B/cl.A > 6A > 214A/214C/236A
Frame trap with 2 frames gap between 2A > 6A. it beats 4f buttons, jumps and backdash - end it with 214A for a safe truestring - 214C its the greedy option weak to fast buttons but lets you +2 so you can reset the pressure with 2A or cl.C in the corner(4 frames startup, creating another frametrap) - 236A on the corner beats throw, gets you out of buttons range and let you in plus frames but it loses to jumps - all options leads to a combo if connects https://twitter.com/i/status/1658605862569517056 (credits to @BadoorSNK)
Mixups
Defense
Safejumps
Definition and example of a safejump.
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals.
Position | Safe Jumps X Frame Reversals | Setup | Visual Guide/notes |
---|---|---|---|
anywhere | 4f | 236B > Neutral Jump > j.CD/j.D | ALso works with forward jump in the corner |
anywhere | 4f | 236236B/D > Foward/Super Jump > j.CD/j.D | |
anywhere | 4f | C.Throw > forward jump > J.CD/ J.D | |
- | |||
Countering Sylvie
External Resources