Difference between revisions of "The King of Fighters XV/Shun'ei/Strategy"

From Dream Cancel Wiki
Jump to navigation Jump to search
(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")
 
Line 11: Line 11:


==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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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

Countering Shun'ei

External Resources

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters