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

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* Far C is excellent for keepout if you have a read on your opponent trying to run in for an approach.  The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable.  You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block.  In the corner it will generally be preferable to buffer into 6B instead.  You can buffer 623C/214C and counterpoke with it.  You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.
* Far C is excellent for keepout if you have a read on your opponent trying to run in for an approach.  The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable.  You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block.  In the corner it will generally be preferable to buffer into 6B instead.  You can buffer 623C/214C and counterpoke with it.  You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.
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* 2D doesn't have the best range, but it's very difficult to whiff punish.  Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D.  It gives a very good oki situation on hit, making it a surprisingly reasonable option for keepout.
* 2D doesn't have the best range, but it's very difficult to whiff punish.  Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D.  It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout.
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* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with pokes.
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with pokes.

Revision as of 17:02, 20 September 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Shun'ei plays a relatively standard version of KoF fundamentals, with a few unique but straightforward tools in his kit.

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Anti-Airing

  • Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs from a neutral/forward jump will allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.
  • j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.
  • Aqua Spear and CD can be decent choices for pressuring landings from further away.
  • If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR use far B/far C/far D/2D/Aqua Spear in neutral and buffer a 236236 input after - 2D/Aqua Spear can both be whiff cancelled into 236236P, and you can also hide a 236236 buffer behind the recovery of all moves mentioned, making your ability to play grounded footsies a fair bit safer.
  • Lastly, Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.
  • Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.

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Keepout

  • j.D, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps.
  • CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.
  • Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer.
  • Far C is excellent for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.
  • 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout.
  • Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with pokes.
  • 2B can be buffered into Quick MAX in neutral, and can be a good non-committal option against low-profile moves.
  • Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against lows, but far A will generally be preferable at its appropriate range.
  • Far D has an unfortunately long animation, making it very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. Then it can be used as a risky high range tool to stuff hops and punish grounded approaches heavily.

Pressure

Mixups

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 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.

Note on Airdash Safejumps: Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.

-214C

  • Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.
  • Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - 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 after juggle combos ending in 214C.

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 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 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen
  • If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen
  • 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. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.

-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

External Resources

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