Whip(KOFXI)

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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+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.
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* -16/-15/-13/-7* 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
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 legs invul. F1-29 Counterhit-State. 90F total duration. *=if first hit whiffs. *2=First/second hit. Same damage as 41236C (20).
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. Same damage as 41236A (20).
63214A Kofxi whip 63214A 1.pngKofxi whip 63214A 2.pngKofxi whip 63214A gif.gif 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 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 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.
>5xP Kofxi whip 421Px6 gif.gif 10* 5*7 KD -83* 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.
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 +2 F1 invul. F1-69 in counterhit-state. F70-93 recovery (24F).
2141236E Kofxi whip 2141236E.pngKofxi whip 2141236E gif.gif 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:

Kofxi whip 236236P bug.png

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

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

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