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The King of Fighters XIV/Sylvie Paula Paula: Difference between revisions

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'''Standing'''
'''Standing'''


Far A
Far A: Slightly minus on block, but chains to command normals and is special/super-cancellable. A basic anti-hop anti-air, but its short range may fare poorly against long-limbed jump-ins like Iori j.D. Chains to itself, st.B, cr.A, and cr.B.


Far B
Far B: Neutral(?) on block. Chains to command normals and is special/super-cancellable. Slightly longer range than her st.A. A good poke and safe blockstring ender, as well as a hit-confirm tool since it chains to f+B.


Far C
Far C: Minus but safe on block. Pretty fast for an st.C, with a decent height for anti-hop anti-air at long range. Its short reach, however, is still a liability for that purpose. Super-cancellable.


Far D
Far D: Neutral(?) on block. Sylvie's longest-ranged ground normal. Not as fast as her st.C, but less disadvantageous on block. Super-cancellable.


'''Close'''
'''Close'''


Close A
Close A: Slightly minus on block. Special/super-cancellable and chains to command normals. Not great for string filler because it doesn't chain to other A/B normals, but it can still be cancelled to safe specials, as well as A Denki Kaijin for a hit-confirm.


Close B
Close B: Plus on block. Hits low. Special/super-cancellable and chains to command normals. Chains to cl.A, cr.A, and cr.B. The cl.B>cr.B chain is especially useful for a safe double-low chain.


Close C
Close C: Minus but safe on block. Special/super-cancellable and chains to command normals. Doesn't reach very high for anti-air purposes, but is a good frame trap tool regardless, in addition to its combo utility.


Close D
Close D: Unsafe on block, but super/special-cancellable and chains to command normals. Shorter activation range than close C, but higher damage. Best used as a punishment combo starter/filler.


'''Crouching'''
'''Crouching'''


Crouching A
Crouching A: Minus on block. Special/super-cancellable and chains to command normals. Chains to all of her other ground A/B normals. Since it's minus on block unlike most cr.A's, you can chain to st.B on block for more frame advantage.


Crouching B
Crouching B: Plus on block. Chains to all her other ground A/B normals, but isn't special/super-cancellable or chainable to command normals. Still, an excellent pressure tool with great range. A great low-profile move as well since Sylvie goes so low to the ground.


Crouching C
Crouching C: Minus on block. Very short horizontal range, but Sylvie's low height helps make this move quite a good anti-air against most jump-ins. Special/super-cancellable and chains to command normals.


Crouching D
Crouching D: Unsafe on block, but super/special-cancellable and chains to command normals. A good if short-ranged sweep on its own, but made especially good when Sylvie has two bars stocked to combo cr.D into MAX Paula Experiment.


'''Jumping'''
'''Jumping'''


Jump A
Jump A: A good defensive air-to-air, but not useful as a jump-in since it will miss on crouching opponents.


Jump B
Jump B: A very deep and active jump-in that makes for a great cross-up, jump-in, and even an instant overhead on all opponents. Its only downside is that its angle isn't as good for most air-to-air purposes as Sylvie's j.A.


Jump C
Jump C: Covers a very similar range to Sylvie's j.A, but the hitbox is actually big enough to touch crouching opponents. You can use this in most of the same situations where you'd use j.A, albeit with slower startup speed and fewer active frames.


Jump D
Jump D: Reaches deeper than her jump C and farther forward than her j.B, making this Sylvie's best max-range hop-in attack.


'''Blowback'''
'''Blowback'''


Stand CD
Stand CD: Plus on block. Has lower-body invulnerability, allowing Sylvie to jump over low attacks and ground fireballs for a punish. A good move on its own, but combines very well with Sylvie's speed and her MAX Paula Experiment for some surprisingly strong midscreen conversions. A great corner pressure tool as well due to its safety and cancel routes.


Jumping CD
Jumping CD: Not that fast, but hits nice and deep and has very good horizontal range. A great neutral/offensive tool to fish for a knockdown for Sylvie to run into attack range. Can combo to MAX Magneto-Trapo! on counter hit.


=Throws=
=Throws=

Revision as of 18:25, 23 July 2016

Movelist

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Sylvie is a mid-range zoning/pressure character who's big on speed, but short on reach. She has one of the fastest run speeds in the game, allowing her to quickly capitalize on midscreen wallsticks without a special-cancel. Though her arms are short, her cr.C and f+A normals are excellent anti-air tools, and her invulnerable Kaiten Coil special provides her with a meterless reversal as well. Once Sylvie corners the opponent, she can pressure safely with her Denki Kaijin, as well as her MAX-cancellable f+B overhead. Her s.CD has lower-body invulnerability, allowing her to bait and punish many sweeps at neutral. She has respectable damage output at all levels of bar with her OTG Paula Experiment super and her corner EX juggles. Overall, Sylvie's short range is her only major limitation, but she's very good at controlling a small amount of space in front of her and above her. She requires low to medium execution, and makes a very good battery. Suitable for beginners and veterans alike.

Normals

Standing

Far A: Slightly minus on block, but chains to command normals and is special/super-cancellable. A basic anti-hop anti-air, but its short range may fare poorly against long-limbed jump-ins like Iori j.D. Chains to itself, st.B, cr.A, and cr.B.

Far B: Neutral(?) on block. Chains to command normals and is special/super-cancellable. Slightly longer range than her st.A. A good poke and safe blockstring ender, as well as a hit-confirm tool since it chains to f+B.

Far C: Minus but safe on block. Pretty fast for an st.C, with a decent height for anti-hop anti-air at long range. Its short reach, however, is still a liability for that purpose. Super-cancellable.

Far D: Neutral(?) on block. Sylvie's longest-ranged ground normal. Not as fast as her st.C, but less disadvantageous on block. Super-cancellable.

Close

Close A: Slightly minus on block. Special/super-cancellable and chains to command normals. Not great for string filler because it doesn't chain to other A/B normals, but it can still be cancelled to safe specials, as well as A Denki Kaijin for a hit-confirm.

Close B: Plus on block. Hits low. Special/super-cancellable and chains to command normals. Chains to cl.A, cr.A, and cr.B. The cl.B>cr.B chain is especially useful for a safe double-low chain.

Close C: Minus but safe on block. Special/super-cancellable and chains to command normals. Doesn't reach very high for anti-air purposes, but is a good frame trap tool regardless, in addition to its combo utility.

Close D: Unsafe on block, but super/special-cancellable and chains to command normals. Shorter activation range than close C, but higher damage. Best used as a punishment combo starter/filler.

Crouching

Crouching A: Minus on block. Special/super-cancellable and chains to command normals. Chains to all of her other ground A/B normals. Since it's minus on block unlike most cr.A's, you can chain to st.B on block for more frame advantage.

Crouching B: Plus on block. Chains to all her other ground A/B normals, but isn't special/super-cancellable or chainable to command normals. Still, an excellent pressure tool with great range. A great low-profile move as well since Sylvie goes so low to the ground.

Crouching C: Minus on block. Very short horizontal range, but Sylvie's low height helps make this move quite a good anti-air against most jump-ins. Special/super-cancellable and chains to command normals.

Crouching D: Unsafe on block, but super/special-cancellable and chains to command normals. A good if short-ranged sweep on its own, but made especially good when Sylvie has two bars stocked to combo cr.D into MAX Paula Experiment.

Jumping

Jump A: A good defensive air-to-air, but not useful as a jump-in since it will miss on crouching opponents.

Jump B: A very deep and active jump-in that makes for a great cross-up, jump-in, and even an instant overhead on all opponents. Its only downside is that its angle isn't as good for most air-to-air purposes as Sylvie's j.A.

Jump C: Covers a very similar range to Sylvie's j.A, but the hitbox is actually big enough to touch crouching opponents. You can use this in most of the same situations where you'd use j.A, albeit with slower startup speed and fewer active frames.

Jump D: Reaches deeper than her jump C and farther forward than her j.B, making this Sylvie's best max-range hop-in attack.

Blowback

Stand CD: Plus on block. Has lower-body invulnerability, allowing Sylvie to jump over low attacks and ground fireballs for a punish. A good move on its own, but combines very well with Sylvie's speed and her MAX Paula Experiment for some surprisingly strong midscreen conversions. A great corner pressure tool as well due to its safety and cancel routes.

Jumping CD: Not that fast, but hits nice and deep and has very good horizontal range. A great neutral/offensive tool to fish for a knockdown for Sylvie to run into attack range. Can combo to MAX Magneto-Trapo! on counter hit.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina