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The King of Fighters XIV/Sylvie Paula Paula: Difference between revisions
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=Movelist= | =Movelist= | ||
(*) = EX OK | ('''*''') = EX OK | ||
(!) = MAX OK | ('''!''') = MAX OK | ||
'''Throws''' | '''Throws''' |
Revision as of 14:28, 9 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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
Paula Kick - (b/f+C) close
- Sylvie grabs the opponent and dropkicks them
- Can be broken
- Hard knockdown. With opponent cornered, if you hold up-forward immediately after the throw for an empty forward jump, you will safe jump most C DP's.
Paula Hip - (b/f+D) close
- Sylvie grabs the opponent, plays leapfrog and delivers a brutal, uh...ass attack
- Can be broken
- Soft knockdown, switches sides. C throw preferred unless you need to un-corner yourself, or the D throw will corner your opponent.
Command Moves
Stret-Chon! - f + A
- Unsafe on block. Special/super-cancellable
- Sylvie has no hurtbox on her arms above her head
- Very short range. Will combo from light attacks, but won't connect in long strings outside the corner
- Cannot hit crouching opponents. Pretty much only useful for anti-air
Guillo-Ton! - f + B
- Unsafe on block
- Overhead when performed standalone. When chained into, blockable high and low
- Not super or special cancellable, but can be MAX-cancelled for a combo
- Fast enough to combo from A/B normals
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Denki Kaijin - (qcf + A/C) (*)
- A version starts up faster and recovers slower, minus but safe on block. Fast enough to combo from light attacks.
- C version starts up slower and recovers faster, slightly positive on block. Deals 10 more damage than A version. Will not combo from light attacks, but recovers fast enough to juggle B Kaiten Coil after in the corner on ground hit.
- Both versions deal 1 hit, inflict soft knockdown, and are super-cancellable.
EX Denki Kaijin: 3 hits, inflicts crumple state on last ground hit. Positive on block. Key MAX mode combo filler.
Bootie Bootie - (qcf + B/D) (*)
- B version rises lower, does 3 hits, does not knock down. Neutral on block, slightly positive on hit.
- D version rises higher, does 4 hits, last hit inflicts hard knockdown. Unsafe on block. Last hit will miss crouching opponents. Cannot combo MAX Paula Experiment afterward.
- Both versions will combo from A/B normals. Both combo properly on crouching opponents as long as the 1st hit connects.
EX Bootie Bootie: 5 hits, last hit inflicts hard knockdown. Low height, Slightly plus on block. Can combo MAX Paula Experiment afterwards. Great MAX mode combo ender.
Kaiten Coil - (rdp + B/D) (*)
- B version 2 hits, has full startup invulnerability. Projects Sylvie's axis far forward, causing her to whiff under some corner jumps/jump-ins
- D version 3 hits, more damage, no invulnerability
- Both versions unsafe on block, will combo from A/B normals
EX Kaiten Coil: Invulnerable until 1st active frame (can trade hits). 5 hits, soft knockdown. Slow startup, can be safe jumped.
Dischar-Jing! - (qcb + A/C) (*)
- A version starts up faster, moves forward less, recovers slower. Slightly minus on stand block. Only a short window to juggle after air hit (must super-cancel to Paula Experiment). Combos from C/D normals.
- C version starts up slower, moves forward more, recovers faster. Deals 10 more damage. Positive on stand block. Can juggle with any attack afterwards on ground or air hit. Too slow to combo from C/D normals.
- Both versions will miss crouching opponents. Both soft knockdown and super-cancellable
EX Dischar-Jing!: Goes farther forward than C version. Can juggle with any attack afterwards on ground/air hit. Very positive on stand block, but still can't hit crouchers. Primarily corner juggle filler.
Super Special Moves
Paula Experiment - qcf, qcf + A/C
- Has full-body invulnerability on startup (both versions). Both deal the same damage on full hits.
- Very unsafe on block. Too slow to combo from light attacks
MAX Paula Experiment: More damage and can hit OTG. Very useful for getting lots of damage relatively cheap from otherwise ho-hum hard knockdowns.
Magneto-Trapo! - qcf, qcf + B/D
- No startup invulnerability. Very unsafe on block. Too slow to combo from light attacks.
- Inflicts hard knockdown. Mostly a combo ender, but can punish the startup of projectiles if Sylvie is close enough.
MAX Magneto-Trapo!: Slightly longer range, more hits, and more damage. Adds a hard knockdown kick at the end for more corner carry.
Climax Super Special Moves
Mechahaya Reboot - hcb, hcb + AC
- Super flash, and a few frames later, Sylvie fires a huge, slow-moving lightning ball that wobbles up and down
- 5 hits, hard knockdown. Can juggle after the last hit with any move.
- Plus on block, but a big waste of meter if it doesn't hit. Best reserved as big-damage combo filler, especially in the corner where you can juggle afterwards
Combos
Rush Auto Combo
Meterless: Ends with A Dischar-Jin!, which is safe on standing block, but whiffs on crouching opponents. Not useful.
1 Meter: Ends with Magneto-Trapo!. A better ender than the 0-bar version, but still inefficient compared to a real combo.
EX: Ends with MAX Magneto-Trapo!. Still not as efficient as doing a real combo for the same amount of bar.
0 meter
- cr.B, cr.B, st.B, rdp+D (185 DMG)
- cl.D, rdp+D (192 DMG)
(Corner only)
- cl.C, qcf+C, rdp+B (199 DMG)
1 meter
- cr.B, cr.B, st.B, qcf+A, qcfx2+B/D (271 DMG)
(Use this to lose less damage on an autopilot c.B combo to qcf+A)
- cr.B, st.B, f+B, BC, cl.C, qcf+AC, rdp+BD (295 DMG)
- cl.D, f+B, BC, cl.C, qcf+AC, rdp+BD (338 DMG)
(Substitute dash qcf+D for rdp+BD for a hard knockdown, but less damage)
- f+B, BC, cl.C, qcf+AC, ff, rdp+BD (295 DMG)
(Corner only)
- cr.B, cl.B, f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (379 DMG)
- cl.D, f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (430 DMG)
(Can substitute cl.C at the start for less damage, but less pushback, important from a jump-in starter)
- f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (387 DMG)
- s.CD, BC, s.CD, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (450 DMG)
2 meters
- cr.B, cr.B, st.B, qcf+A, qcfx2+BD (367 DMG)
- cr.B, cl.B, f+B, BC, cl.C, qcf+AC, ff, cr.D, qcfx2+AC (471 DMG)
- cl.D, f+B, BC, cl.C, qcf+AC, ff, cr.D, qcfx2+AC (512 DMG)
- cr.D, qcfx2+AC (364 DMG)
- f+B, BC, cl.C, qcf+AC, ff, cr.D, qcfx2+AC (469 DMG)
- st.CD, run, c.D, qcfx2+AC (419 DMG)
(Corner only)
- cr.B, cl.B, f+B, BC, cl.C, qcf+AC, qcb+C, qcf+C, qcf+D, SC, qcfx2+AC (503 DMG)
- cl.D, f+B, BC, cl.C, qcf+AC, qcb+C, qcf+C, qcf+D, SC, qcfx2+AC (545 DMG)
- f+B, BC, cl.C, qcf+AC, qcb+C, qcf+C, qcf+D, SC, qcfx2+AC (502 DMG)
(Must super-cancel 1st hit of qcf+D. The buffer is generous enough that you can roll the whole motion before the qcf+D starts, as qcf+D,qcf+P)
2nd Character MAX mode 1250
- cl.D, f+B, BC, cl.C, qcf+AC, qcb+AC, st.CD, qcfx2+AC (563 DMG)
3rd Character MAX mode 1500
- cl.D, f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcfx2+AC (583 DMG)
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)