Difference between revisions of "The King of Fighters XV/Whip"
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a | | intro = {{SUBPAGENAME}} is a mid-range specialist 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. Moves like these and her 2C sweep ensure that her opponents are never comfortable on wakeup, even when she's far away. | ||
Whip can be very rewarding, but equally demanding to play. Playing as Whip requires more spatial awareness than most, if not all, other characters in the game. Most of her moves can go from being safe to unsafe just from bad spacing alone. However, the inverse also applies: Whip's moveset will reward you for your good spacing by making some moves much safer than their frame data numbers would have you think. Making the wrong move as Whip can be punishing due to her relatively slow frame data, and most of her moveset requires that you are very deliberate with your movement and actions. | |||
If you are looking for a character that can control a large amount of space and harass opponents from mid-range, Whip is here for you as long as you are willing to be extra conscious about your spacing and remain selective about when you commit to risky options, such as Boomerang Shot. | |||
Whip | Whip works in every position on a team, but arguably does best in the second slot. Whip does not ask for too much meter to run her offense, and her combos are very meter-efficient. However, starting with at least 1 bar allows her access to EX Hook Shot as an approach option, and her 1-bar combos can deal some serious damage. | ||
| pros= | | pros= | ||
* '''Strong Air Presence''': | * '''Strong Air Presence''': The sky is yours. Neutral Jump C (also referred to as 8C) is a Swiss army knife in Whip's tool kit ([https://dreamcancel.com/wiki/The_King_of_Fighters_XV/Whip#Neutral_Jump_C see notes on that move here]) that allows her to control a huge amount of air space, and any attempt to jump in on Whip can be easily shut down by a Boomerang Shot. | ||
* '''Very Long Range''': | * '''Very Long Range''': Whip has a whip (shocker!), which gives her all the range of a whip. 2C and 8C control a huge amount of space, and most of Whip's other normals are capable of stopping approaches fairly well. | ||
* ''' | * '''Oppressive oki''': Whip does not let opponents wakeup without taking some sort of guess, even at mid range. She has multiple ways of hitting overhead or low from far away, and her ability to ambiguously cross up is outstanding. | ||
* ''' | * '''Good mixups''': Strength Shot is a built-in 50/50, and just being at mid-range distance will make your opponents feel uneasy. Keep your opponent guessing from mid-range and you will find that most characters will not have the range to contest Whip without taking guesses on their approach options. | ||
* ''' | * '''Slippery movement''': Whip is harder to catch than most, with a slightly floaty jump and access to a double jump. On top of these, moves like j.CD ensure that approaching Whip is dangerous, even if she is retreating. Whip likes staying in her mid-range sweet spot, and she can maintain it well with smart movement. She can also hop over any character in the game while they are standing, even huge ones like King of Dinosaurs. | ||
| cons= | | cons= | ||
* ''' | * '''High Commitment''': Whip requires that every movement and action you take is extremely deliberate. When taking guesses as Whip, her toolkit ensures that the odds are usually in your favor. However, wrong or even straight up bad guesses can be especially painful, such as an opponent jumping over a poorly spaced 2C. | ||
* '''Massive Hurtboxes''': Most of Whip's attacks that utilize her whip have huge hitboxes. However, they also have huge hurtboxes that can make trading with certain particularly powerful normals a common occurrence. | |||
* ''' | * '''Awkward Lights''': Whip does not really chain her light normals like most characters can. The only light normal she can do that with is cl.B, which has a proximity requirement. While this means Whip effectively circumvents the fact 2B was universally nerfed to 15 damage, it can make light confirms somewhat awkward. | ||
* '''Moderately slow frame data''': Some of Whip's moves suffer from slow frame data, further contributing to the need for proper spacing in order to stay safe. It isn't all bad, but when you want your 4-frame Close C and you accidentally get a 15-frame Far C instead, it can hurt. | |||
* '''Awkward Lights''': Whip | |||
}} | }} | ||
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|moveId=whip_fb | |moveId=whip_fb | ||
|description= | |description= | ||
* | * Fast poke, decent range. Throw it out to disrupt your opponent’s pressure. | ||
* Paramount to her pressure since it frame traps easily from 41236B and can cancel back into it. | |||
}} | }} | ||
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|moveId=whip_fc | |moveId=whip_fc | ||
|description= | |description= | ||
* Both hits are | * Both hits are special cancelable, even on whiff | ||
* | * Use Close C after this move for a solid frametrap | ||
* Even on an airborne hit, the second hit pulls the enemy closer | |||
}} | }} | ||
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* Hits low while dealing more damage than your average 2B | * Hits low while dealing more damage than your average 2B | ||
* Plus on block | * Plus on block | ||
* Close B (x2) > 2B > 3A is a true combo | |||
}} | }} | ||
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|description= | |description= | ||
* Can be cancelled into specials | * Can be cancelled into specials | ||
* | * 4 frame startup makes this a fantastic tool in Whip’s kit. Use this for frame traps, punishes and hop stopping. Also generally a more favorable combo starter than close D, even if it does 10 less damage. | ||
}} | }} | ||
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|description= | |description= | ||
* Both hits can be cancelled | * Both hits can be cancelled | ||
* Canceling the first hit leaves Whip closer than normal, which is important when cancelling into 6A*5, as the closer range allows for | * Canceling the first hit leaves Whip closer than normal, which is important when cancelling into 6A*5, as the closer range allows for combo routes not normally accessible after hitting both of close D’s attacks. | ||
}} | }} | ||
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|moveId=whip_2a | |moveId=whip_2a | ||
|description= | |description= | ||
* | * Safe midrange poke that hits low. | ||
* | * This move can hit OTG. Remember to try and hit this after landing a sweep, super or j.CD. | ||
* Good for disrupting the opponent’s neutral from a distance. You can think of this as a second sweep attack with both the risk and reward toned down. | |||
* Hitbox leaves a very small deadzone directly in front of Whip, be careful using this at point blank range. | |||
}} | }} | ||
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|moveId=whip_2b | |moveId=whip_2b | ||
|description= | |description= | ||
* | * Unique 2B with interesting utility applications. | ||
* Has longer range and slower startup compared to most other 2Bs in the game | |||
* Your go-to Quick Max route: 2B > 3A > Quick Max | |||
* Whip stays low to the ground and pivots her back foot to the front. This moves her collision box forward just enough that you can use 2B to duck under an opponent’s jump-in, cross over to the other side and start a combo with close C once the opponent lands. [https://twitter.com/chocosynthesize/status/1546039975166152704?s=46&t=CwRyNKbLRmGSPXr4qbUx-A Example here, using Krohnen as a target.] | |||
}} | }} | ||
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|moveId=whip_2c | |moveId=whip_2c | ||
|description= | |description= | ||
* | * A sweep with outstanding range that serves as one of Whip’s most important mixup and spacing tools | ||
* Has a deadzone in | * Has a deadzone similar to her Crouch A | ||
* | * Can be used in option selects to catch a roll | ||
* Don’t forget to hit the opponent with a 2A after landing this move in the corner for extra free damage | |||
}} | }} | ||
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|description= | |description= | ||
* Can be cancelled into 41236C or 63214A to combo off anti air hits | * Can be cancelled into 41236C or 63214A to combo off anti air hits | ||
* Covers the deadzone directly above Whip (and does it well) that Boomerang shot cannot cover, use this if an enemy tries to full jump into you while you’re backed into the corner | |||
* Use this after EX Strength Shot to keep the combo going | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* Can | |description2= | ||
* Can cross-up | |||
* Can be canceled into Hook Shot to attempt a double overhead with possible cross-up | |||
* Additionally, you may Hook Shot after the cross-up to cross back over a second time without touching the floor | |||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2= | ||
* Light aerial that comes out fast and covers the space below Whip fairly well | |||
* Decent air-to-ground with a fairly large hitbox | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* | |description2= | ||
* Another one of Whip’s most important tools | |||
* Outstanding air-to-ground with overwhelmingly powerful ability to ambiguously cross-up | |||
* Very large hitbox | |||
* Also comes with a very large hurtbox that extends pretty far below Whip, careful using this with a projectile below you | |||
* After a blocked j.CD, you may attempt to cross with this move by using a hyper hop C while you’re standing close to the opponent. Keep in mind Whip’s hop arc allows her to hop over any character in the game while they are standing, even Dinosaur and Antonov. | |||
* Hop C has surprisingly large horizontal range, making it an effective “instant” overhead from mid-range | |||
}} | }} | ||
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|input=h.8C | |input=h.8C | ||
|description= | |description= | ||
* Whip jumps up and | * Yet another one of Whip’s most important mixup and spacing tools | ||
* Her neutral jump C is one of the best air-to-air normals in the game as it | * Whip jumps up and swings Voodoo in a downward arc over a large range. | ||
* | * Her neutral jump C is one of the best air-to-air normals in the game with outstanding range and a large hitbox | ||
* | * Also works as great air-to-ground if you use it on the way down in your jump arc | ||
* Also works as a jump-in combo starter | |||
* Also works as decent anti-hop due to its ability to hit enemies at a lower elevation than Whip | |||
* Again, mind the extended hurtbox | |||
* Has an odd deadzone just before the tip of its hitbox. It is hard to describe, and you will rarely ever encounter it, but it happens sometimes. Could be patched in a future update. | |||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=*2-hit aerial attack in which the second hit comes out with almost no delay after the first | |description2= | ||
*The second hit is not an overhead | * 2-hit aerial attack in which the second hit comes out with almost no delay after the first | ||
* Great air-to-air | |||
* The second hit is not an overhead | |||
* Getting both hits to connect may feel a bit tricky or inconsistent | |||
}} | }} | ||
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|name=neutral hop D | |name=neutral hop D | ||
|input=h.8D | |input=h.8D | ||
|description=* | |description= | ||
* Might be useful for air-to-air situations but this movie is heavily overshadowed by Neutral Jump C anyway | |||
}} | }} | ||
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|moveId=whip_cd | |moveId=whip_cd | ||
|description= | |description= | ||
* | * Fairly standard blowback attack | ||
* Depending on proximity to the corner, your likely options for continuing the combo after the wallsplat could be EX Strength Shot or simply cashing out extra damage with a 2C | |||
}} | }} | ||
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|moveId=whip_236cd | |moveId=whip_236cd | ||
|description= | |description= | ||
* | * EX Strength Shot is likely your best followup after hitting this | ||
}} | }} | ||
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|description2= | |description2= | ||
* Whip's jumping CD. Whip strikes the opponent with Voodoo's pommel in a downward diagonal angle. | * Whip's jumping CD. Whip strikes the opponent with Voodoo's pommel in a downward diagonal angle. | ||
* | * Outstanding hitbox placement and active frames make this a very powerful air-to-ground. This is Whip’s primary pressure tool when she’s ready to go on the offensive | ||
* Great option on opponent’s wakeup or after they recovery roll from a 2C or j.CD | |||
* Also a great option for attacking while hopping over your own projectile reflect | |||
}} | }} | ||
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|name=rush | |name=rush | ||
|input=cl.AA/c.AAX | |input=cl.AA/c.AAX | ||
|description2=* | |description2= | ||
* Whip’s autocombo uses Sonic Slaughter (236236P) for its super attack options and Boomerang Shot (A version) for its special option | |||
}} | }} | ||
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|input=6A (up to 5 times) | |input=6A (up to 5 times) | ||
|description5=*First and last hits are special cancelable | |description5=*First and last hits are special cancelable | ||
*Any hit is | *Any hit can be cancelled into a Quick Max or super but it is not recommended that you do either | ||
*Always combos into EX Strength Shot (63214AC) | |||
*Always combos into 63214AC | *If the opponent blocks this, you can probably stop on hits 2-4 and hope the opponent doesn't notice that you stopped early instead of going for all 5 hits. Going for all 5 hits on block puts you at very high risk of being punished by a guard cancel roll. The second and fourth hits are the “safest” on block (you are still very negative). | ||
*If the opponent blocks this, you can probably stop on hits 2-4 and hope the opponent doesn't notice that you stopped early instead of going for all 5 hits | |||
}} | }} | ||
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|input=3A | |input=3A | ||
|description=*Command normal with a big hitbox and relatively short startup for its range | |description=*Command normal with a big hitbox and relatively short startup for its range | ||
*You can combo into this after 2B | * You can combo into this after 2B | ||
*Excellent pushback on block makes this a good move to | * Excellent pushback on block makes this a good move for creating space, allowing you to return to your midrange gameplan | ||
*The pushback is | * The pushback is reduced on hit | ||
* Generally, 2B > 3A is your Quick Max string. Use this to close out rounds | |||
* 3A > 3A is not at all a true combo or blockstring, but it is decent at stopping whatever approach attempt the opponent makes after the first 3A | |||
}} | }} | ||
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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. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | ||
* 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 hit of the | •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, but in any other situation the animation will not play if the first hit does not connect with the airborne opponent. | |||
•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. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | ||
* 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. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | ||
* 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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|input=63214[A/B/C]~D | |input=63214[A/B/C]~D | ||
|description=* | |description=* | ||
* | * Press D while holding any Strength Shot stance to cancel it. | ||
* 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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|input=j.214A/C/AC | |input=j.214A/C/AC | ||
|description3= | |description3= | ||
* Whip slings Voodoo up into the air and tugs herself up into a aerial spin. | * Whip slings Voodoo up into the air and tugs herself up into a aerial spin. | ||
* Can do any jump normal after the aerial spin and Whip can cancel into this move from j.A (only once) | * In simple terms, this is your double jump; it has no hitbox and deals no damage. | ||
* A version moves forward a short distance | * You can tiger knee this to perform the Hook Shot immediately after jumping (2147A/C/AC) | ||
* C version moves forward around the same distance as a forward hop | * 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) | ||
* AC version will move Whip directly in front of an opponent anywhere on the screen has | * 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 with high potential to crossup | |||
* Holding the stick towards the opponent during the AC version will make Whip cross an opponent up. | * 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. | ||
* | * Whip is in counterhit state until she lands after using Hook Shot. | ||
* If performed after a crossup, the A and C versions will not correct your orientation toward the opponent. The EX version, however, will make you face the opponent and you can even cross back over into the side you originally jumped from by holding your stick toward the opponent. | |||
}} | }} | ||
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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; a super projectile will not destroy this one. | |||
* 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. | |||
}} | }} | ||
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* AC version sends a second earring volley to do even more damage. | * AC version sends a second earring volley to do even more damage. | ||
* Both versions cause hard knockdown but the normal versions (B/D) knock the opponent further away. | * Both versions cause hard knockdown but the normal versions (B/D) knock the opponent further away. | ||
* Can add extra damage with an OTG attack - Run slightly and 2A OR ( | * Can add extra damage with an OTG attack - Run slightly and 2A OR (only after BD version) hop forward 236236A/C/AC | ||
* Can link 236236A/C/AC with the normal version in the corner. | * Can link 236236A/C/AC with the normal version in the corner. | ||
}} | }} |
Revision as of 21:44, 28 January 2023
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 mid-range specialist 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. Moves like these and her 2C sweep ensure that her opponents are never comfortable on wakeup, even when she's far away. Whip can be very rewarding, but equally demanding to play. Playing as Whip requires more spatial awareness than most, if not all, other characters in the game. Most of her moves can go from being safe to unsafe just from bad spacing alone. However, the inverse also applies: Whip's moveset will reward you for your good spacing by making some moves much safer than their frame data numbers would have you think. Making the wrong move as Whip can be punishing due to her relatively slow frame data, and most of her moveset requires that you are very deliberate with your movement and actions. If you are looking for a character that can control a large amount of space and harass opponents from mid-range, Whip is here for you as long as you are willing to be extra conscious about your spacing and remain selective about when you commit to risky options, such as Boomerang Shot. Whip works in every position on a team, but arguably does best in the second slot. Whip does not ask for too much meter to run her offense, and her combos are very meter-efficient. However, starting with at least 1 bar allows her access to EX Hook Shot as an approach option, and her 1-bar combos can deal some serious damage. |
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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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