The King of Fighters XV/Sylvie Paula Paula/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Meter Usage

Neutral

Approaches

Anti-Airing

Keepout

Whiff Punishes and Roll Punishes

Pressure

Blockstrings

●2A/cl.B/cl.A > 6A > 214A/214C/236A

Frame trap with 2 frames gap between 2A > 6A. it beats 4f buttons, jumps and backdash - end it with 214A for a safe truestring - 214C its the greedy option weak to fast buttons but lets you +2 so you can reset the pressure with 2A or cl.C in the corner(4 frames startup, creating another frametrap) - 236A on the corner beats throw, gets you out of buttons range and let you in plus frames but it loses to jumps - all options leads to a combo if connects https://twitter.com/i/status/1658605862569517056 (credits to @BadoorSNK)

Mixups

Defense

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 will also work against slower reversals.

Combo enders

  • 236B:
    • ... > 236B > Neutral Jump > j.CD/j.D (4f Safejump)

Also works with Forward jump in the corner.

  • 236236B/D:
    • ... > 236236B/D > Foward/Super Jump > j.CD/j.D (4f Safejump)

After Corner C Throw

  • Foward Jump > j.CD/j.D (4f Safejump)

Countering Sylvie

External Resources

Shun'ei Safe Jumps by B Cole


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