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The King of Fighters XV/Shun'ei/Strategy: Difference between revisions
GunMetalXIV (talk | contribs) Created page with "{{CharNavbox_XV}} ==General Gameplan== ==Neutral== ==Pressure== ==Mixups== ==Defense== ==Safejumps== ==Countering Shun'ei== ==External Resources== {{Navbox XV}} Category:Shun'ei Category:The King of Fighters XV" |
Joydivider1 (talk | contribs) |
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==Safejumps== | ==Safejumps== | ||
214C will universally give a a solid safejump setup | |||
* 214C has very easy spaced setups midscreen and in the corner (Forward Jump, Neutral Hop *or* Super Jump Back, Hyper Hop Forward...respectively) | |||
* | |||
* 214C even has a meter build 5f safejump that can be a spaced setup against certain characters midscreen (623A, Hyper Hop) | |||
* | |||
* 214AC Grounded hit gives spaced safejump (Super Jump Forward, Neutral Hop *or* Super Jump Back, Hyper Hop Forward in corner) | |||
* | |||
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) | |||
* | |||
* Examples: j.CD, 214AC OR 623AC, 623C, 214AC | |||
* | |||
* In the corner, neutral jump instead | |||
-236236P gives a spaced safejump setup midscreen (Jump Forward, Airdash Forward) and a regular safejump in the corner | |||
-236236KK off an air juggle gives a spaced meter build safejump midscreen (214A, 2A, Hop Forward) | |||
* You get a spaced safejump setup in corner (Super Jump Back, 2A, Hyper Hop Forward) | |||
* | |||
* You can use the same setup midscreen with Super Jump Forward, 2A, Hop Forward if you didn't get 236236KK off of an air juggle | |||
-6B xx 236A gives a spaced safejump midscreen (5B, Neutral Jump, Airdash Forward) | |||
* If 6B xx 236A hits from farther away, you'll need to use a different spaced safejump setup (Hyper Hop Forward, 2A, Hop Forward) | |||
* | |||
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) | |||
-2D and 214A give spaced meaty light oki midscreen | |||
-In the corner, you can hop right after 2D, 214A, or Aqua Spear to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup | |||
-Both throws give meaty jump in oki | |||
-214236CD gives meaty jump in oki | |||
-623A gives meaty jump in oki on recovery roll in the corner | |||
-236236K does not give a safejump (meaty j.CD pressure), 236236P may be preferable for pressure considerations | |||
-236236PP only gives spaced meaty light oki midscreen | |||
*In the corner you get meaty jump in oki | |||
==Countering Shun'ei== | ==Countering Shun'ei== |
Revision as of 22:57, 23 May 2022
General Gameplan
Neutral
Pressure
Mixups
Defense
Safejumps
214C will universally give a a solid safejump setup
- 214C has very easy spaced setups midscreen and in the corner (Forward Jump, Neutral Hop *or* Super Jump Back, Hyper Hop Forward...respectively)
- 214C even has a meter build 5f safejump that can be a spaced setup against certain characters midscreen (623A, Hyper Hop)
- 214AC Grounded hit gives spaced safejump (Super Jump Forward, Neutral Hop *or* Super Jump Back, Hyper Hop Forward in corner)
- 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward)
- Examples: j.CD, 214AC OR 623AC, 623C, 214AC
- In the corner, neutral jump instead
-236236P gives a spaced safejump setup midscreen (Jump Forward, Airdash Forward) and a regular safejump in the corner
-236236KK off an air juggle gives a spaced meter build safejump midscreen (214A, 2A, Hop Forward)
- You get a spaced safejump setup in corner (Super Jump Back, 2A, Hyper Hop Forward)
- You can use the same setup midscreen with Super Jump Forward, 2A, Hop Forward if you didn't get 236236KK off of an air juggle
-6B xx 236A gives a spaced safejump midscreen (5B, Neutral Jump, Airdash Forward)
- If 6B xx 236A hits from farther away, you'll need to use a different spaced safejump setup (Hyper Hop Forward, 2A, Hop Forward)
- You can also use the easier auto-timed regular safejump setup (Forward Jump x2)
-2D and 214A give spaced meaty light oki midscreen
-In the corner, you can hop right after 2D, 214A, or Aqua Spear to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup
-Both throws give meaty jump in oki
-214236CD gives meaty jump in oki
-623A gives meaty jump in oki on recovery roll in the corner
-236236K does not give a safejump (meaty j.CD pressure), 236236P may be preferable for pressure considerations
-236236PP only gives spaced meaty light oki midscreen
- In the corner you get meaty jump in oki