Robeness247
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[KOFXV] The Theory of Fighters: Sylvie Edition!!! (READ DESCRIPTION)
And thus, a Theory of Fighters has been made for all three of my main characters. For those looking for Safe Jumps specifically, head to [3:44]. Let's get started!
[Reset Options with light Dischar-Jing! (214P)]
Standard string enders are usually light Kaiten Coil (263B) or sweep. You can theoretically continue pressure with Thunderous Drip! (236P), and considering Sylvie's high speed, you can catch up to your opponent afterwards. However, you could risk getting punished if you're overzealous with your run-in, and the opponent could also simply jump away to avoid your offense.
Utilizing 5B after 214A grants Sylvie better options for her pressure. This allows 236P to hit sooner, giving you incentive to quickly mount your offense. Heavy Magne-Missile! (214D) hits meaty, meaning your opponent must block (which you'll still be safe after), or use an invincible reversal option. If your opponent rolls, you have enough advantage to be safe.
Both 214C and heavy Bootie Bootie (236D) are [+] on block, allowing you to potentially stuff any mashing your opponent tries to do. 214C and 236D both check backdashes and Fuzzy Defense, but 236D will be punished by a backwards roll. Sylvie also gets a hard knockdown from the latter, which we'll go into detail later with safe-jumps.
[Empty Jump Mix from light Dischar-Jing!]
The spacing keeps you out of range of a standard throw. By delaying the hop slightly, you can land a jump D, which is also a 4f safe jump should your opponent attempt a reversal.
Since this setup allows for a meaty-hitting low, your opponent cannot use abare or Fuzzy Defense. Using 236B enables an auto-timed 4f safe jump, or you could cash out on a high-damaging Quick MAX combo.
Add on another layer with EX Super Magnetic-Pop! (6246AC). This option is good for dealing with opponents who tend to turtle up against your offense, or if your opponent tries to roll. Make sure you use the EX version specifically, as it applies 25% damage scaling to your combo instead of 30%.
Your opponent cannot mash due to the single frame of full body invulnerability, but they can jump out of it. Neither the empty jump low nor 6246AC work against grapplers; instead, use a neutral hop to avoid getting thrown or a delayed hop D.
Mix in a delayed overhead immediately after landing from an empty jump to catch defensive players off guard; if you're confident in baiting your opponent, you could use a neutral hop and punish a potential low hit.
[Corner Reset Options with light Dischar-Jing!]
Starter, 214AC, 214A, 5D+236A or 5D+6B
Both setups position Sylvie just outside of throw range and allows for continued pressure, forcing the opponent to guess. If the opponent attempts to mash buttons, 236A or 2B can counter-hit, leading to a full combo. If your opponent rolls from 236A, you can punish with Blowback (CD). If you used 6B instead, you can throw them back into the corner (giving you a 6f safe jump) or even use 6246AC for a full punish.
Of course, your opponent may try to use an invincible reversal to stop you. 6B is the preferred setup as it allows you to block and punish accordingly. It is even useful against 1f command grabs with Advance Strike.
Note: Since Sylvie's Paula Experiment (236236P) hits OTG, she is one of the only characters who can confirm into MAX MODE from Advance Strike!
[Meter-Positive Combo with Shatter Strike]
Starter, Shatter Strike, 5A, 5D, 6A+214C, 263D
Sylvie is one of many characters that can do a Shatter Strike combo. Compared to characters like Vice, Orochi Yashiro, and Mary, Sylvie can do it from a full meter bar, making it unique. However, unlike Vice and Orochi Yashiro, she cannot cash out said meter on a super; whether that is a fair trade off or not is up for debate.
[Safe-Jumps]
*4 FRAMES*
Forward Throw: Forward Jump (Corner)
Light Dischar-Jing!: Forward Hyper Hop (Manual Timing)†
Heavy Dischar-Jing!: Forward Jump†
Light Bootie Bootie: Neutral Jump
Heavy Bootie Bootie: Whiff 2B, Forward Hop (Manual Timing)
Magneto Trapo!: Forward Jump
*6 FRAMES*
Backward Throw: Forward Jump (Corner)
Heavy Magne-Missle!: Forward Hop (Tech Roll; Corner)
EX Magne-Missle!: Forward Roll, Forward Hyper Hop (Corner)
MAX Magneto Trapo!: Forward Hyper Hop (Corner)
†Timing may change when performed in a combo.
Keep in mind, this is all in theory. Results may vary depending on your opponent. Obviously, your opponent isn't just going to sit and take it, so be selective on when & how you use said moves. Hopefully this helps you get an idea of what Sylvie can do in matches!
#KOFXV #THEORY_OF_FIGHTERS
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