Whip(KOFXI): Unterschied zwischen den Versionen

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Zeile 105: Zeile 105:
|-
|-
| 63214C||24/39* || 4+3 || KD || <span style="color: red;">-11</span> ||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.
| 63214C||24/39* || 4+3 || KD || <span style="color: red;">-11</span> ||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.
|-
| 63214X>D||17* || 14 || / || / ||Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17.
|-
| 421P||23 || 7 || KD || <span style="color: red;">-29</span> ||Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
|-
| >5xP||10* || 5*7 || KD || <span style="color: red;">-83</span> || Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG. Has a reload animation after 6 shots have been fired. *=each additional shot after the first.
|-
| j.214A||6 || 19 || KD || <span style="color: red;">-</span> ||F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
|-
| j.214C||6 || 28 || KD || <span style="color: red;">-</span> ||F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
|-
| 2141236P||4 || 5 || KD || <span style="color: red;">-35</span> ||F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
|-
| 236236P||13 || 3*6+3 || KD || <span style="color: blue;">+2</span> ||F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
|-
| 2141236E||4 || 5 || KD || <span style="color: red;">-35</span> ||F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.
|-
|-
|}
|}
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Standing Attacks
|+ Standing Attacks
Zeile 126: Zeile 137:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| 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;" |Chains into lights, including 5A(f)
| style="background-color:#F9F9F9;" |Chains into lights, including 5A(f)
|-
|-
Zeile 134: Zeile 145:
| 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;" |-15/-14/-12/-6*
| style="background-color:#F9F9F9;" |<span style="color: red;">-15/-14/-12/-6+6</span>*
| style="background-color:#F9F9F9;" |-16/-15/-13/-7*
| 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).
|-
|-
Zeile 142: Zeile 153:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |<span style="color: blue;">+1</span>
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |<span style="color: blue;">+0</span>
| style="background-color:#F9F9F9;" |Hits low. Special Cancel. Chains into 5B(C) & 2B.
| style="background-color:#F9F9F9;" |Hits low. Special Cancel. Chains into 5B(C) & 2B.
|-
|-
Zeile 150: Zeile 161:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |<span style="color: blue;">+2</span>
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |<span style="color: blue;">+1</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 158: Zeile 169:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |<span style="color: blue;">+0</span>
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |<span style="color: red;">-1</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 166: Zeile 177:
| style="background-color:#F9F9F9;" |13/28*
| style="background-color:#F9F9F9;" |13/28*
| style="background-color:#F9F9F9;" |12+7
| style="background-color:#F9F9F9;" |12+7
| style="background-color:#F9F9F9;" |-5/-20*
| style="background-color:#F9F9F9;" |<span style="color: red;">-5/-20</span>*
| style="background-color:#F9F9F9;" |-6/-21*
| style="background-color:#F9F9F9;" |<span style="color: red;">-6/-21</span>*
| style="background-color:#F9F9F9;" |First hit has no pushback. *1=first/second hit. *2&3=both hits/only first hit connects.
| style="background-color:#F9F9F9;" |First hit has no pushback. *1=first/second hit. *2&3=both hits/only first hit connects.
|-
|-
Zeile 174: Zeile 185:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |<span style="color: red;">-9</span>
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |<span style="color: red;">-10</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 182: Zeile 193:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |<span style="color: red;">-5</span>
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |<span style="color: red;">-6</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 191: Zeile 202:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |<span style="color: red;">-1</span>
| style="background-color:#F9F9F9;" |Crouched hurtbox F8-29.
| style="background-color:#F9F9F9;" |Crouched hurtbox F8-29.
|-
|-
Zeile 199: Zeile 210:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |<span style="color: red;">-13</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 206: Zeile 217:
| style="background-color:#F9F9F9;" |16/20
| style="background-color:#F9F9F9;" |16/20
| style="background-color:#F9F9F9;" |2+2
| style="background-color:#F9F9F9;" |2+2
| style="background-color:#F9F9F9;" |-22/-18*
| style="background-color:#F9F9F9;" |<span style="color: red;">-22/-18</span>*
| style="background-color:#F9F9F9;" |-23/-19*
| style="background-color:#F9F9F9;" |<span style="color: red;">-23/-19</span>*
| style="background-color:#F9F9F9;" |*=first/second hitbox.
| style="background-color:#F9F9F9;" |*=first/second hitbox.
|-
|-
Zeile 214: Zeile 225:
| style="background-color:#F9F9F9;" |32/35*
| style="background-color:#F9F9F9;" |32/35*
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |-14/-11*
| style="background-color:#F9F9F9;" |<span style="color: red;">-14/-11</span>*
| style="background-color:#F9F9F9;" |-15/-12*
| style="background-color:#F9F9F9;" |<span style="color: red;">-15/-12</span>*
| style="background-color:#F9F9F9;" |*1=counting from F1 of 6A. *2&3=first/second hitbox.
| style="background-color:#F9F9F9;" |*1=counting from F1 of 6A. *2&3=first/second hitbox.
|-
|-
Zeile 222: Zeile 233:
| style="background-color:#F9F9F9;" |45/49*
| style="background-color:#F9F9F9;" |45/49*
| style="background-color:#F9F9F9;" |2+2
| style="background-color:#F9F9F9;" |2+2
| style="background-color:#F9F9F9;" |-25/KD*
| style="background-color:#F9F9F9;" |<span style="color: red;">-25</span>/KD*
| style="background-color:#F9F9F9;" |-26/-22*
| style="background-color:#F9F9F9;" |<span style="color: red;">-26/-22</span>*
| style="background-color:#F9F9F9;" |Same hitboxes as 6A, but second hitbox causes knockdown. *=counting from F1 of 6A. *2&3=first/second hitbox.
| style="background-color:#F9F9F9;" |Same hitboxes as 6A, but second hitbox causes knockdown. *=counting from F1 of 6A. *2&3=first/second hitbox.
|-
|-
Zeile 250: Zeile 261:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |<span style="color: blue;">+1</span>
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |<span style="color: blue;">+0</span>
| style="background-color:#F9F9F9;" |Can hit OTG.
| style="background-color:#F9F9F9;" |Can hit OTG.
|-
|-
Zeile 258: Zeile 269:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |<span style="color: blue;">+0</span>
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |<span style="color: red;">-1</span>
| style="background-color:#F9F9F9;" |Special Cancel
| style="background-color:#F9F9F9;" |Special Cancel
|-
|-
Zeile 267: Zeile 278:
| style="background-color:#F9F9F9;" |3+3+13
| style="background-color:#F9F9F9;" |3+3+13
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |<span style="color: red;">-22</span>
| style="background-color:#F9F9F9;" |Second hit knocks down. Low profile F1-6 (96px). *=first/second/third hit, if previous hit whiffs.
| style="background-color:#F9F9F9;" |Second hit knocks down. Low profile F1-6 (96px). *=first/second/third hit, if previous hit whiffs.
|-
|-
Zeile 275: Zeile 286:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span>
| style="background-color:#F9F9F9;" |Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox). Can beat Gato's 236236A as okizeme.
| style="background-color:#F9F9F9;" |Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox). Can beat Gato's 236236A as okizeme.
|-
|-
Zeile 399: Zeile 410:
| style="background-color:#F9F9F9;" |4+2
| style="background-color:#F9F9F9;" |4+2
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-2
| 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. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit.
|-
|-
Zeile 406: Zeile 417:
| style="background-color:#F9F9F9;" |23/44*
| style="background-color:#F9F9F9;" |23/44*
| style="background-color:#F9F9F9;" |3+4
| style="background-color:#F9F9F9;" |3+4
| style="background-color:#F9F9F9;" |+6*
| style="background-color:#F9F9F9;" |<span style="color: blue;">+6</span>*
| style="background-color:#F9F9F9;" |+7*
| style="background-color:#F9F9F9;" |<span style="color: blue;">+7</span>*
| style="background-color:#F9F9F9;" |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).
| style="background-color:#F9F9F9;" |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).
|-
|-
Zeile 415: Zeile 426:
| style="background-color:#F9F9F9;" |4+3
| style="background-color:#F9F9F9;" |4+3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |<span style="color: red;">-11</span>
| style="background-color:#F9F9F9;" |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.
| style="background-color:#F9F9F9;" |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.
|-
|-
Zeile 431: Zeile 442:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-29
| style="background-color:#F9F9F9;" |<span style="color: red;">-29</span>
| style="background-color:#F9F9F9;" |Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
| style="background-color:#F9F9F9;" |Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
|-
|-
Zeile 439: Zeile 450:
| style="background-color:#F9F9F9;" |5*7
| style="background-color:#F9F9F9;" |5*7
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-83
| style="background-color:#F9F9F9;" |<span style="color: red;">-83</span>
| style="background-color:#F9F9F9;" |Followup to 421P, up to 5x. Low hit. Juggle anywhere.  Can hit OTG. Has a reload animation after 6 shots have been fired. *=each additional shot after the first.
| style="background-color:#F9F9F9;" |Followup to 421P, up to 5x. Low hit. Juggle anywhere.  Can hit OTG. Has a reload animation after 6 shots have been fired. *=each additional shot after the first.
|-
|-
Zeile 447: Zeile 458:
| style="background-color:#F9F9F9;" |4+1+14
| style="background-color:#F9F9F9;" |4+1+14
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |<span style="color: red;">-</span>
| style="background-color:#F9F9F9;" |F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
| style="background-color:#F9F9F9;" |F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
|-
|-
Zeile 455: Zeile 466:
| style="background-color:#F9F9F9;" |5+2+18+3
| style="background-color:#F9F9F9;" |5+2+18+3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |<span style="color: red;">-</span>
| style="background-color:#F9F9F9;" |F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
| style="background-color:#F9F9F9;" |F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
|-
|-
Zeile 463: Zeile 474:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-35
| style="background-color:#F9F9F9;" |<span style="color: red;">-35</span>
| style="background-color:#F9F9F9;" |F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
| style="background-color:#F9F9F9;" |F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
|-
|-
Zeile 471: Zeile 482:
| style="background-color:#F9F9F9;" |6+6+6+3
| style="background-color:#F9F9F9;" |6+6+6+3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |span style="color: blue;">+2</span>
| style="background-color:#F9F9F9;" |F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
| style="background-color:#F9F9F9;" |F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
|-
|-
Zeile 479: Zeile 490:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-35
| style="background-color:#F9F9F9;" |span style="color: red;">-35</span>
| style="background-color:#F9F9F9;" |F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.
| style="background-color:#F9F9F9;" |F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.
|-
|-
|}
|}
'''Special Data'''<br>
'''Special Data'''<br>
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"

Version vom 18. September 2021, 12:17 Uhr

Whip
ウィップ
KOFXI whip full.png
Tiers & Ranking
Tier: C
Ratio Cost: 3 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 1.02
Crouch height (Tier): F

Colors

KOFXI Whip S.png KOFXI Whip X.png KOFXI Whip T.png KOFXI Whip C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Whip R1S.png KOFXI Whip R1X.png KOFXI Whip R1T.png KOFXI Whip R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Whip L1S.png KOFXI Whip L1X.png KOFXI Whip L1T.png KOFXI Whip L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 5 4 +6 +5 Chains into lights, including 5A(f)
5A(f) 7 12 -15* -16* Special Cancel. *=first hit, see full frame data for individual advantages/disadvantages of each hit.
5B(c) 5 3 +1 +0 Hits low. Special Cancel. Chains into 5B(C) & 2B.
5B(f) 11 4 +2 +1
5C(c) 9 5 +0 -1
5C(f) 13/28 12+17 -5/-20* -6/-21* First hit has no pushback. *1=first/second hit. *2&3=both hits/only first hit connects.
5D(c) 11 3 -9 -10
5D(f) 11 6 -5 -6
5E 17 7 KD -1
GC 8 4 KD -13
6A 16/20* 2+2 -22/-18* -23/-19* *=first/second hitbox.
6AA 32/35* 3+3 -14/-11* -15/-12* *1=counting from F1 of 6A. *2&3=first/second hitbox.
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.
Saving ? N* KD / Active until landing. 9F/10F recovery (hit/whiff).
2A 11 4 +1 +1 Can hit OTG.
2B 7 6 +0 -1 Special Cancel.
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.
2D 11 4 KD +5 Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox). Can beat Gato's 236236A as okizeme.
small A 8 10 / / Same hitbox as j.A.
up A 9/12/15* +3+3 / / Unique attack. *=First, second, third hit.
j.A 8 10 / / Same hitbox as smalljump A.
small B 7 18 / / Same hitbox as j.B.
j.B 7 18 / / Same hitbox as smalljump B.
small C 14/18* 4+4 / / Same hitbox as j.C. *=First/second hit.
up C 16 3+3 / / Unique attack.
j.C 14/18* 4+4 / / Same hitbox as smalljump C. *=First/second hit.
small D 11/15* 2+2 / / Same hitbox as j.D. *=First/second hit.
up D 11 7 / / Unique attack.
j.D 11/15* 2+2 / / Same hitbox as smalljump D. *=First/second hit.
small E 17 9* / / Same hitbox as j.E. *=active until landing, 9F at most.
up E 18 10 / / Same hitbox as smalljump E.
j.E 18 9 / / Same hitbox as smalljump E.
41236A 7/24* 3+4 KD -55/-46* Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 head and legs invul. F1-29 Counterhit-State. 90F total duration. *1=if first hit whiffs. *2=first/second hit.
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.
63214A 27/48* 4+2 KD -2 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.
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.
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.
63214X>D 17* 14 / / Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17.
421P 23 7 KD -29 Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
>5xP 10* 5*7 KD -83 Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG. Has a reload animation after 6 shots have been fired. *=each additional shot after the first.
j.214A 6 19 KD - F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
j.214C 6 28 KD - F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
2141236P 4 5 KD -35 F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
236236P 13 3*6+3 KD +2 F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
2141236E 4 5 KD -35 F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi whip 5A(c).png 5 4 +6 +5 Chains into lights, including 5A(f)
5A(f) Kofxi whip 5A(f) 2.pngKofxi whip 5A(f) 3.pngKofxi whip 5A(f) 4.pngKofxi whip 5A(f) 5.pngKofxi whip 5A(f) gif.gif 7 1+2+6+3 -15/-14/-12/-6+6* -16/-15/-13/-7</span* Special Cancel. *=Depending on which hitbox connects (one to four).
5B(c) Kofxi whip 5B(c).png 5 3 +1 +0 Hits low. Special Cancel. Chains into 5B(C) & 2B.
5B(f) Kofxi whip 5B(f).png 11 4 +2 +1
5C(c) Kofxi whip 5C(c).png 9 5 +0 -1
5C(f) Kofxi whip 5C(f) 1.pngKofxi whip 5C(f).png 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.
5D(c) Kofxi whip 5D(c).png 11 3 -9 -10
5D(f) Kofxi whip 5D(f).png 11 6 -5 -6
5E Kofxi whip 5E.png 17 7 KD -1 Crouched hurtbox F8-29.
GC Kofxi whip GC.png 8 4 KD -13
6A Kofxi whip 6A 1.pngKofxi whip 6A 2.png 16/20 2+2 -22/-18* -23/-19* *=first/second hitbox.
6AA Kofxi whip 6AA 1.pngKofxi whip 6AA 2.png 32/35* 3+3 -14/-11* -15/-12* *1=counting from F1 of 6A. *2&3=first/second hitbox.
6AAA Kofxi whip 6AAA 1.pngKofxi whip 6AAA 2.pngKofxi whip 6AAA gif.gif 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.
Saving Shift Kofxi whip saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi whip 2A.png 11 4 +1 +0 Can hit OTG.
2B Kofxi whip 2B.png 7 6 +0 -1 Special Cancel
2C Kofxi whip 2C 1.pngKofxi whip 2C 2.pngKofxi whip 2C 3.pngKofxi whip 2C 4.png 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.
2D Kofxi whip 2D.pngKofxi whip 2D gif.gif 11 4 KD +5 Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox). Can beat Gato's 236236A as okizeme.
Jumping Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi whip smalljump A.png 8 10 Same hitbox as j.A.
jump up A Kofxi whip jump up A 1.pngKofxi whip jump up A 2.pngKofxi whip jump up A 3.png 9/12/15* 3+3+3 Unique attack. *=First, second, third hit.
j.A Kofxi whip jump A.png 8 10 Same hitbox as smalljump A.
smalljump B Kofxi whip smalljump B.png 7 18 Same hitbox as j.B.
j.B Kofxi whip jump B.png 7 18 Same hitbox as smalljump B.
smalljump C Kofxi whip smalljump C 1.pngKofxi whip smalljump C 2.png 14/18* 4+4 Same hitbox as j.C. *=First/second hit.
jump up C Kofxi whip jump up C 1.pngKofxi whip jump up C 2.png 16 3+3 Unique attack.
j.C Kofxi whip jump C 1.pngKofxi whip jump C 2.png 14/18* 4+4 Same hitbox as smalljump C. *=First/second hit.
smalljump D Kofxi whip smalljump D 1.pngKofxi whip smalljump D 2.png 11/15* 2+2 Same hitbox as j.D. *=First/second hit.
jump up D Kofxi whip jump up D.png 11 7 Unique attack.
jump D Kofxi whip jump D 1.pngKofxi whip jump D 2.png 11/15* 2+2 Same hitbox as smalljump D. *=First/second hit.
smalljump E Kofxi whip smalljump E.png 17 9* Same hitbox as j.E. *=active until landing, 9F at most.
j.E Kofxi whip jump E.png 18 9/10* Same hitbox as smalljump E. *=regular jump / jump up.
Specials & Supers
Attack Hitbox Startup Active Hit Guard Note
41236A Kofxi whip 41236A 1.pngKofxi whip 41236A 2.pngKofxi whip 41236A 3.pngKofxi whip 41236A 4.pngKofxi whip 41236A gif.gif 7/24* 3+4 KD -55/-46* Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 head and legs invul. F1-29 Counterhit-State. 90F total duration. *=if first hit whiffs. *2=First/second hit.
41236C Kofxi whip 41236C 1.pngKofxi whip 41236C 2.pngKofxi whip 41236C 3.pngKofxi whip 41236C gif.gif 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. *2=First/second hit.
63214A Kofxi whip 63214A 1.pngKofxi whip 63214A 2.pngKofxi whip 63214A gif.gif 27/48* 4+2 KD -2 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.
63214B Kofxi whip 63214B 1.pngKofxi whip 63214B 2.pngKofxi whip 63214B gif.gif 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 (a rare exception).
63214C Kofxi whip 63214C 1.pngKofxi whip 63214C 2.pngKofxi whip 63214C gif.gif 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.
63214X>D Kofxi whip 63214X D gif.gif 17* 14 / / Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17.
421P Kofxi whip 421P.pngKofxi whip 421P gif.gif 23 7 KD -29 Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration.
>5xP Kofxi whip 421Px6 gif.gif 10* 5*7 KD -83 Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG. Has a reload animation after 6 shots have been fired. *=each additional shot after the first.
j.214A Kofxi whip jump 214A 1.pngKofxi whip jump 214A 2.pngKofxi whip jump 214A 3.pngKofxi whip jump 214A gif.gif 6 4+1+14 KD - F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C.
j.214C Kofxi whip jump 214C 1.pngKofxi whip jump 214C 2.pngKofxi whip jump 214C 3.pngKofxi whip jump 214C 4.pngKofxi whip jump 214C gif.gif 6 5+2+18+3 KD - F1-46 in counterhit-state. 16F landing recovery. Travels further than j.214A.
2141236P Kofxi whip 2141236P.pngKofxi whip 2141236P gif.gif 4 5 KD -35 F1 invul. F2-13 Counterhit state. F14-64 recovery (51F). Can be QSed & Dream Cancelled.
236236P Kofxi whip 236236P 1.pngKofxi whip 236236P 2.pngKofxi whip 236236P 3.pngKofxi whip 236236P 4.pngKofxi whip 236236P gif.gif 13 6+6+6+3 KD span style="color: blue;">+2 F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
2141236E Kofxi whip 2141236E.pngKofxi whip 2141236E gif.gif 4 5 KD span style="color: red;">-35 F1-6 invul. F7-13 upper feet invul & in counterhit-state. F14-64 recovery.

Special Data

Pattern Hit Guard Note
5C(f,1st hit)>AB +6 -4 Combos into 5B(c)
5C(f,2nd hit)>AB +6 +5 Combos into 5B(c)

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)

Videos

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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