VERSION 1.10 16 September 1999 - reformatted [3.1] Basic moves - made correction for Gun Shot in [3.2] Special moves - made correction for Strength Shot "Power" in [3.2] Special moves - added new move info in [3.4] Striker moves - added new section [4.2] Counter Mode Combos into [4] Combos - 1 new combo added to [4.2] Counter Mode Combos - made correction for Attacks after grab in [5.2.2] Against passive/regular players
VERSION 1.15 17 September 1999 - reformatted [3.1] Basic moves - made correction for Gun Shot in [3.2] Special moves - updated [7] Acknowledgements
VERSION 1.20 19 September 1999 - 1 new combo added to [4.1] Special Move and DM Combos - updated [7] Acknowledgements
VERSION 1.30 25 September 1999 - made changes to a few combos in [4] Combos - added 1 new combo to [4.2] Counter Mode Combos - added 1 new strategy to [5.2.1] Against active players - updated [7] Acknowledgements
VERSION 1.40 6 October 1999 - added details to [3.1] Basic moves - made changes to Attacks after grab in [5.2.2] Against passive/regular players (it is now Extra Hit) - updated [7] Acknowledgements
[4] COMBOS [4.1] Special Move and DM Combos [4.2] Counter Mode Combos [5] STRATEGIES [5.1] Strategies against computer opponent [5.2] Strategies against human player opponent
Being a new character in The King of Fighters series, Whip, a spy sent by Heidern to find out the mysteries behind the KOF99 tournament. She is also a new member in the Ikari team, which consist of Clark, Ralf and Leona. Using whip as main weapon, her moves are identifically different from other characters. Eventually Whip is a offensive character, which also means she shouldn't be used for defensive game. Even when it comes to the close the end of the game (refer [5] Strategies). As a beginning some will find she is pretty hard to use, but once one get use to her moves and strategies, will know and impressed how deadly she could be. Notice that she is not a choice for novice players because they will realise to master Whip is actually to play around with the mental of your human opponent rather than simply knowing how to perform her special moves.
A - light punch B - light kick C - heavy punch D - heavy kick
AB - dodge forward/safe landing BC - striker CD - knock down move (can be done in air) ABC - counter mode activation BCD - armour mode activation
d - downward u - upward bk - backward fwd - forward qcb - quarter circle back qcf - quarter circle forward hcb - half circle back hcf - half circle forward dp - dragon rising punch (forward, down, forward down) rdp - reverse dp
DM - desperation move SDM - super desperation move * - ratings based on 5 ratio
A [***] Whip bend and flips whip out low, quite slow and not really a useful move, covers about 1/4 of the screen
B [*****] Whip's fast light kick that hit opponent's knee part, chainable either when near or normal range to Special Moves
C [***] Whip flips whip upwards then downwards (looks like gymnast duh!) which inflicts 2 slashes of hits, not very fast but good to confuse foe
D (near) [***] Whip swing her leg upward which a knife is attached to her boot for a cool looking attack, quite slow but chainable to Special Moves
d + A [*****] Whip slash her whip on the ground, comes out fast and covers about 1/2 of the screen, can also use for extra hit when opponent down
d + B [*****] Whip kicks low and far with her knife attached to boot, have good range and fast, excellent for poking, chainable
d + C [***] Whip swing her knife upward for a 2 hit uppercut which is anti air and chainable, but comes out pretty slow
d + D [****] Whip sweep foe with her knee, has good range and comes out pretty fast, will knock down opponent
j + A [***] Whip swings out something like a knife (i really dont know what it is!) fast but quite a useless attack
j + B [***] Whip kicks with both of her knife attached boot, fast and has a little range
j + C [*****] Whip flips whip low while jump causing it very effective against gound ooponent, fast and have good priority
j + D [****] Whip kick twice with different side of her leg, efficient against air opponent, perfect to confuse opponent
AB + A/B/C/D [*****] Whip hold hers folded whip in her hand and thrust at opponent, range is average but speed is the best! Is the fastest dodge attack I ever seen in this year! Bravo!
CD [***] Whip swings something like knife (again i dont know what it is!) upwards, looks cool but has rather poor speed
j + CD [*****] Whip again use her 'something-like-knife-thing' to thrust down forward while she jumps, excellent range for an air CD!
[3.2] Special moves
- Whip Shot [fwd + A] x 5 [***] This move can be executed up to 5 times in a row. But it dont chain tough. Dont really have good priority but have good reach almost across 3/4 of the screen. Once blocked it pushes Whip away from oppenent from being returning an attack. Therefore second whip slash dont reach and it is not wise to launch all 5 attacks.
- Gun Shot [rdp + A/C x 6] [**] The system is not much difference from Whip Shot, can be executed for 6 times by tapping A/C repeatly and it doesn't chain. It can only be blocked low and dont come out fast either but the only time to use this move is when oppponent is on the floor after being grabbed using C. But I don't notice any damage inflicted to the oppoenent when shot after grabbed by Whip. So dont bother to tap repeatly because the opponent will sort of bounced away after first hit. Not useful at all although can be only blocked low. But this move is really cool looking else i would only aford it with a single star :P Whip will pull out a gun from her belt and shoot on the floor and if all 6 shot is released,she will reload her gun which takes forever (duh).
- Boomerang Shoot [hcf + A/C] [****] The Boomerang Shoot should only be executed only when there is oppoturnity to injure the target. In other word it should only use in a combo chain because it has a long lag after executing it or if blocked. So it gives a big chance for opponent to return an attack. It is a perfect anti air move. If timed perfectly, Whip will slash the opponent in the air once then pull them down with the whip. If the timing is not good enough, the hit would be only the first slash.
- Assasin's Strike [dp + A/B/C/D] [**] If you play against computer with Whip, you will notice this move is used cheaply. Once executed Whip will pull herself up and land stepping opponent's head in four point of the screen based on which button used. It looks like Billy Kane's move where he jumped up out of the screen and fall down from nowhere. So basically you can picture it is a rather useless move. There is a chance of anti air when Whip pulls herself up.
- Strength Shot "Superior" [hcb + A](holdable) [*****] When Whip executes this move, the opponent have to block high. She will slash her whip once and grab the opponent's neck with her whip and step on their face :) Once the first slash is unblocked by the opponent, the following grab is assured. Is a cool move to start a high low game and too bad it is not comboable.
- Strength Shot "Power" [hcb + B](holdable) [****] Different from Strength Shot "Superior", this move is blockable either high or low. It doesn't come out fast either, and actually doesn't inflict any damage. The purpose of this move is to open an oppoturnity to stun the opponent and to chain with other moves. So once it is unblocked by oppponent, it involves 2 slashes where the second slash will bring opponent near to Whip giving opportunity for further attack (either DM or Boomerang Shot).
- Strength Shot "Victory" [hcb + C](holdable) [*****] When Whip execute this move, the opponent have to block low. She will slash her whip once and grab the opponent's leg while pulling them near with her whip and step on their face repeatly (face again! :P). It is a good move to use together with Strength Shot "Superior" for a high and low game, especially when opponent is knocked down. Same with the rest Strenth Shot, this move is also uncomboable.
- Strength Shot (Cancel) [hcb + A/B/C (hold) then D] [****] Not much different with Yamazaki, this move is to cancel when either Strength Shot is on hold. To cancel the Strength Shot simply press D while holding other buttons. The reason i award 4 stars for this move is because in my opinion it is important for a player to be able to judge the situation to cancel or attack and not viciously attacking like a wild dog :P (especially to human player opponent)
- Hook Shot [qcb + A/B] (air) [*****] This is one of the best move from Whip. She launches an attack simmilar to what Spider Man does. While jumping, She hooks her whip to the top of the screen and swing forward. Covers around 3/4 of the screen. It comes out fast a have quite good priority. If the distance calculation is good, even if blocked Whip will land further behind of opponent, leaving no chance for them to return attacks. Once unblocked, it knocks oppponent down. Is very ideal to deal with players who keep releasing projectile especially low projectiles like Iori and Kyo.
[3.3] Desperation Move
- Sonic Slaughter [qcb, hcf + A/C] [*****] This actually the only desperation move for Whip, where she flip her whip around herself. Once unblocked, the opponent will received ALL damage for sure and being slashed again and again around Whip. So the basic here is the perfect timing needed. It comes out very fast and has good priority. So it depends on the player on how it is used. Shouldn't be used cheaply for it lags for a while once blocked. The SDM version of course inflicts more damage and hits. There's no difference with the priority and speed except the last hit where Whip will lauch a move that looks like Bommerang Shot but it doesn't grab the opponent! (Duh)
[Strategies for Sonic Slaughter]
The best timing to perform this DM is when: -
- Whip is knocked down and the opponent is near to launch a high low game. So once she is on her feet launch it and Voila! You will then enjoy the scene where your opponent receiving all the hits if he try to do something stupid like Clark's Frankensteiner or Jhun's Flying Tiger Strike.
- The oppponent is jumping towards Whip. This is one of the pros of this DM because it is unblockable when opponent jumps in toward Whip, even the opponent tries to jump in with a kick. Best to deal with grabbing characters such as Clark when the game almost end and both character hav close HP. Here's a trick - try to use some poking move such as d + A or d + B to annoy opponent and they will mostly try to jump in. So practise the timing well and launch at such this situation.
- Launch together in a combo chain. This would need more practise. Mostly start with air combos, so if the first jump in attack is unblocked, it is safe to execute. Else, hold back from launching this DM.
[3.4] Striker Moves If not mistaken there should be 2 Striker moves for Whip will perform depending on the position of opponent. The usual one Whip would jump out and perform a series or whip slashing around her. She makes up a good striker because this striker move is fast and it covers large range(almost whole screen wide!). Another stiker move Whip will jump out and do a "Boomerang Shoot"-like attack and leave the screen with Assasin's Strike. This is when the opponent is too near with your character.
Heres a listing of some combos that are useful only. The unimportant combo is sorted out. You will only find some combos, which I use often. Do mail me to inform if you have any idea of any other working and strategic combos and I will add in as soon as possible.
[4.1] Special Move and DM Combos
- Combo 1 [*****] [Jump in + C, B, B, hcf + C] This is one of my favourite combos. It is very useful against human or computer. As we know Boomerang Shot lags for a while if blocked, so if the opponent blocked the first Jump in + C, stop immediately. Do not continue to launch Boomerang Shot. Pleae note that this combo works only if using Boomerang Shot with high punch C.
- Combo 2 [****] [D, hcf + C] Not much difference with the combo above, but this will inflict more damage but cannot be chain with the Jump in + C.
- Combo 3 [*****] [Jump in + C, B, B, d + B, qcb, hcf + A/C] This is also one combo that is useful and very effective. Thanx Lence Lam for contributing this combo. Can be executed easily after few practises. d + B instead of B is because it has further reach and is easier to execute.
- Combo 4 [****] [hcb + B, B, hcf + C] This combo should be executed when the Strength Shot is unblocked and opponent is brought near to Whip for further attack. Use B instead of D to combo with Boomerang because B comes out much much faster. In this combo timing is important. Launch [B, hcf + C] before opponent is concious to block.
- Combo 5 [****] [hcb + B, d + B, qcb, hcf + A/C] This is simmilar to the combo above. Nothing much difference. Just that it involves DM. After few practise it comes in handy.
[4.2] Counter Mode Combos (requires 3 stock of power) [ABC to activate]
- Combo 1 [****] [AB + any button, d + B, hcf + C] We know at Counter Mode it is possible to chain a dodge attack into other special move. After dodge attack, down low kick then do the Boomerang Shoot will chain it to a short combo.
- Combo 2 [****] [AB + any button, d + B, qcb, hcf + A/C] Dodge attack chained with a down low kick then Sonic Slaughter DM.
[5.1.1] Against Krizalid Many players would complain that Krizalid is a tough boss. I think that way too, but not anymore when I found out this way myself to defeat him easily using Whip. Her air knock down move (Jump + CD) is fast and reach out very far so it is a great option to defeat this annoying boss which like to launch the undefeatable projectile (looks like verticle Goenitz wind). Guess what? Even Robert or Ryo's Haou Shou Ko Ken SDM cant disperse his projectile! So dont bother to use a projectile against him. Position Whip at one end of the screen while Krizalid is at another end, which made both of them as furthest possible. Tap B and Krizalid will launch the projectile (75% possibility). So jump at him using High Jump (d then u) while doing air CD knockdown attack. Once he is knocked down High Jump back to your original position and repeats the procedure. If it works out well, Whip might finish him off with a perfect! I'm not sure if this works with other characters as well. Probably those with good High Jump and far air CD knockdown move like Whip :)
[5.1.2] Against other computer characters Computer opponent can be easily defeated by using Whip if your team is losing. Simply use the Hook Shot continuosly. However I still encounter problem when it comes to Kasumi. She is really one tough fellow huh. If anyone have any idea or trick how to defeat her please mail me. Remember to estimate the safe landing area (refer to [3.2] Special Moves section)
[5.2] Strategies against human player opponent
[5.2.1] Against active players Generally Whip is rather weak against such players where they will viciously trying to jump in for a combo chain or continuosly launching projectiles. But of course there is few way to counter attack them and turn them into defensive playing and from there Whip can take over the game. Make sure to plase Whip in a correct order so that she will versus passive characters. Avoid placing her with opponent such as Choi, K, Mary, King or Takuma. Moves such as Gun Shot and Assasin's Strike doesn't come in handy. Also, at this point of game you shouldn't use Strength Shot YET, but you can use it when your opponent turn defensive (refer [5.2.2] Against passive players). Below is a few listing of situation often occurred when playing with an active opponent and ways to handle them.
- Jumping opponents Sometime we will come across opponent, which like to jump around annoyingly. Estimate their jump in time. Use Boomerang Shoot against high jumping opponent (Choi, Athena). High Jump back knockdown CD against low jumping opponent (Mary, Iori, K, Chang). Her air D high kick had also good priority against air attacks. But I will still suggest the best move, which is DM Sonic Slaughter which comes out very fast and high priority. After few more damage your opponent gets from your moves, I suppose they will start to be defensive or stick to the floor :)
- Vicous projectiles This of course goes to opponent with Projectile Moves such as Iori, Kyo, King, Mai, Athena, Bao, Terry, K and Art of Fighting Team. When it comes to such players with projectiles, you should prepare yourself for the coming projectiles. And since Whip have just nice jumping range and height, when opponent launch projectile, High Jump in with a knockdown CD to surprise them or if they are near enough, do the air jump in combos (refer [4.1] Special Move and DM Combos). Another good way I suggest is using her Hook Shot crossing the projectile. If timing is perfect, the opponent will be knocked down before he can even block after launching the projectile because Hook Shot is so fast! Once your opponent is down, you can go for the High Low game :)
- Grabbing opponents This section specially refers to dangerous opponents such as Clark. Human opponents tend to come near as possible once you are knocked down for another grab. Either jump in and direct grab or chain with Basic moves. As I mentioned in Desperation Move section, launch Sonic Slaughter when Whip is on her feet and surprise your opponent!
- High Low game This is one tough moment when expert players would do sometimes when Whip is knocked down while they got close as possible for psychology war. Especially goes to opponents like Jhun, Mary and Bao. They tend to launch attacks, which can only either be blocked high or low only when Whip waking up. Use her dodge attack move (AB + any button) because Whip has one of the fastest dodge attack move I ever seen in KOF 99. Or if you have any stock ready, launch Sonic Slaughter! The opponent will sure receive the hits no matter High or Low move he is trying to perform!
- Use striker! When Whip is being surround at the corner by offensive and annoying opponent, make use of your striker by pressing AB. Choose offensive striker such as Chang, Clark, Ralf to confuse your opponent. While your striker is striking, Whip is invincible for a short moment plus even if your opponent try to attack you, your striker will take the damage. It is best to use striker when Whip is run out of power stock or is cornered.
[5.2.2] Against passive/regular players (involves psychology war) Once your opponent is knocked down or you scare them enough, they will start blocking your attacks. Here's the best part and the chance for Whip to perform her best moves. Below are the strategies in different situations that are pretty useful.
- High Low game [*****] The small requirement to do this is to make sure Whip is near enough (not too near to be grabbed) to perform Strength Shot. Define your opponent carefully, either he is fammiliar with Whip or not. If he is pretty novice and not fammiliar with Whip you should start with Strength Shot "Superior" which is only blockable high. Once he is knocked down by the move launch Strength Shot "Victory" which is only blockable low. In reverse, for more expert players, you should start with Strength Shot "Victory" and so on. Make sure in the process you stop after 2 times of Strength Shot or else it might invoke the opponent to launch desperation move.
- Offensive [****] Whip has an irritating air C. Not only it confuses your opponent, but also easy to chain into a combo for further damage. High Jump toward your opponent and use C. If your opponent didn't block of course it is good you chain it into a combo. Else jump in again with Low Jump using C again, mostly those who try to use anti air or grab will receive this second jump C hit. Of course u can chain it with combo. If your opponent blocks well and you dont have the opportunity to chain a combo, keep jumping Low or Cross jump behind him with C. It really irritates and guess seldom will be blocked perfectly. This strategy sounds useless but seriously it works all the time. Once in a while you can also use dodge attack after jump C to confuse your foe. If he continues to block, grab him.
- Hook Shot technique [****] Hook Shot is one of Whip's imporatant and useful move. Use Whip's Hook Shot carefully, estimating the safe landing area to make sure you recover before your opponent return attack. Use it when your opponent launches projectiles or when your opponent jumping chasing you (launch it when Whip jumping backwards). If your opponents blocked your Hook Shot and you landed safely behind him, i'm sure most of the opponent will dash forward to attack you. At this time, launch Sonic Slaughter!
- Cold War/Poking [****] At some point of the game, you and your opponent might walk forward and backward but none of you would launch attack or jump. I call this a cold war when both is in aware state. Annoy him with your [d + A/B] which has good range and speed and get him to jump in at you. Once he jumps launch Boomerang Shoot or Sonic Launcher DM.
- Extra Hit [***] You can actually do extra damage on opponent which is knocked down by doing [d + B]. Either grab using C or D Whip can gain extra hit after opponent is on the floor. It is also useful after combos especially opponent is knocked down in the corner. In the case of grabbing u can also use the Gun Shot to shoot your opponent on the floor. But I suggest to use [d + B] because it is easy to execute and inflicts some damage. If you use Gun Shot make sure you stop tapping after one shot (since only the first shot would hit the opponent) so that opponent wont have oppourtunity to return attack. By the way the bad news is I don't notice ANY damage inflicted on opponent when I did this. What had notice? Correct me if I'm wrong.
Do mail me to correct any information in this FAQ or any new Whip strategies/combos. I'll be appreciate to get some feedbacks for this is my first ever time to write a FAQ myself. More information on Whip either new combo or strategies will also be posted here on next update. I'm also be glad if any other KOF fan around my area would contact me for challenge or discussion.