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The King of Fighters XV/Sylvie Paula Paula/Strategy: Difference between revisions
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==External Resources== | ==External Resources== | ||
{{#ev:youtube| | {{#ev:youtube|FcABowv3O7Y|||'''Kof XV Sylvie Safe jump'''|frame}} | ||
Revision as of 15:25, 13 May 2024
General Gameplan
Meter Usage
Neutral
Approaches
Anti-Airing
Keepout
Whiff Punishes and Roll Punishes
Pressure
Blockstrings
●2A/cl.B/cl.A > 6A > 214A/214C/236A
Frame trap with 2 frames gap between 2A > 6A. it beats 4f buttons, jumps and backdash - end it with 214A for a safe truestring - 214C its the greedy option weak to fast buttons but lets you +2 so you can reset the pressure with 2A or cl.C in the corner(4 frames startup, creating another frametrap) - 236A on the corner beats throw, gets you out of buttons range and let you in plus frames but it loses to jumps - all options leads to a combo if connects https://twitter.com/i/status/1658605862569517056 (credits to @BadoorSNK)
Mixups
Defense
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
- 236B:
- ... > 236B > Neutral Jump > j.CD/j.D (4f Safejump)
Also works with Forward jump in the corner.
- 236236B/D:
- ... > 236236B/D > Foward/Super Jump > j.CD/j.D (4f Safejump)
After Corner C Throw
- Foward Jump > j.CD/j.D (4f Safejump)
Countering Sylvie
External Resources