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The King of Fighters XV/Shun'ei/Strategy: Difference between revisions
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* In the corner, neutral jump instead | * 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 get a spaced safejump setup in corner (Super Jump Back, 2A, Hyper Hop Forward) | ||
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* 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 | * 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) | * If 6B xx 236A hits from farther away, you'll need to use a different spaced safejump setup (Hyper Hop Forward, 2A, Hop Forward) | ||
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* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) | * 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 | *In the corner you get meaty jump in oki |
Revision as of 23:01, 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