The King of Fighters 2002/Whip

From SuperCombo Wiki

Anywhere:
1. Close BB, Close A(must be very close to connect), Crouch B, hcf+C/qcb hcf+P - 35%/45%
2. Close D, f+Ax5, hcf+A - 40%
3. hcb+B, Close C/Crouch C(1), hcf+P - 35%
4. hcb+B, Close C/Crouch C(1), qcb hcf+P - 50%
5. D throw, rdp+P - 20% 6. CD/Jump CD, hcf+A - 25%

Maxmode:
1. Crouch C(1), BC, Crouch C(1), qcf hcb+AC - 55%
2. Crouch C(1), BC, Crouch C(1), hcf+C, (C)hcb+A(hold for split second and release), (C)hcf+C, (C)hcb+B, walk backwards slightly, far C(1), (C)hcb+B, D, f+Ax5, hcf+A - 85% (Corner)

Attack Strings:
1. Close BB, Crouch B
2. CD, hcb+P/B (cancel/walk around or attack)
3. Crouch C, hcb+P/B
4. Close D, f+Ax5, hcb+P (only when opponent has no stocks to guard roll)

Move Properties:
-cancellable normals are close A, close B, far B, crouch B, close C, crouch C, close D, jump B
-CD is cancellable into command moves, specials and DMs
-close B and crouch A are low attacks
-hcf+P is a hard knockdown on the second hit
-hcf+P is supercancellable on the first hit
-f+Ax5 is cancellable on the last hit

Strategies:
-Whip's main offensive comes from her jump attacks, which are some of the best in the game. Her jump CD is very high priority. Her forward jump C is a great crossup attack especially when done early off a jumpin, since it acts as an instant overhead and very ambigious as to which direction to block. This can be abused by repeatedly hyper hopping over the opponent with jump C, which is very difficulty to counter. Her jump D is fairly high priority and is two hits, and thus even if it is done early during a jump, it is still possible to combo after it with a close B. Mixing up jump crossup C and jump D with her close B (which hits low) gives her a good high/low game

-Her jumpins can also be used very defensively as well. Her vertical high jump A and C are great for intercepting jumpins as they have huge horizontal and vertical range. Jump A has less horizontal range but hits opponents above her as well

-Whip has one of the best standing CDs in the game, due to it's invincibility. It has enough invincibility to go through projectiles, and even counterhit Rugal out of his dp+B on wakeup consistently. Thus, stand CD is a great move to do when the opponent is waking up (assuming they don't have a wakeup move with invincibility), as well as after a jumpin. Make sure to keep your distance with this move when fighting grapplers, as you can still be thrown out of it

Notes:
-hcf+C whiffs against crouching opponents. Therefore, if the opponent is crouching, finish your combo with hcf+A, not hcf+C
-close A whiffs against low crouching opponents like Iori, Chin, Choi, Athena, etc