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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/- | | 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;" |'''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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*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. | ||
Zeile 534: | Zeile 536: | ||
*2C(1)>6Ax3>QS: basic QS setup | *2C(1)>6Ax3>QS: basic QS setup | ||
*QS to Whip > j.C>\/>2C(1)>...: basic combo from QS | *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 == | ||
Zeile 543: | Zeile 548: | ||
==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] | :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=== |
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