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The King of Fighters XV/Shun'ei/Strategy

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Revision as of 10:52, 31 July 2022 by Joydivider1 (talk | contribs) (→‎Safejumps/Okizeme: 6B xx 236A setup note)
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The King of Fighters XV

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General Gameplan

Neutral

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Defense

Safejumps/Okizeme

Note on Spaced Safejumps: Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.

  • For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.
  • For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.

Note on Airdash Safejumps: Properly spacing yourself for empty jump low after a spaced safejump setup that uses airdash may require some manual timing to adjust where you land after your airdash.

Note on Manually Delayed Safejumps: Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision.

  • It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.

-214C

  • Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs
  • Against King of Dinosaurs, you can do Jump Forward, Hop Forward instead for a spaced safejump - however, this setup is not properly spaced against Heidern or Antonov (if you try to do empty jump 2B xx 2A, 2A will whiff)
  • In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump
  • 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs

Note on 214AC Safejumps: 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial

-214AC

  • Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock
  • Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)
  • In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump
  • 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC
  • In the corner, neutral jump instead when using the above setup

-236236P

  • Off a reversal 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)
  • Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)
  • Off a spaced reversal 236236P, you can Jump Forward, Airdash for a spaced safejump
  • If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump
  • You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced

-236236KK

  • If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump
  • If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump
  • If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump
  • If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump
  • If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty

-6B xx 236A

  • Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs
  • Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools
  • If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs
  • Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing
  • You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings
  • It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely.

-2D/214A/236A/236C

  • 2D and 214A allow you to run up and get meaty spaced light confirms midscreen
  • In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup
  • You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff

-Throws

  • Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD
  • After forward throw in the corner, you can framekill with 2A to make timing your safejump a little easier, however, you still need some amount of manual delay before or after the 2A, otherwise your safejump will whiff instead of hitting meaty
  • You can safejump after a back throw with a slightly delayed hyper hop j.CD

-236236K

  • Grounded hit gives a safejump setup with jump forward
  • Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work
  • Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:

Meitenkun, Benimaru, Isla, Chizuru, Elizabeth, Kula, Angel, Chris, Whip, Ramon, Leona, Ralf, Clark, Andy, Joe, Ryo, King, Athena, Mai, Yuri, Blue Mary, B. Jenet, Billy

  • Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup

-236236PP

  • Midscreen you can run up and get a meaty jump-in
  • In the corner you can do a delayed jump j.CD for a safejump

-214236CD

  • After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump

-623A

  • You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall

Countering Shun'ei

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