Whip ウィップ
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Tiers & Ranking
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Tier:
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C
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Ratio Cost:
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3 Points
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Properties
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Damage Modifier:
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1.05
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Stun Modifier:
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1.02
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Crouch height (Tier):
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F
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Colors
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A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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E+A
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E+B
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E+C
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E+D
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L1 +
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L1 +
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L1 +
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L1 +
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Start+A
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Start+B
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Start+C
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Start+D
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Frame Data
Short List
Ausklappen
5A(c) |
5 |
4 |
+6 |
+5 |
Chains into lights, including 5A(f)
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5A(f) |
7 |
12 |
-15* |
-16* |
Special Cancel. *=first hit, see full frame data for individual advantages/disadvantages of each hit.
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5B(c) |
5 |
3 |
+1 |
+0 |
Hits low. Special Cancel. Chains into 5B(C) & 2B.
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5B(f) |
11 |
4 |
+2 |
+1 |
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5C(c) |
9 |
5 |
+0 |
-1 |
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5C(f) |
13/28 |
12+7 |
-5/-20* |
-6/-21* |
First hit has no pushback. *1=first/second hit. *2&3=both hits/only first hit connects.
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5D(c) |
11 |
3 |
-9 |
-10 |
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5D(f) |
11 |
6 |
-5 |
-6 |
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5E |
17 |
7 |
KD |
-1 |
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GC |
8 |
4 |
KD |
-13 |
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6A |
16/20* |
2+2 |
-22/-18* |
-23/-19* |
*=first/second hitbox.
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6AA |
32/35* |
3+3 |
-14/-11* |
-15/-12* |
*1=counting from F1 of 6A. *2&3=first/second hitbox.
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6AAA |
45/49* |
2+2 |
-25/KD* |
-26/-22* |
Same hitboxes as 6A, but second hitbox causes knockdown. *=counting from F1 of 6A. *2&3=first/second hitbox.
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Saving |
? |
N* |
KD |
/ |
Active until landing. 9F/10F recovery (hit/whiff).
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2A |
11 |
4 |
+1 |
+0 |
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2B |
7 |
6 |
+0 |
-1 |
Special Cancel.
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2C |
7/13/18* |
3+3+13 |
KD |
-22 |
Second hit knocks down. Low profile F1-6 (96px). *=first/second/third hit, if previous hit whiffs.
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2D |
11 |
4 |
KD |
+5 |
Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox).
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small A |
8 |
10 |
/ |
/ |
Same hitbox as j.A.
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up A |
9/12/15* |
3+3+3 |
/ |
/ |
Unique attack. *=First, second, third hit.
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j.A |
8 |
10 |
/ |
/ |
Same hitbox as smalljump A.
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small B |
7 |
18 |
/ |
/ |
Same hitbox as j.B.
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j.B |
7 |
18 |
/ |
/ |
Same hitbox as smalljump B.
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small C |
14/18* |
4+4 |
/ |
/ |
Same hitbox as j.C. *=First/second hit.
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up C |
16 |
3+3 |
/ |
/ |
Unique attack.
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j.C |
14/18* |
4+4 |
/ |
/ |
Same hitbox as smalljump C. *=First/second hit.
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small D |
11/15* |
2+2 |
/ |
/ |
Same hitbox as j.D. *=First/second hit.
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up D |
11 |
7 |
/ |
/ |
Unique attack.
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j.D |
11/15* |
2+2 |
/ |
/ |
Same hitbox as smalljump D. *=First/second hit.
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small E |
17 |
9* |
/ |
/ |
Same hitbox as j.E. *=active until landing, 9F at most. Unblockable when done meaty (tourney-banned)
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up E |
18 |
10 |
/ |
/ |
Same hitbox as smalljump E. Unblockable when done meaty (tourney-banned).
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j.E |
18 |
9 |
/ |
/ |
Same hitbox as smalljump E. Unblockable when done meaty (tourney-banned).
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41236A |
7/24* |
3+4 |
KD |
-55/-46* |
Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 legs invul. F1-29 Counterhit-State. 90F total duration. *1=if first hit whiffs. *2=first/second hit. Same damage as 41236C (20).
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41236C |
11/35* |
4+5 |
KD |
-51/-36* |
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).
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63214A |
27/48* |
4+2 |
KD |
-2 |
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.
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63214B |
23/44* |
3+4 |
+6* |
+7* |
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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63214C |
24/39* |
4+3 |
KD |
-11 |
2nd hit hits low. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-46 counterhit-state. *=first/second hit.
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63214X>D |
17* |
14 |
/ |
/ |
Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17.
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421P |
23 |
7 |
KD |
-29 |
Pistol holds 7 rounds. Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
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>5xP |
10* |
5*7 |
KD |
-83* |
Will reload if done 6 times even if there are 7 rounds in the gun. Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG. *=each additional shot after the first. *2=with reloading included.
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j.214A |
6 |
19 |
KD |
- |
F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
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j.214C |
6 |
28 |
KD |
- |
F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
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2141236P |
4 |
5 |
KD |
-35 |
F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
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236236P |
13 |
3*6+3 |
KD |
+2 |
F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
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2141236E |
4 |
5 |
KD |
-35 |
F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.
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Standing Attacks
Ausklappen
5A(c)
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5
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4
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+6
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+5
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Chains into lights, including 5A(f)
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5A(f)
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7
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1+2+6+3
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-15/-14/-12/-6*
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-16/-15/-13/-7*
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Special Cancel. *=Depending on which hitbox connects (one to four).
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5B(c)
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5
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3
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+1
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+0
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Hits low. Special Cancel. Chains into 5B(C) & 2B.
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5B(f)
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11
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4
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+2
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+1
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5C(c)
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9
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5
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+0
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-1
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5C(f)
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13/28*
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12+7
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-5/-20*
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-6/-21*
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First hit has no pushback. *1=first/second hit. *2&3=both hits/only first hit connects.
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5D(c)
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11
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3
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-9
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-10
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5D(f)
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11
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6
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-5
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-6
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5E
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17
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7
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KD
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-1
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Crouched hurtbox F8-29.
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GC
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8
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4
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KD
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-13
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6A
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16/20
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2+2
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-22/-18*
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-23/-19*
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*=first/second hitbox.
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6AA
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32/35*
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3+3
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-14/-11*
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-15/-12*
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*1=counting from F1 of 6A. *2&3=first/second hitbox.
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6AAA
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45/49*
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2+2
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-25/KD*
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-26/-22*
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Same hitboxes as 6A, but second hitbox causes knockdown. *=counting from F1 of 6A. *2&3=first/second hitbox.
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Saving Shift
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?
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n*
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/
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/
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Active until landing. 9F/10F recovery (hit/whiff).
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Crouching Attacks
Ausklappen
2A
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11
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4
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+1
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+0
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2B
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7
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6
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+0
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-1
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Special Cancel
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2C
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7/13/18*
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3+3+13
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KD
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-22
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Second hit knocks down. Low profile F1-6 (96px). *=first/second/third hit, if previous hit whiffs.
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2D
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11
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4
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KD
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+5
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Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox). Can beat Gato's 236236A as okizeme.
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Jumping Attacks
Ausklappen
smalljump A
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8
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10
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Same hitbox as j.A.
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jump up A
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9/12/15*
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3+3+3
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Unique attack. *=First, second, third hit.
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j.A
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8
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10
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Same hitbox as smalljump A.
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smalljump B
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7
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18
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Same hitbox as j.B.
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j.B
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7
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18
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Same hitbox as smalljump B.
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smalljump C
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14/18*
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4+4
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Same hitbox as j.C. *=First/second hit.
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jump up C
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16
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3+3
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Unique attack.
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j.C
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14/18*
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4+4
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Same hitbox as smalljump C. *=First/second hit.
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smalljump D
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11/15*
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2+2
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Same hitbox as j.D. *=First/second hit.
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jump up D
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11
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7
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Unique attack.
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jump D
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11/15*
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2+2
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Same hitbox as smalljump D. *=First/second hit.
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smalljump E
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17
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9*
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Same hitbox as j.E. *=active until landing, 9F at most.
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j.E
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18
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9/10*
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Same hitbox as smalljump E. *=regular jump / jump up.
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Specials & Supers
Ausklappen
41236A
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7/24*
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3+4
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KD
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-55/-46*
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Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 legs invul. F1-29 Counterhit-State. 90F total duration. *=if first hit whiffs. *2=First/second hit. Same damage as 41236C (20).
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41236C
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11/35*
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4+5
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KD
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-51/-36*
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Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. *2=First/second hit. Same damage as 41236A (20).
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63214A
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27/48*
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4+2
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KD
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-2
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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.
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63214B
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23/44*
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3+4
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+6*
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+7*
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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 (a rare exception).
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63214C
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24/39*
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4+3
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KD
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-11
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2nd hit hits low. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-46 counterhit-state.*=first/second hit.
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63214X>D
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17*
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14
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/
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/
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Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17.
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421P
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23
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7
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KD
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-29
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Pistol holds 7 bullets. Firing the 7th bullet will trigger a reload animation. Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
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>5xP
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10*
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5*7
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KD
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-83*
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Followup to 421P, up to 5x. Will reload if done 6 times even if there are 7 rounds in the gun. Low hit. Juggle anywhere. Can hit OTG. *=each additional shot after the first. *2=with reloading included.
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j.214A
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6
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4+1+14
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KD
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-
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F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
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j.214C
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6
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5+2+18+3
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KD
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-
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F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
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2141236P
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4
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5
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KD
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-35
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F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
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236236P
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13
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6+6+6+3
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KD
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+2
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F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
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2141236E
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4
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5
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KD
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-35
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F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.
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Special Data
5C(f,1st hit)>AB
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+6
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-4
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Combos into 5B(c)
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5C(f,2nd hit)>AB
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+6
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+5
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Combos into 5B(c)
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Special Attributes & Bugs
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- Has no collision on back Ukemi (can run through)
- j.E is unblockable when done meaty. Bug, tournament banned.
- Juggling with 236236P and shifting the 2nd to last hit will result in the opponent standing in the air:
Combos
Basic Combos
- 5B(C)x1-2 > 2B > 41236A: BnB combo, hard knockdown and sets up okizeme.
- (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.
- 63214A > 5B(f) whiff > 421A (OTG): unscale setup. See here, from u-rasia.
- 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 here, from u-rasia.
QS Combos
- 2C(1)>6Ax3>QS: basic QS setup
- QS to Whip > j.C>\/>2C(1)>...: basic combo from QS
- 2A > QS: 2A actually has enough hit stun to connect a QS jump-in, see u-rasia vs shingo
Strategy
Okizeme
- Throw > short backwalk > 2B whiff > superjump j.C: Crossup. See u-rasia
DOWN! Okizeme
- Corner hyperhop j.C (crossup), 2C(1)>6Ax3 > whip pull > 5B(c)>5B(c)>2B>41236P. See u-rasia
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 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' Kula
- 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
- 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 u-rasia
Vs Kula
- 2D as Okizeme will make Ray Spin whiff, enabling a Punish with 5B(c)>2B>41236P etc, see u-rasia
Vs Ryo
- Cannot crouch Whip's 5A(c)
Vs Oswald
Punish Oswald's standard Rekka Chain (>214P>214B) with 5A(f)>41236A, see here, from u-rasia
Videos
u-rasia and kentucky playing lots of whip @ game spot big one, 2022
Kentucky (best Whip) vs good day 21 players, several matches
Kentucky vs Ryumi @ 01 playland carnival 2019
Kentucky vs Sagawa @ playland carnival 2019
Kentucky vs Yamate @ playland carnival 2019
Kentucky vs Ryumi @ 02 playland carnival 2019
port24, Sawakoro plays Whip
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