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The King of Fighters XV/Shun'ei/Strategy: Difference between revisions
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==Safejumps== | ==Safejumps== | ||
214C will universally give a a solid safejump setup | -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 has very easy spaced setups midscreen and in the corner (Forward Jump, Neutral Hop *or* Super Jump Back, Hyper Hop Forward...respectively) | ||
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* | * | ||
214AC Grounded hit gives spaced safejump (Super Jump Forward, Neutral Hop *or* Super Jump Back, Hyper Hop Forward in corner) | -214AC Grounded hit gives spaced safejump (Super Jump Forward, Neutral Hop *or* Super Jump Back, Hyper Hop Forward in corner) | ||
* | * | ||
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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 | -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) | -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) | -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 | -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 | -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 | -Both throws give meaty jump in oki | ||
214236CD gives meaty jump in oki | -214236CD gives meaty jump in oki | ||
623A gives meaty jump in oki on recovery roll in the corner | -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 | -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 | -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