Difference between revisions of "The King of Fighters XV/Whip"
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} 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 and Hook Shot, making her a tricky character to defend against. | | intro = {{SUBPAGENAME}} 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. | ||
Whip | 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. | |||
| pros= | | pros= | ||
* '''Strong Air Presence''': Whip has a strong air-to-air game with normals like 8C and 8D. Her j.C is also an amazing cross-up and her j.CD is one of the better jump-ins in the game. | * '''Strong Air Presence''': Whip has a strong air-to-air game with normals like 8C and 8D. Her j.C is also an amazing cross-up and her j.CD is one of the better jump-ins in the game. | ||
* '''Very Long Range''': As you might imagine, Voodoo grants Whip plenty of range to keep the opponent at bay with. Whether you use moves like Strength Shot, Whip Shot (6A), or Talon Shot (3A), Whip can be a very tricky character to approach. | * '''Very Long Range''': As you might imagine, Voodoo grants Whip plenty of range to keep the opponent at bay with. Whether you use moves like Strength Shot, Whip Shot (6A), or Talon Shot (3A), Whip can be a very tricky character to approach. Even her 2B, a non-Voodoo normal, is quite large. | ||
* ''' | * '''Strong Defense''': Normals like f.5C and especially 2C which can make approaching her quite scary. Jumping in is also a poor idea since she has 2D, 8C, and Boomerang Shot (41236P) to snuff you out. | ||
* '''Solid Approach''': Hook Shot and j.CD are liable to keep you on your toes when fighting against her. Especially since the former can also be performed with 2147P to get the drop at any given time without having to jump first. | * '''Solid Approach''': Hook Shot and j.CD are liable to keep you on your toes when fighting against her. Especially since the former can also be performed with 2147P to get the drop at any given time without having to jump first. | ||
* '''Jump C''': The best cross up in the game, and could very well justify the entire character. | * '''Jump C''': The best cross up in the game, and could very well justify the entire character. | ||
| cons= | | cons= | ||
* '''Very Unsafe''': Whip is an ''extremely'' risky character to play. Many of her moves leave her at such a disadvantage that you have to be on your toes to even mix the opponent up from afar unless you want to be the one getting mixed up instead. | * '''Very Unsafe''': Whip is an ''extremely'' risky character to play. Many of her moves leave her at such a disadvantage that you have to be on your toes to even mix the opponent up from afar unless you want to be the one getting mixed up instead. | ||
* ''' | * '''Risky Defense''': While Whip can keep you out all day, once you get up close, she may as well write her will and testament right then and there. She has virtually zero safe (and meterless) reversals, her normals are on the slower side as a consequence of her range, and even if she does spend meter to get you off of her, it's extremely risky to do so. | ||
* '''Poor Meterless Damage''': Whip's combo damage without meter isn't much to write home about, making her more reliant on meter than average. | * '''Poor Meterless Damage''': Whip's combo damage without meter isn't much to write home about, making her more reliant on meter than average. | ||
* '''Massive Hurtboxes''': Like Falke in ''Street Fighter V'', so too does Voodoo have a hurtbox that, if you hit Whip as she's using Voodoo to attack you, you'll end up doing damage to her instead. Most especially with any of her normals or both Command Moves that have her using Voodoo. | * '''Massive Hurtboxes''': Like Falke in ''Street Fighter V'', so too does Voodoo have a hurtbox that, if you hit Whip as she's using Voodoo to attack you, you'll end up doing damage to her instead. Most especially with any of her normals or both Command Moves that have her using Voodoo. | ||
* '''Awkward Lights''': Whip can't 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. This can make light confirms somewhat awkward. | |||
}} | }} | ||
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|moveId=whip_fa | |moveId=whip_fa | ||
|description= | |description= | ||
* Far A whiffs against most crouching opponents, but will hit taller crouching hurtboxes such as Antonov | * Far A whiffs against most crouching opponents, but will hit taller crouching hurtboxes such as Antonov. | ||
* An ok hop check, but the range is very small. | |||
* Chains into other light normals | |||
}} | }} | ||
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|moveId=whip_fc | |moveId=whip_fc | ||
|description= | |description= | ||
* | * Both hits are cancelleable | ||
* | * The first hit is cancellable on whiff | ||
}} | }} | ||
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|description= | |description= | ||
* Cannot be cancelled into specials | * Cannot be cancelled into specials | ||
* Quick and has a good hitbox for stopping a hop | |||
}} | }} | ||
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|description= | |description= | ||
* Has an extremely short proximity range to activate instead of Far A | * Has an extremely short proximity range to activate instead of Far A | ||
* | * Links into cl.C | ||
}} | }} | ||
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|description= | |description= | ||
* Can be chained into itself once | * Can be chained into itself once | ||
* Hits low | * Hits low while dealing more damage than your average 2B | ||
* Plus on block | |||
}} | }} | ||
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|description= | |description= | ||
* Can be cancelled into specials | * Can be cancelled into specials | ||
* 4f startup makes it a fantastic jump in starter or punish tool. | |||
}} | }} | ||
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|moveId=whip_cld | |moveId=whip_cld | ||
|description= | |description= | ||
* Both hits can be cancelled | * Both hits can be cancelled | ||
* Canceling the first hit into | * Canceling the first hit leaves Whip closer than normal, which is important when cancelling into 6A*5, as the closer range allows for more combos | ||
}} | }} | ||
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|description= | |description= | ||
* Can hit OTG | * Can hit OTG | ||
* Has good range but has a deadzone in front of Whip and overall is not very rewarding | |||
}} | }} | ||
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|moveId=whip_2b | |moveId=whip_2b | ||
|description= | |description= | ||
* | * Fantastic range, cancel into 3A for an easy Quick Max confirm | ||
}} | }} | ||
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|moveId=whip_2c | |moveId=whip_2c | ||
|description= | |description= | ||
* | * Causes a soft knockdown, acting like a sweep | ||
* Has a deadzone in front of Whip | |||
* Death on whiff | |||
}} | }} | ||
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|moveId=whip_2d | |moveId=whip_2d | ||
|description= | |description= | ||
* Can be cancelled into 41236C to combo off anti air hits | * Can be cancelled into 41236C or 63214A to combo off anti air hits | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Can hit cross-up | |description2=* Can hit cross-up very easily | ||
}} | }} | ||
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|name=neutral hop D | |name=neutral hop D | ||
|input=h.8D | |input=h.8D | ||
|description=* | |description=* High angled anti air kick | ||
}} | }} | ||
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|moveId=whip_cd | |moveId=whip_cd | ||
|description= | |description= | ||
* | * Decent range and speed | ||
}} | }} | ||
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*Any hit is Quick MAX Cancelable; usually, you should do this after the fourth hit to maximize damage | *Any hit is Quick MAX Cancelable; usually, you should do this after the fourth hit to maximize damage | ||
*Look for setups to perform this move at a range close enough that specials won't whiff after the last hit | *Look for setups to perform this move at a range close enough that specials won't whiff after the last hit | ||
*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 | *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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|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 create space with | *Excellent pushback on block makes this a good move to create space with despite how negative on block this is | ||
*The pushback is minimal on hit, making it easy to punish on hit, so try to use only if you have Quick Max at the ready | |||
}} | }} | ||
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|description3= | |description3= | ||
* Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool. Will cause a hard knockdown on the first and second hit. | * Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool. Will cause a hard knockdown on the first and second hit. | ||
* Very, very unsafe for both light (A), heavy (C), and EX (AC) versions. Whiffing or having this blocked is a full combo punish | * Very, very unsafe for both light (A), heavy (C), and EX (AC) versions. Whiffing or having this blocked is a full combo punish. | ||
* A version is slightly faster | * A version is slightly faster with upper body invulnerability. | ||
* C and AC versions | * C and AC versions have full body invulnerability. AC version is faster and hits twice. | ||
* A & C versions will throw the opponent behind Whip. The EX version will throw them in front. | * A & C versions will throw the opponent behind Whip. The EX version will throw them in front. | ||
* The first hit is super cancellable and does the bulk of the move's damage. | * The first hit is super cancellable and does the bulk of the move's damage. | ||
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|description3= | |description3= | ||
* 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. | ||
* In this version, Whip | * 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 (still HKD) | ||
* The EX version will strike an opponent twice and launch them into the air. You can | * The EX version will strike an opponent twice and launch them into the air. You can follow up with 2D. Hitting an airborne opponent launches them for a follow-up. You can follow up the ground hit version with the air hit version once per combo. | ||
* Only A version can be held and cancelled. The EX version (AC) will strike twice regardless | * Only A version can be held and cancelled. The EX version (AC) will strike twice regardless | ||
* The first hit of the EX version has a slightly disjointed hitbox so Whip can anti-air a poorly spaced jump normal or whiff punish a normal for a full launch combo. Both are unsafe on block | * The first hit of the EX version has a slightly disjointed hitbox so Whip can anti-air a poorly spaced jump normal or whiff punish a normal for a full launch combo. Both are unsafe on block |
Revision as of 22:29, 22 May 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. |
|
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 |
---|
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 |
---|