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The King of Fighters XV/Sylvie Paula Paula/Strategy: Difference between revisions

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=== Blockstrings ===
=== Blockstrings ===
●2A > 6A > 214A/214C/236A  
●2A/cl.B/cl.A > 6A > 214A/214C/236A  


Frame trap with 2 frames gap between 2B > 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 cl.C (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)
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 ||
|-
|    -  ||  ||    ||
|-
|        ||  ||  ||
|-
|        ||  ||    ||
|-
|}


==Countering Sylvie==
==Countering Sylvie==
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==External Resources==
==External Resources==


{{#ev:youtube|t01ItkwVjHU|||'''Shun'ei Safe Jumps by B Cole'''|frame}}
{{#ev:youtube|FcABowv3O7Y|||'''Kof XV Sylvie Safe jump'''|frame}}





Latest revision as of 15:32, 13 May 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

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

Kof XV Sylvie Safe jump


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