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The King of Fighters XV/Rock Howard/Strategy: Difference between revisions
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==Okizeme== | ==Okizeme== | ||
===Meaty 236A=== | |||
Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent. Using 236A after 214C, a midscreen C Throw, and a midscreen D throw all give you an easy meaty 236A, which can be chased behind to gain significant screen space. A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option. | |||
===Safejumps=== | ===Safejumps=== | ||
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[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.] | [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 | Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals. | ||
After C Throw: | |||
214C | 214C (whiff), Hyper Hop, j.D (6f) | ||
After corner C Throw: | |||
214A | 214A (whiff), Hop, j.D (4f) | ||
D Throw: | After D Throw: | ||
Forward Jump | Forward Jump, j.D (5f) | ||
214C Ender safejumps are dependent on the height 214C connects at. | 214C Ender safejumps are dependent on the height 214C connects at. |
Revision as of 05:44, 18 March 2022
General Gameplan
Neutral
Pressure
Mixups
Defense
Okizeme
Meaty 236A
Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent. Using 236A after 214C, a midscreen C Throw, and a midscreen D throw all give you an easy meaty 236A, which can be chased behind to gain significant screen space. A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option.
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.
After C Throw: 214C (whiff), Hyper Hop, j.D (6f)
After corner C Throw: 214A (whiff), Hop, j.D (4f)
After D Throw: Forward Jump, j.D (5f)
214C Ender safejumps are dependent on the height 214C connects at.