The King of Fighters XV/Rock Howard/Strategy
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General Gameplan
Neutral
Pressure
Mixups
Defense
Okizeme
214D, midscreen C throw, midscreen D throw all give you a meaty 236A, which can be chased behind to gain significant screen space. Spaced, midscreen 2D raw and in combos can give you a meaty 236A, making it a solid if potentially punishable autopilot option.
Safejumps
Definition and example of a safejump.
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals it is implied it will also work against slower reversals.
Anywhere C Throw: 214C > Hyper Hop > j.D (6f)
Corner C Throw: 214A > Hop > j.D (4f)
D Throw: Forward Jump > j.D (5f)
214C Ender safejumps are dependent on the height 214C connects at.