Whip(KOFXI)
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Whip ウィップ | |
Tiers & Ranking | |
Tier: | C |
Ratio Cost: | 3 Points |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 1.02 |
Crouch height (Tier): | F |
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
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+7 | -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 | +0 | |
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). |
small A | 8 | 10 | / | / | Same hitbox as j.A. |
up A | 9/12/15* | 3+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. Unblockable when done meaty (tourney-banned) |
up E | 18 | 10 | / | / | Same hitbox as smalljump E. Unblockable when done meaty (tourney-banned). |
j.E | 18 | 9 | / | / | Same hitbox as smalljump E. Unblockable when done meaty (tourney-banned). |
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). |
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). |
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. |
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 | 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. |
>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. |
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. |
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)
- 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
Strategy
- There is an infinite blockstring when Whip is cornered, see u-rasia vs Shingo
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' 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
- 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
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber