Difference between revisions of "The King of Fighters XV/Ángel/Strategy"
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SalsaInABowl (talk | contribs) (→Safejumps: Getting to these empty pages. Just putting the common safe jumps for now, I’ll put more later.) |
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==Okizeme== | ==Okizeme== | ||
===Safejumps=== | ===Safejumps=== | ||
'''The most common safejumps:''' | |||
*'''EX Red Sky (624BD)''': Immediately hyper hop forward after the animation ends. This is an extremely accessible safejump due to the move’s use as both a combo ender and tool to snipe projectile zoners with from half-screen distance. | |||
*'''66K''': Immediately press A, then (hyper) hop forward. This move, and many combos leading to it, can be done completely meterless, making it a valuable combo ender. | |||
*'''66C (corner only, against airborne opponent)''': Immediately jump toward the corner, then pick from the next two options as soon as you land: | |||
**Super jump away from the corner and j.C on the way down | |||
**Normal jump away from the corner and j.D on the way down | |||
Much more common than the parentheses makes it sound. Commonly accessed any time 66A hits near the corner, followed by 46B > 8K > 66C. This is not only a left/right mixup, it is a safejump regardless of which side you choose. Be ready to catch wakeup rolls, it can be as simple as a run-up Close D as soon as you land. | |||
==Countering Ángel== | ==Countering Ángel== |
Revision as of 04:58, 25 December 2023
General Gameplan
Neutral
Pressure
Mixups
Defense
Okizeme
Safejumps
The most common safejumps:
- EX Red Sky (624BD): Immediately hyper hop forward after the animation ends. This is an extremely accessible safejump due to the move’s use as both a combo ender and tool to snipe projectile zoners with from half-screen distance.
- 66K: Immediately press A, then (hyper) hop forward. This move, and many combos leading to it, can be done completely meterless, making it a valuable combo ender.
- 66C (corner only, against airborne opponent): Immediately jump toward the corner, then pick from the next two options as soon as you land:
- Super jump away from the corner and j.C on the way down
- Normal jump away from the corner and j.D on the way down
Much more common than the parentheses makes it sound. Commonly accessed any time 66A hits near the corner, followed by 46B > 8K > 66C. This is not only a left/right mixup, it is a safejump regardless of which side you choose. Be ready to catch wakeup rolls, it can be as simple as a run-up Close D as soon as you land.