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The King of Fighters XV/Rock Howard/Strategy: Difference between revisions
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==Neutral== | ==Neutral== | ||
{| class="mw-collapsible mw-collapsed wikitable" | |||
! colspan=3 | 214AC vs Grounded Fireballs | |||
|- | |||
! Character !! Beats !! Loses to | |||
|- | |||
| '''B.Jenet''' || 236A/C/AC || N/A | |||
|- | |||
| '''Gato''' || N/A || 214B~A, 214BD~A | |||
|- | |||
| '''Iori''' || 236A/C/AC || N/A | |||
|- | |||
| '''Isla''' || 236A/C/AC || N/A | |||
|- | |||
| '''Joe''' || N/A || 41236A/C/AC | |||
|- | |||
| '''Krohnen''' || 236A/C || 236AC | |||
|- | |||
| '''Kukri''' || N/A || 236A/C/AC | |||
|- | |||
| '''Rock''' || 236A/C || 236AC | |||
|- | |||
| '''Terry''' || 236A/C/AC || N/A | |||
|- | |||
|} | |||
==Pressure== | ==Pressure== |
Revision as of 23:52, 22 March 2022
General Gameplan
Neutral
214AC vs Grounded Fireballs | ||
---|---|---|
Character | Beats | Loses to |
B.Jenet | 236A/C/AC | N/A |
Gato | N/A | 214B~A, 214BD~A |
Iori | 236A/C/AC | N/A |
Isla | 236A/C/AC | N/A |
Joe | N/A | 41236A/C/AC |
Krohnen | 236A/C | 236AC |
Kukri | N/A | 236A/C/AC |
Rock | 236A/C | 236AC |
Terry | 236A/C/AC | N/A |
Pressure
Mixups
Defense
Okizeme
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.
Combo Enders
- 214C:
- ... > 623C~AB, 214C, 214A (whiff), Hyper Hop, h.D (6f Safejump)
- ... > 623C~AB, 214C, Roll, Hop, h.D (4f Safejump)
- Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.
- 632146A/C~AB, 214C, 214C (whiff), Hyper Hop, h.D (5f Safejump)
- LVl 1 Shining Knuckle (236236B/D):
- ... > 623C~AB, 214C > 236236B/D, Forward Jump, (land) Hop, h.D (5f Safejump)
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.
- Use 236A after:
- A Raw 214C
- A midscreen C throw
- A midscreen D throw
- 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.
- Use 236A after:
After C Throw
- 214C (whiff), Hyper Hop, h.D (6f Safejump)
After Corner C Throw
- 214A (whiff), Hop, h.D (4f Safejump)
After D Throw
- Forward Jump, j.D (5f Safejump)
- Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.
After 236D
- Jump, j.D (5f Safejump)
After Corner 236B
- Hyper Jump, j.D (5f Safejump)
After Raw Supers
- Lvl 1 and lvl 2 Raging Storm (236236A/C and 236236AC) have an awkward amount of frame advantage, making an auto-timed safejump difficult to find.
- Raw 236236B/D, 214A (Whiff), Hop, h.D (5f Safejump)