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Whip gets a fast backdash which allows her with her neutral j+C and her cr.A to keep opponent at bay given priority of | Whip gets a fast backdash which allows her with her neutral j+C and her cr.A to keep opponent at bay given priority of both moves. Her neutral j+B has very high priority also but the range of this attack is not that high related to her neutral j+C thus used at close range. | ||
Revision as of 11:46, 14 September 2018
Introduction
Top-tier character (in top 5 of best no-banned characters in kof99) .
Mixup type character.
Doesn't get command throw.
Her gameplay is especially focused on her jumps attacks in this kof.
Her j+C can Overhead and Low both, depending on where you hit the opponent which of course helps her a lot to have a very good mixup gameplay. You can pressure well with this move at same time.
J+C crossup also.
Her j+CD is certainly the jump attack who has the most priority on opponent. Very good air-to-ground move.
Her j+D is a good air-to-air move. Can be good in air-to-ground move vs tall characters (Maxima for example).
Her cr+B can link after a cancel roll forward .
This combo : Close B x1-3 > cr.B > hcf+C or qcb, hcf + P is her bnb and must be mastered.
Whip gets a fast backdash which allows her with her neutral j+C and her cr.A to keep opponent at bay given priority of both moves. Her neutral j+B has very high priority also but the range of this attack is not that high related to her neutral j+C thus used at close range.
Whip has a very good mixup thus with her J+C (pressure, crossup), her cl+B who is Low Attack and who's very often used after a j+C, her cr+B who's her long normal attack who can be cancelled into hcf + C or qcb, hcf + P and her j+CD. Her C normal throw + 2A is very important for her okizeme gameplay.
The real problem in her gameplay is that she doesn't have really a Reversal / Invincible move and that she is pretty hard to play with...
Bad as Striker
Whip Sideswitch setup cornered (if opponent doesn't roll)
In the first place, you must hop crossup with j.C and do this combo at 2p side close to 2p corner :
Close B x1-2 > cr.B > qcb,hcf+P
After doing this combo, you must do 6A and after hyper hop with j.C and redo the same combo :
Close B x1-2 > cr.B > qcb,hcf+P
At 1:39 of this video
Movelist
THROWS-------------------------------------------------------------------------
Alpha >> When close - b / f + C >> Can be followed with Gun Shot.
Tsuetto (?) >> When close - b / f + D >> Can be followed with Gun Shot.
COMMAND ATTACKS----------------------------------------------------------------
Whip Shot >> f + A >> Can be done up to 5 times.
SPECIAL MOVES------------------------------------------------------------------
Boomerang Shoot "Code : SC" >> hcf + P
Assassin Strike "Code : BB" >> f, d, df + P/K
Hook Shot "Code : Kaze" >> In the air - qcb + P
Strength Shot Type A "Code : Yuuetsu" >> hcb + A, hold A to delay >> Overhead (2).
Strength Shot Type B "Code : Chikara" >> hcb + B, hold B to delay
Strength Shot Type C "Code : Shuuri" >> hcb + C, hold C to delay >> Hits low (2).
Strength Shot Type D "Code : Ame" >> While delaying any Strength Shot - Press D
Desert Eagle >> b, d, db + P, tap P to fire repeatedly >> Hits low.
Hits opponents on the ground. After the sixth shot, Whip will reload the gun. (I thought the Desert Eagle has a max. ammo count of 15?)
DESPERATION MOVES--------------------------------------------------------------
Sonic Slaughter "Code : KW" >> qcb, hcf + P >> Evades 1-hit when SDM.
Combos
Close B x1-3> A > cr.B > hcf+C
Jump Attack > Close B x1-2 > cr.B > hcf+C
Jump Attack > Close B > cr.B > qcb,hcf+P
hcb+D > Close D > hcf+P