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m →‎Safejumps: 236236K safejump
→‎Safejumps: Fixes, character specific setups, clarifications, and improved formatting
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==Safejumps==
==Safejumps==


-214C will universally give a a solid safejump setup
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.  For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.  For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.


* 214C has very easy spaced setups midscreen and in the corner (Forward Jump, Neutral Hop *or* Super Jump Back, Hyper Hop Forward...respectively)
'''Note on Airdash Safejumps:''' Properly spacing yourself for empty jump low after a spaced safejump setup that uses airdash may require some manual timing to adjust where you land after your airdash.
*  
 
* 214C even has a meter build 5f safejump that can be a spaced setup against certain characters midscreen (623A, Hyper Hop)
-''214C''
 
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump -  however, this setup is not spaced against King of Dinosaurs
*
* Against King of Dinosaurs, you can do Jump Forward, Hop Forward instead for a spaced safejump - however, this setup is not properly spaced against Heidern or Antonov (if you try to do empty jump 2B xx 2A, 2A will whiff)
*
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump
*
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs
*   
*   


-214AC Grounded hit gives spaced safejump (Super Jump Forward, Neutral Hop *or* Super Jump Back, Hyper Hop Forward in corner)
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial


-''214AC''
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock
*
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)
*  
*  
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward)
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump
*
*
* Examples: j.CD, 214AC OR 623AC, 623C, 214AC
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: j.CD, 214AC OR 623AC, 623C, 214AC
*  
*  
* In the corner, neutral jump instead
* In the corner, neutral jump instead when using the above setup
   
   
-236236P gives a spaced safejump setup midscreen (Jump Forward, Airdash Forward) and a regular safejump in the corner
-''236236P''
 
* Off a reversal 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)
*
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)
*
* Off a spaced reversal 236236P, you can Jump Forward, Airdash for a spaced safejump
*
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump
*
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced
 
-''236236KK''
 
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump
*
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 2A, Hyper Hop Forward for a spaced safejump
*
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump
*
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump


-236236KK off an air juggle gives a spaced safejump midscreen (Jump Forward, 5B, Hyper Hop Forward)
-''6B xx 236A''
* You get a spaced safejump setup in corner (Super Jump Back, 2A, Hyper Hop Forward)
* You can use the same setup midscreen with Super Jump Forward, 2A, Hop Forward if you didn't get 236236KK off of an air juggle


-6B xx 236A gives a spaced safejump midscreen (5B, Neutral Jump, Airdash Forward)
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs
*
* If 6B xx 236A hits from farther away, you'll need to use a different spaced safejump setup (Hyper Hop Forward, 2A, Hop Forward)
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools
*
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 2A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs
*
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing
*
*
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2)
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2)

Revision as of 04:57, 29 May 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

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Defense

Safejumps

Note on Spaced Safejumps: Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump. For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump. For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.

Note on Airdash Safejumps: Properly spacing yourself for empty jump low after a spaced safejump setup that uses airdash may require some manual timing to adjust where you land after your airdash.

-214C

  • Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs
  • Against King of Dinosaurs, you can do Jump Forward, Hop Forward instead for a spaced safejump - however, this setup is not properly spaced against Heidern or Antonov (if you try to do empty jump 2B xx 2A, 2A will whiff)
  • In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump
  • 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs

Note on 214AC Safejumps: 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial

-214AC

  • Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock
  • Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)
  • In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump
  • 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: j.CD, 214AC OR 623AC, 623C, 214AC
  • In the corner, neutral jump instead when using the above setup

-236236P

  • Off a reversal 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)
  • Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)
  • Off a spaced reversal 236236P, you can Jump Forward, Airdash for a spaced safejump
  • If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump
  • You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced

-236236KK

  • If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump
  • If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 2A, Hyper Hop Forward for a spaced safejump
  • If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump
  • If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump

-6B xx 236A

  • Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs
  • Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools
  • If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 2A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs
  • Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing
  • You can also use the easier auto-timed regular safejump setup (Forward Jump x2)

-2D and 214A give spaced meaty light oki midscreen

-In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup

  • You can do the same with 214A or 236A, but your hop/hyperhop needs to be very slightly delayed - if done with perfect timing, you'll whiff

-Both throws give meaty jump in oki

-214236CD gives meaty jump in oki

-623A gives meaty jump in oki and soft knockdown

-236236K gives meaty jump in oki

  • Grounded hit gives a safejump setup with jump forward
  • Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work

-236236PP only gives spaced meaty light oki midscreen

  • In the corner you get meaty jump in oki

Countering Shun'ei

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