Difference between revisions of "The King of Fighters XV/Whip"
SalsaInABowl (talk | contribs) (→Command Moves: Improved descriptions) |
SalsaInABowl (talk | contribs) (→Special Moves: Improved descriptions.) |
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|input=41236A/C/AC | |input=41236A/C/AC | ||
|description3= | |description3= | ||
* Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool | * Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool. | ||
* | * High risk, high reward. Does solid damage and is a fantastic, consistent anti-air. However, it is extremely unsafe if it doesn’t hit. | ||
* A version is slightly faster with upper body invulnerability. | * A version is slightly faster with upper body invulnerability. It also deals less damage than the C version | ||
* C and AC versions have full body invulnerability | * C and AC versions have full body invulnerability. | ||
* A & C versions will | * A & C versions will switch sides, throwing the opponent behind Whip. The EX version will keep the opponent in front of Whip and deal more damage. | ||
* The first hit is super cancellable and | * The first hit is super cancellable | ||
* Has a deadzone directly above Whip. Use 2D to cover this deadzone. Otherwise, this is your go-to for anti-air. | |||
* After reflecting a projectile, be ready to do the half circle motion as your opponent is likely to try and jump over your reflect. | |||
* Don’t forget that one of your supers is activated with a 236236P input; be careful not to spam too many quick half circle motions before pressing A/C, or you might get a super instead of the Boomerang Shot. | |||
}} | }} | ||
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|input=63214[A/AC]~D | |input=63214[A/AC]~D | ||
|description3= | |description3= | ||
* Whip holds Voodoo in the Strength Shot Stance. | * Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. Holding the button and standing still for too long will automatically cancel the stance. | ||
* In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation | * In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation and different spacing after the animation, but it is still a hard knockdown. | ||
* Only A version can be held and cancelled. The EX version (AC) will strike as soon as the input takes place and cannot be cancelled or delayed. | |||
* Only A version can be held and cancelled. The EX version (AC) will strike | * The EX Strength shot has two versions. Each can be used one time during a combo, and you can combo the first directly into the second: | ||
* The first | •The first version is used against grounded opponents. After whipping the opponent twice, Whip slides in and kicks the opponent up into the air. | ||
•The second version is used against airborne opponents. Whip grabs the opponent out of the air, pulls them in and kicks them back up in the same trajectory as the first version. This is guaranteed to connect after the fifth hit of 6A. | |||
•You can follow these up with a 2D (usually with 2D > Boomerang Shot > super [optional]) but keep in mind that 2D will only hit once during a combo | |||
}} | }} | ||
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|input=63214B~D | |input=63214B~D | ||
|description2= | |description2= | ||
* Whip holds Voodoo in the Strength Shot Stance. | * Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. Holding the button and standing still for too long will automatically cancel the stance. | ||
* When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin if hit. Positive on block and VERY positive on hit. | * When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin if hit. Positive on block and VERY (+12) positive on hit. | ||
* This version does the least damage but has the longest range of any version of Strength Shot | * This version does the least damage but has the longest range of any version of Strength Shot | ||
* Use to frame trap opponents | * Use to frame trap opponents, especially with your 4 frame Close C | ||
* Use this to combo into normals ( | * Use this to combo into normals (2C or Close C) or even specials as it is +12 on hit! | ||
* Will not hit airborne opponents. | * Will not hit airborne opponents, no matter how close to the ground they are. You can still catch an opponent in pre-jump, making this an excellent meaty tool. | ||
* Meaty setup: After landing a 2C, enter and cancel out of any Strength Shot stance and then use Strength Shot B | |||
}} | }} | ||
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|input=63214C~D | |input=63214C~D | ||
|description2= | |description2= | ||
* Whip holds Voodoo in the Strength Shot Stance. | * Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. Holding the button and standing still for too long will automatically cancel the stance. | ||
* On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to Whip dragging the opponent to stomp | * On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to an animation of Whip dragging the opponent to repeatedly stomp on their head. | ||
* The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG). | * The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG). | ||
* This move has medium range between Superior (A) and Strength (B) but does a little less damage than superior. | * This move has medium range between Superior (A) and Strength (B) but does a little less damage than superior. | ||
* Use this | * Use this on opponent’s wakeup for a 50/50 between the Strength Shot A and C versions. | ||
}} | }} | ||
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* Whip holds Voodoo in the Strength Shot Stance. Holding the button causes Whip to hold Voodoo and she can move back and forth. She can cancel the stance with D or let go to attack. | * Whip holds Voodoo in the Strength Shot Stance. Holding the button causes Whip to hold Voodoo and she can move back and forth. She can cancel the stance with D or let go to attack. | ||
* Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack. | * Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack. | ||
* The shortest amount of time this can take is 25f from the start of the initial input. | * The shortest amount of time this can take is 25f from the start of the initial Strength Shot input. | ||
* Opponents may jump or roll in when they see Whip enter her Strength Shot Stance. Use this to | * Opponents may jump or roll in when they see Whip enter her Strength Shot Stance. Use this to bait and punish their reactions with a Boomerang Shot (63214C), a different Strength Shot, a throw or Whip's normals | ||
}} | }} | ||
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|description3= | |description3= | ||
* Whip slings Voodoo up into the air and tugs herself up into a aerial spin. Whip's double jump. Can be tiger knee'd (2147A/C/AC) | * Whip slings Voodoo up into the air and tugs herself up into a aerial spin. Whip's double jump. Can be tiger knee'd (2147A/C/AC) | ||
* Can do any jump normal after the aerial spin and Whip can cancel into this move from j.A (only once) | * Can do any jump normal after the aerial spin and Whip can cancel into this move from j.A (only once before hitting the ground) | ||
* A version moves forward a short distance | * A version moves forward a very short distance and will practically never crossup | ||
* C version moves forward around the same distance as a forward hop | * C version moves forward around the same distance as a forward hop with high potential to crossup | ||
* AC version will move Whip directly in front of an opponent anywhere on the screen has | * AC version will move Whip directly in front of an opponent anywhere on the screen. It also has full invulnerability for the first 10 frames, which can serve as an excellent bait tool for reversals such as Krohnen’s 623A/C (but generally not something like a more traditional DP that would send the opponent airborne) | ||
* Holding the stick towards the opponent during the AC version will make Whip cross an opponent up. Requires sufficient air clearance and therefore will not crossup if EX Hook Shot is activated at the lowest point of a jump or from full screen. | |||
* Holding the stick towards the opponent during the AC version will make Whip cross an opponent up. | |||
* This can also be done when Whip crosses an opponent up with j.A to do a DOUBLE cross-up. | * This can also be done when Whip crosses an opponent up with j.A to do a DOUBLE cross-up. | ||
* | * Whip is in counterhit state until she lands after using Hook Shot. | ||
}} | }} | ||
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|description3= | |description3= | ||
* Data in [] indicate values for the projectile. | * Data in [] indicate values for the projectile. | ||
* Whip rears Voodoo back and swings it in a downward strike. | * Whip rears Voodoo back and swings it in a downward strike. Hits overhead and grants a hard knockdown. | ||
* | * This move will also reflect projectiles, though not like most other reflects. | ||
* BD version is faster creates a 3 hit projectile which travels full screen | * On reflect, destroys the projectile and creates a 1-hit wind ball projectile that slowly travels slightly further than half of the screen before disappearing. Destroys ALL projectiles, even a super projectile (however, a super projectile will also destroy the wind ball) | ||
* BD version is faster and creates a 3-hit projectile which travels full screen at a slightly faster pace. Has the durability of a MAX super projectile. | |||
* Can reflect regular projectiles, EX projectiles, and supers. | * Can reflect regular projectiles, EX projectiles, and supers. | ||
* Use as an alternative overhead to Strength Shot | * Use as an alternative overhead to Strength Shot A for mixups | ||
* Be careful to not accidentally input a backdash or Strength Shot B when trying to reflect a projectile. | |||
}} | }} | ||
Revision as of 22:39, 23 October 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Whip Shot - + (up to 5 inputs)
Special Moves
Boomerang Shot 'Code: SC' - + / (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Strength' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Hook Shot "Code Zephyr" - (in air) - + /
Cresent Swatter 'Code: FS' - , + / (*)
Super Special Moves
Sonic Slaughter "Code: KW" - + / (!)
Destruction Barrage "Code: YGW" - + / (!)
Climax Super Special Move
Depravity Branding "Code: FA" - +
Quick Combo Reference
0 Meter |
(c.B) 2B 41236C |
( = dmg |
1 Meter |
(jC) c.C > 63214AC > 63214AC > 41236C |
( = dmg |
2 Meters |
c.C > 63214AC > 63214AC > 41236C(1) > 236236K |
( = dmg |
3 Meters |
c.C > 63214AC > 63214AC > 41236C(1) > 236236KK |
( = dmg |
4 Meters |
c.C > 41236C > 236236K > 214236BC |
( = dmg |
5 Meters |
c.C > 41236C > 236236KK > 214236BC |
( = dmg |
Gameplay Overview
Whip is a mix-up-oriented zoner who has some of the best range in the entire game. She's an excellent character to outpoke the opponent with and can use her Strength Shot to mix up the opponent from far away. Not only that, but she herself also has a very threatening approach game with moves like j.CD, j.C, and Hook Shot, making her a tricky character to defend against. However, this offset by Whip being one of the riskiest characters in the entire game to play. Much of her kit is very easily punishable - whether on block or on whiff - and can make the difference between her staying on the offense... or eating a 70% damage combo for her troubles. Defensively speaking, she has next to no options. Boomerang Shot, while a decent anti-air, is VERY unsafe on Block and especially on whiff, meaning you have to use 2D or 8C if you want to anti-air the opponent and stay safe. Her stance cancels are also borderline useless since they recover so slow you can easily hit her out of them when you're up close. Overall while Whip may take more than average care to play properly, she can be very tricky to deal with and will reward people who are willing to put in the lab time. Whip's best position is likely mid position, as she generally needs meter to make her mix-ups threatening, but she doesn't deal the explosive damage that makes the anchor position noteworthy. |
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Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
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Far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Neutral Jump C
neutral hop C
h.8C
h.8C |
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Jump D
jump D
j.D
j.D |
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Neutral Jump D
neutral hop D
h.8D
h.8D |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
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Throws
Strike Three
Strike Three
(close) 4/6C
(close) 4/6C |
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Assassin Trap
Assassin Trap
(close) 4/6D
(close) 4/6D |
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Command Moves
Whip Shot
Whip Shot
6A (up to 5 times)
6A (up to 5 times) |
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Talon Shot
Talon Shot
3A
3A |
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Special Moves
Boomerang Shot “Code: SC”
Boomerang Shot “Code: SC”
41236A/C/AC
41236A/C/AC |
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Strength Shot Type A “Code: Superior”
Strength Shot Type A “Code: Superior”
63214[A/AC]~D
63214[A/AC]~D |
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Strength Shot Type B “Code: Strength”
Strength Shot Type B “Code: Strength”
63214B~D
63214B~D |
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Strength Shot Type C “Code: Victory”
Strength Shot Type C “Code: Victory”
63214C~D
63214C~D |
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Strength Shot Type D “Code: Candy”
Strength Shot Type D “Code: Candy”
63214[A/B/C]~D
63214[A/B/C]~D |
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Hook Shot “Code: Zephyr”
Hook Shot “Code: Zephyr”
j.214A/C/AC
j.214A/C/AC |
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Crescent Swatter “Code: FS”
Crescent Swatter “Code: FS”
4214B/D/BD
4214B/D/BD |
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Super Special Moves
Sonic Slaughter “Code: KW”
Sonic Slaughter “Code: KW”
236236A/C/AC
236236A/C/AC |
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Destruction Barrage “Code: YGW”
Destruction Barrage “Code: YGW”
236236B/D/BD
236236B/D/BD |
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Climax Super Special Moves
Depravity Branding “Code: FA”
Depravity Branding “Code: FA”
2141236CD
2141236CD |
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