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The King of Fighters XV/Rock Howard/Strategy: Difference between revisions
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Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower 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 | ====After C Throw==== | ||
214C (whiff), Hyper Hop, j.D (6f) | 214C (whiff), Hyper Hop, j.D (6f) | ||
After | ====After Corner C Throw==== | ||
214A (whiff), Hop, j.D (4f) | 214A (whiff), Hop, j.D (4f) | ||
After D Throw | ====After D Throw==== | ||
Forward Jump, j.D (5f) | Forward Jump, j.D (5f) | ||
====After 214C==== | |||
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 05:45, 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)
After 214C
214C Ender safejumps are dependent on the height 214C connects at.