Posted: Sun Aug 06, 2006 20:53
I agree, she's LOW, but not THE lowest. She's alot better than she was in 2k3, but obviously far far from her 2k-2k2 days.
I think she's one of the characters who truly deserves an E Rank. In previous KoF's, there wasn't too many ways of escaping things like her f+A's and capitalize without burning a meter. Now there's more ways to do it than ever, cheaper than ever.Kane317 wrote:After playing against her extensively, and playing around with her myself--if used correctly, she can pretty competant and hold her own. Hence, I believe she's AT least a B/C rank, definitely not the E rank I keep seeing posted around the forums. Yay/nay?
My 'Whip' friend (RJ-Ramon) has been waiting for me to post a reply for ages.J]-[UN wrote:Actually she has pretty high damage...random crossup JumpCs and simple standB, dwnB, boomerang does quite a lot of damage, more than Kyo even.
Her problem is simply that she has no good air to air moves, and with XI being such a jump-happy game , that turns out to be a huge disadvantage. Even her jump A and B loses to everything. Her JumpE is really good, but you have to do it from very far.
Her DM and boomerang have no priority anymore either, and even though dwnC is a good anti -air, it has to be done before the opponent launches a move, so she has basically no options after getting knocked down (unless she's Leader).
Jump D is a sufficient if used/timed correctly.J]-[UN wrote:Jump D blows chunks...
Jump C is pretty much the same as always
FarC can be seen coming out a mile away , one roll and ur dead
Boomerang shot can't be used on wake up anymore which is its biggest flaw.
If you wanna zone , I'd rather use crouchingC into boomerang shot, free dmg.
Whip fares better against players who try to zone, its rushdown she has problems defending against.
Not entirely sure, but I think if Gato tries to do his Counter move on Whip's Jump E from maximum range, it won't hit Whip, and Whip will land first with frame advantage.J]-[UN wrote: Using Gato to counter her zoning is pretty easy though, just mix up a bunch of qcbA As and Bs. If the Counter hits from too far away, it won't hit whip but at least you don't get knocked down either, but if it does hit, or if the dash gets through, she's into Gato spamJumpD range >.<
Thanks for the input....Dont forget that Whip has magnificent QS-setting-DMs so you can always use her DMs to set QS'. EG.stand B, stand B,down B, DM nth hit QS out!!!leiloban wrote: I'd opt out on doing any DMs with her (unless she's my
last character) just cuz she's not that good at bulding up the power guage.
Besides, Whip has a good wake-up game after stand B, stand B, down+B,
+Punch.
(CORNER)Stand D/Stand C, Fwd+A x 3 ,(rdp+P)x6 de eagle
Will that hit against other people? I know it works in practice mode but 3 timesi've done it against someone and only 1 hit landed. +punch would be the safer choice or if Whip's backed in the corner, +b > stand+b, stand+b, down+b, +punch instead of desert eagle.
If you re having a difficulty in performing the cross up combo, try doing a cross up in the corner,make sure that your opp is in the corner, do a cross-up C so that u and ur opp switch sides(u should be in the corner if performed successfuly), this will make the combo tad easier.
(CORNER)Stand D/Stand C, Fwd+A x 3 ,(rdp+P)x6 de eagle
Will that hit against other people? I know it works in practice mode but 3 timesi've done it against someone and only 1 hit landed. +punch would be the safer choice or if Whip's backed in the corner, +b > stand+b, stand+b, down+b, +punch instead of desert eagle.