Difference between revisions of "The King of Fighters XV/Whip"
SalsaInABowl (talk | contribs) (→Hook Shot “Code: Zephyr”: Improved description again, added notes about crossing with this move) |
MrBiocross (talk | contribs) (→Far B) |
||
(6 intermediate revisions by one other user not shown) | |||
Line 102: | Line 102: | ||
==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 | |||
}} | }} | ||
Line 139: | Line 138: | ||
|moveId=whip_fb | |moveId=whip_fb | ||
|description= | |description= | ||
* Fast poke, decent range. Throw it out to disrupt your opponent’s pressure. | |||
* 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. | ||
}} | }} | ||
Line 266: | Line 265: | ||
* Very large hitbox | * Very large hitbox | ||
* Also comes with a very large hurtbox that extends pretty far below Whip, careful using this with a projectile below you | * 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 | * 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 | |||
}} | }} | ||
Line 411: | Line 411: | ||
|input=63214[A/AC]~D | |input=63214[A/AC]~D | ||
|description3= | |description3= | ||
* 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. | * 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 and different spacing after the animation, but it is still a hard knockdown. | * 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 as soon as the input takes place and cannot be cancelled or delayed. | ||
* 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 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 version is used against grounded opponents. After whipping the opponent twice, Whip slides in and kicks the opponent up into the air. | •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. | •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 | •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 | ||
}} | }} | ||
Line 426: | Line 426: | ||
|input=63214B~D | |input=63214B~D | ||
|description2= | |description2= | ||
* 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. | * 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 (+12) 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 | ||
Line 441: | Line 441: | ||
|input=63214C~D | |input=63214C~D | ||
|description2= | |description2= | ||
* 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. | * 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 an animation of Whip dragging the opponent to repeatedly stomp on their head. | * 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). | ||
Line 488: | Line 488: | ||
* This move will also reflect projectiles, though not like most other reflects. | * This move will also reflect projectiles, though not like most other reflects. | ||
* 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) | * 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. | * 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 A for mixups | * Use as an alternative overhead to Strength Shot A for mixups | ||
Line 517: | Line 517: | ||
* 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. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Neutral Jump C
neutral hop C
h.8C
h.8C |
---|
Jump D
jump D
j.D
j.D |
---|
Neutral Jump D
neutral hop D
h.8D
h.8D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Strike Three
Strike Three
(close) 4/6C
(close) 4/6C |
---|
Assassin Trap
Assassin Trap
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Whip Shot
Whip Shot
6A (up to 5 times)
6A (up to 5 times) |
---|
Talon Shot
Talon Shot
3A
3A |
---|
Special Moves
Boomerang Shot “Code: SC”
Boomerang Shot “Code: SC”
41236A/C/AC
41236A/C/AC |
---|
Strength Shot Type A “Code: Superior”
Strength Shot Type A “Code: Superior”
63214[A/AC]~D
63214[A/AC]~D |
---|
Strength Shot Type B “Code: Strength”
Strength Shot Type B “Code: Strength”
63214B~D
63214B~D |
---|
Strength Shot Type C “Code: Victory”
Strength Shot Type C “Code: Victory”
63214C~D
63214C~D |
---|
Strength Shot Type D “Code: Candy”
Strength Shot Type D “Code: Candy”
63214[A/B/C]~D
63214[A/B/C]~D |
---|
Hook Shot “Code: Zephyr”
Hook Shot “Code: Zephyr”
j.214A/C/AC
j.214A/C/AC |
---|
Crescent Swatter “Code: FS”
Crescent Swatter “Code: FS”
4214B/D/BD
4214B/D/BD |
---|
Super Special Moves
Sonic Slaughter “Code: KW”
Sonic Slaughter “Code: KW”
236236A/C/AC
236236A/C/AC |
---|
Destruction Barrage “Code: YGW”
Destruction Barrage “Code: YGW”
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Depravity Branding “Code: FA”
Depravity Branding “Code: FA”
2141236CD
2141236CD |
---|