Whip(KOFXI): Unterschied zwischen den Versionen

1.529 Bytes hinzugefügt ,  15. Oktober 2023
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(15 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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| 41236C||11/35* || 4+5 || KD || <span style="color: red;">-51/-36</span>* ||Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. Same damage as 41236A (20).
| 41236C||11/35* || 4+5 || KD || <span style="color: red;">-51/-36</span>* ||Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. Same damage as 41236A (20).
|-
|-
| 63214A||27/48* || 4+2 || KD || <span style="color: red;">-2</span> ||2nd hit is overhead. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit.
| 63214A||27/48* || 4+2 || KD || <span style="color: red;">-2</span> ||2nd hit is overhead. Both hits can juggle. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit.
|-
|-
| 63214B||23/44* || 3+4 || <span style="color: blue;">+6</span>* || <span style="color: blue;">+7</span>* ||Hits mid. Pulls the opponent in. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-50 counterhit-state. *=first/second hit. *2/3=more advantage on guard than on hit.
| 63214B||23/44* || 3+4 || <span style="color: blue;">+6</span>* || <span style="color: blue;">+7</span>* ||Hits mid. Pulls the opponent in. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-50 counterhit-state. *=first/second hit. *2/3=more advantage on guard than on hit.
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| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |1+2+6+3
| style="background-color:#F9F9F9;" |1+2+6+3
| style="background-color:#F9F9F9;" |<span style="color: red;">-15/-14/-12/-6+6</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-15/-14/-12/-6</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-16/-15/-13/-7</span*
| style="background-color:#F9F9F9;" |<span style="color: red;">-16/-15/-13/-7</span>*
| style="background-color:#F9F9F9;" |Special Cancel. *=Depending on which hitbox connects (one to four).
| style="background-color:#F9F9F9;" |Special Cancel. *=Depending on which hitbox connects (one to four).
|-
|-
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| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-2</span>
| style="background-color:#F9F9F9;" |<span style="color: red;">-2</span>
| style="background-color:#F9F9F9;" |2nd hit is overhead. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit.
| style="background-color:#F9F9F9;" |2nd hit is overhead. Both hits can juggle. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit.
|-
|-
| style="background-color:#F9F9F9;" |'''63214B'''
| style="background-color:#F9F9F9;" |'''63214B'''
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|-
|-
| style="background-color:#F9F9F9;" |'''5C(f,1st hit)>AB'''
| style="background-color:#F9F9F9;" |'''5C(f,1st hit)>AB'''
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |<span style="color: blue;">+6</span>
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |<span style="color: red;">-4</span>
|style="background-color:#F9F9F9;" |Combos into 5B(c)
|style="background-color:#F9F9F9;" |Combos into 5B(c)
|-
|-
| style="background-color:#F9F9F9;" |'''5C(f,2nd hit)>AB'''
| style="background-color:#F9F9F9;" |'''5C(f,2nd hit)>AB'''
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |<span style="color: blue;">+6</span>
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span>
|style="background-color:#F9F9F9;" |Combos into 5B(c)
|style="background-color:#F9F9F9;" |Combos into 5B(c)
|}
|}
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== Combos ==
== Combos ==
===Basic Combos===
*5B(C)x1-2 > 2B > 41236A: BnB combo, hard knockdown and sets up okizeme.
*5B(C)x1-2 > 2B > 41236A: BnB combo, hard knockdown and sets up okizeme.


*(back hit 5D(1)>) 63214B > 5B>5B>2B>41236A: Useful combo from 63214B.
*(5D(1)>) 63214B > 5B>5B>2B>41236A: Useful combo from 63214B.


*Throw > 421P: OTG hit. Most useful when Throwing the opponent in the corner, since you are close afterwards.
*Throw > 421P: OTG hit. Most useful when Throwing the opponent in the corner, since you are close afterwards.
*63214A > 5B(f) whiff > 421A (OTG): unscale setup. See [https://youtu.be/K119BF4Te6g?t=2394 here], from u-rasia.


*2C > 41236A: Juggle anywhere anti-air. Needs to hit both close and relatively high to connect reliably.
*2C > 41236A: Juggle anywhere anti-air. Needs to hit both close and relatively high to connect reliably.


*5A > 41236A: Juggle anywhere anti-air. quite situational, see it in action [https://youtu.be/u2E7_tlPH2Q?t=2044 here], from u-rasia.
*5A > 41236A: Juggle anywhere anti-air. quite situational, see it in action [https://youtu.be/u2E7_tlPH2Q?t=2044 here], from u-rasia.
===QS Combos===
*2C(1)>6Ax3>QS: basic QS setup
*QS to Whip > j.C>\/>2C(1)>...: basic combo from QS
== Strategy ==
*There is an infinite blockstring when Whip is cornered, see [https://youtu.be/mnzXYU-4jpQ?t=2214 u-rasia vs Shingo]


== Okizeme ==
== Okizeme ==
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==Matchups==
==Matchups==
:Tall crouched characters cannot crouch Whip's 5A(c), which gives massive advantage. Linking a 2C afterwards serves as a frame trap. 5A(c) can be used eg. after her pull-in move on guard, see [https://youtu.be/pPYzRcvT078?t=1839 u-rasia]
Note from ATG: I asked u-rasia for whip matchups, he provided the following, based on his experience using all of those characters against Kentucky (strong Whip player).
:30:70 K' Kura
:35:65 Yuri Gato Adelheid
:40:60 Ash Shen Terry Ryo King Griffon Clark
:45:55 Oswald Benimaru Jenet  Athena Kensou Vanessa Mary Eiji Kyo Iori Jazu Silber
:50:50 Elisabeth Kim Ralf Malin Maxima Gai Hayate Duck
:55:45 Duolon Momoko Ramon  Kasumi Shingo
===Duck===
:As of Sawakoro Festival, Duck has changed from a 35:65 to a 50:50 since u-rasia and others discovered that Whip's 2D beats all of Duck's jump attacks except j.E.
:If 2D is not used to its full extent, the matchup is very difficult due to Duck's pressure.
===Vs Gato===
===Vs Gato===
:Cannot crouch Whip's 5A(c)
:Due to its disjointed hurtbox, 2D can beat Gato's 236236A and make his LDM whiff when used as okizeme. Example from [https://youtu.be/rkRTqSzVtLo?t=484 u-rasia]
:Due to its disjointed hurtbox, 2D can beat Gato's 236236A and make his LDM whiff when used as okizeme. Example from [https://youtu.be/rkRTqSzVtLo?t=484 u-rasia]


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===Vs Ryo===
===Vs Ryo===
:Ryo cannot crouch Whip's 5A(c), which gives massive advantage. Can be used eg. after her pull-in move, see [https://youtu.be/pPYzRcvT078?t=1839 u-rasia]
:Cannot crouch Whip's 5A(c)
 
===Vs Oswald===
Punish Oswald's standard Rekka Chain (>214P>214B) with 5A(f)>41236A, see [https://youtu.be/u2E7_tlPH2Q?t=2053 here], from u-rasia


== Videos ==
== Videos ==
19.105

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