Garou: Mark of the Wolves/Kim Jae Hoon/Combos: Difference between revisions

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(Migrated existing combo section to new Combos page)
 
(Reformatting and adding to Combo page in the template/format of done character pages Gato, Tizoc, etc. May re-add button and motion graphics later.)
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{{MOTW Character Subnav |name=Jae |sub=1}}
{{MOTW Character Subnav |name=Jae |sub=1}}


==Midscreen/Anywhere==


===Anywhere===
====Ground Starters====


'''Basic hitconfirms'''
* '''5A''' or '''2B''' > 2C xx special cancel into a special or super
* '''cl.5C(1)''' or '''cl.5D(1)''' or '''2C''' xx special cancel into a special or super
** "HOWARD ARENA Basic Combos - Jae" #2
* Upper-body Evasion Attack 2AB > feint cancel (5 2AC) > 2C xx special cancel into a special or super
** "HOWARD ARENA Basic Combos - Jae" #10
* '''cl.5D(1)''' or '''cl.5C(1)''' > feint cancel > 2C xx special cancel into a special or super
** "HOWARD ARENA Basic Combos - Jae" #4
* Upper-body Evasion Attack 2AB xx Strong Ryuusei Raku 236D or Houou Kyaku 236236B/D or Houyoku Tenshou Kyaku 236236A/C + α
** "HOWARD ARENA Basic Combos - Jae" #11
* 2B xx [2]8D (BR) follow-up attacks
** Needs to special cancel in order to work mid-screen
*** Renda cancel (with pseudo-chain cancel) may also be used
* Strong Hienzan (trade) (mid-air hit),  Weak Shakka Shu 236A
* Shou-kyaku Hou 44B xx Weak Shakka Shu 236[A] (hold slightly)
** "HOWARD ARENA Basic Combos - Jae" #15
** Note: This results in an air reset. Be careful as some opponent's moves can be done as a guaranteed counterattack/punish.
====Jump Starters====
'''Basic jump hitconfirms'''
* '''j.A''' or '''j.B''' or '''j.C''' or '''j.D''' or '''j.A > j.C''' |> 2C xx 236D or 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #1
** Note: If 2C hits at the tip, sometimes 236K does not reach, so you're better off using 236D or 236P as enders.


'''Basic hitconfirms'''


cr.[[File:snkb.gif]], cr.[[File:snkc.gif]], [[File:qcf.png]] + [[File:snkd.gif]] 35 damage<br>
* Cross-up j.A |> cl.5D(1) > feint cancel > 2C xx special cancel into a special or super
cl.[[File:snka.gif]], cr.[[File:snkc.gif]], [[File:qcf.png]] + [[File:snkd.gif]] 33 damage<br>
** "HOWARD ARENA Basic Combos - Jae" #4
cl.[[File:snkc.gif]] 6ac, cr.[[File:snkc.gif]] [[File:qcf.png]] + [[File:snkd.gif]] 40 damage<br>
 
j.[[File:snkd.gif]], cr.[[File:snkc.gif]] [[File:qcf.png]] + [[File:snkd.gif]] 45 damage <br>
 
* Cross-up j.A |> 2C xx 236236A, 236236B
** "HOWARD ARENA Basic Combos - Jae" #5
** Note: If you do a jump attack starter on Griffon/Tizoc and Grant, you won't be able to connect the ground hit into a combo (taller hitbox --> more time needed to descend --> means less advantage).
** Note: It is more damaging to connect S-Power supers twice (A then B) than to do either P-Power (the damage is about the same amount as one P-Power super)
** Note: So against Griffon/Tizoc and Grant, if you instead do 5A, 2C after landing, you only can do one super.  
 
 
 
* hop A > Strong Hienzan (BR) > Strong Hienzan or Houou Kyaku 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #6
 


====Confirms into Super====


'''Super hitconfirms'''
'''Super hitconfirms'''


cr.[[File:snkb.gif]], cr.[[File:snkc.gif]] [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]]/[[File:snkd.gif]] 51/67 damage<br>
cl[[File:snka.gif]], cr.[[File:snkc.gif]] [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]]/[[File:snkd.gif]] 49/65 damage<br>
cl.[[File:snka.gif]], s.[[File:snka.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]]/[[File:snkd.gif]] 44/59 damage<br> (Note this can be done as a link)
cr.[[File:snkb.gif]], c[[File:snkb.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]]/[[File:snkd.gif]] 51/66 damage<br> (Note is much more easily done as a link)
cr.[[File:snkc.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snka.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]] 71~ damage<br> (need to be close for punch super to hit).


* '''jump or hop D or C or A or B''' |> 236236B/D
* 2B(x2) > 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #3
** Note: If you cannot special cancel into super in time, you can use motion storing (split inputs). For example, 2B>362B+D pressed at the same time>36B.
** Note: You can also link into the super after 2B, but this fails to connect at farther ranges.
* 2C xx 236236A, 236236B
** "HOWARD ARENA Basic Combos - Jae" #5
* hop A > Strong Hienzan (BR) > Houou Kyaku 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #6
* Strong Hienzan (BR) > Houou Kyaku 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #7
* Strong Hienzan (trade) (BR or non-BR) (ground or mid-air) > Houou Kyaku 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #9
* Upper-body Evasion Attack 2AB xx Houou Kyaku 236236B/D or Houyoku Tenshou Kyaku 236236A/C + α
** "HOWARD ARENA Basic Combos - Jae" #11
* Shou-kyaku Hou 44B xx Strong Hienzan (BR) (whiff) > Houou Kyaku 236236B/D
* Shou-kyaku Hou 44B xx feint > Houou Kyaku 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #13
** Note: When feint canceling Shou-kyaku Hou 44B, you have a longer window to do Houou Kyaku 236236B/D. When canceling with Hienzan BR whiff, you must immediately do Houou Kyaku 236236B/D.
====Guard Cancels====
* GC 236B
** Note: Best used as an anti-air GC
** Note: Use 236D if you know the attack is slower or more recovery
* GC 214B
** Note: Beats low attacks.
* GC [2]8D or [2]8D (BR) follow-up attacks
** Note: Your usual GC, and your fastest.
====Counter Hit====
* Strong Hienzan (BR) (CH) > Strong Ryuusei Raku 236D or [Strong Hienzan (BR) > Houou Kyaku 236236B/D]
** "HOWARD ARENA Basic Combos - Jae" #7
* (Jenet-only combo) Strong Hienzan (BR) (CH) > 2C xx Strong Hienzan (BR) > Houou Kyaku 236236B/D
** "HOWARD ARENA Basic Combos - Jae" #8
** Note: In the case of Jenet, just add an extra 2C to the above-mentioned combo. 
* Upper-body Evasion Attack 2AB (CH) > feint cancel (2AC) > dash forward > cl.5D(1) > feint cancel (2AC) > 2C xx special cancel into a special or super
** "HOWARD ARENA Basic Combos - Jae" #12
==Corner==
In the corner, you add an extra light attack to the above light starter combos.
====Feint Cancel Infinite====
* (Corner only) cl.5D(1) (FC) dash forward cl.5D(1) (FC) dash forward cl.5D...
** "HOWARD ARENA Basic Combos - Jae" #14
** Note: If there is even a slight delay -- dashing too late or canceling the dash into cl.5D too late -- it will not connect.
** Note: Instead of (2FC) 66, it can be easier to do (6FC)6
** Feint infinite into combo ender
*** (Example with ender) cl.5D(1) (2FC) dash forward cl.5D(1) (2FC) dash forward cl.5D(1) (2FC) 2C xx 236D
====Others====
* j.A |> 2C xx 236236A, 236236B
** Similar to "HOWARD ARENA Basic Combos - Jae" #5
** Note: If you do a front jump attack starter on Griffon/Tizoc and Grant, you won't be able to connect the ground hit into a combo (taller hitbox --> more time needed to descend --> means less advantage).
** Note: It is more damaging to connect S-Power supers twice (A then B) than to do either P-Power (the damage is about the same amount as one P-Power super)
** Note: So against Griffon/Tizoc and Grant, if you instead do 5A, 2C after landing, you only can do one super.


===Corner only===


* 2B, [2]8D (BR) follow-up attacks
** Done as a link only works in the corner


s[[File:snka.gif]], c[[File:snkb.gif]], c[[File:snkc.gif]], [[File:qcf.png]] + [[File:snkd.gif]] 35 damage<br>
s[[File:snka.gif]], c[[File:snkb.gif]], c[[File:snkc.gif]], [[File:qcf.png]] + [[File:snkc.gif]] 32 damage<br>
s[[File:snka.gif]], c[[File:snkb.gif]], c[[File:snkc.gif]], [[File:qcb.png]] + [[File:snkb.gif]] 30 damage<br>
s[[File:snka.gif]], c[[File:snkb.gif]], c[[File:snkc.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]] 53 damage<br>
s[[File:snka.gif]], c[[File:snkb.gif]], c[[File:snkc.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkd.gif]] 68 damage<br>
c[[File:snkb.gif]], c[[File:snkb.gif]], c[[File:snkb.gif]], c[[File:snkb.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]] 55 damage<br>
c[[File:snkb.gif]], c[[File:snkb.gif]], c[[File:snkb.gif]], c[[File:snkb.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkd.gif]] 70 damage<br>
j[[File:snka.gif]], [[File:snkc.gif]], j[[File:snka.gif]], d[[File:d.png]] + [[File:kick.gif]], [[File:df.png]] + [[File:kick.gif]] 39 damage<br>
c[[File:snkc.gif]], charge[[File:d.png]],[[File:up.gif]] + [[File:snkd.gif]] (1 hit), [[File:snka.gif]] [[File:snkb.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snka.gif]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]] 80 damage<br>


* j.A > j.C |> j.A xx 2K > 3K




{{Navbox-MOTW}}
* 2C xx [2]8D (BR) 236236A, 236236B

Revision as of 03:53, 6 April 2024

Midscreen/Anywhere

Ground Starters

Basic hitconfirms


  • 5A or 2B > 2C xx special cancel into a special or super
  • cl.5C(1) or cl.5D(1) or 2C xx special cancel into a special or super
    • "HOWARD ARENA Basic Combos - Jae" #2


  • Upper-body Evasion Attack 2AB > feint cancel (5 2AC) > 2C xx special cancel into a special or super
    • "HOWARD ARENA Basic Combos - Jae" #10


  • cl.5D(1) or cl.5C(1) > feint cancel > 2C xx special cancel into a special or super
    • "HOWARD ARENA Basic Combos - Jae" #4


  • Upper-body Evasion Attack 2AB xx Strong Ryuusei Raku 236D or Houou Kyaku 236236B/D or Houyoku Tenshou Kyaku 236236A/C + α
    • "HOWARD ARENA Basic Combos - Jae" #11


  • 2B xx [2]8D (BR) follow-up attacks
    • Needs to special cancel in order to work mid-screen
      • Renda cancel (with pseudo-chain cancel) may also be used


  • Strong Hienzan (trade) (mid-air hit), Weak Shakka Shu 236A
  • Shou-kyaku Hou 44B xx Weak Shakka Shu 236[A] (hold slightly)
    • "HOWARD ARENA Basic Combos - Jae" #15
    • Note: This results in an air reset. Be careful as some opponent's moves can be done as a guaranteed counterattack/punish.


Jump Starters

Basic jump hitconfirms


  • j.A or j.B or j.C or j.D or j.A > j.C |> 2C xx 236D or 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #1
    • Note: If 2C hits at the tip, sometimes 236K does not reach, so you're better off using 236D or 236P as enders.


  • Cross-up j.A |> cl.5D(1) > feint cancel > 2C xx special cancel into a special or super
    • "HOWARD ARENA Basic Combos - Jae" #4


  • Cross-up j.A |> 2C xx 236236A, 236236B
    • "HOWARD ARENA Basic Combos - Jae" #5
    • Note: If you do a jump attack starter on Griffon/Tizoc and Grant, you won't be able to connect the ground hit into a combo (taller hitbox --> more time needed to descend --> means less advantage).
    • Note: It is more damaging to connect S-Power supers twice (A then B) than to do either P-Power (the damage is about the same amount as one P-Power super)
    • Note: So against Griffon/Tizoc and Grant, if you instead do 5A, 2C after landing, you only can do one super.


  • hop A > Strong Hienzan (BR) > Strong Hienzan or Houou Kyaku 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #6


Confirms into Super

Super hitconfirms


  • jump or hop D or C or A or B |> 236236B/D


  • 2B(x2) > 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #3
    • Note: If you cannot special cancel into super in time, you can use motion storing (split inputs). For example, 2B>362B+D pressed at the same time>36B.
    • Note: You can also link into the super after 2B, but this fails to connect at farther ranges.


  • 2C xx 236236A, 236236B
    • "HOWARD ARENA Basic Combos - Jae" #5


  • hop A > Strong Hienzan (BR) > Houou Kyaku 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #6


  • Strong Hienzan (BR) > Houou Kyaku 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #7


  • Strong Hienzan (trade) (BR or non-BR) (ground or mid-air) > Houou Kyaku 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #9


  • Upper-body Evasion Attack 2AB xx Houou Kyaku 236236B/D or Houyoku Tenshou Kyaku 236236A/C + α
    • "HOWARD ARENA Basic Combos - Jae" #11


  • Shou-kyaku Hou 44B xx Strong Hienzan (BR) (whiff) > Houou Kyaku 236236B/D
  • Shou-kyaku Hou 44B xx feint > Houou Kyaku 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #13
    • Note: When feint canceling Shou-kyaku Hou 44B, you have a longer window to do Houou Kyaku 236236B/D. When canceling with Hienzan BR whiff, you must immediately do Houou Kyaku 236236B/D.


Guard Cancels

  • GC 236B
    • Note: Best used as an anti-air GC
    • Note: Use 236D if you know the attack is slower or more recovery


  • GC 214B
    • Note: Beats low attacks.


  • GC [2]8D or [2]8D (BR) follow-up attacks
    • Note: Your usual GC, and your fastest.


Counter Hit

  • Strong Hienzan (BR) (CH) > Strong Ryuusei Raku 236D or [Strong Hienzan (BR) > Houou Kyaku 236236B/D]
    • "HOWARD ARENA Basic Combos - Jae" #7


  • (Jenet-only combo) Strong Hienzan (BR) (CH) > 2C xx Strong Hienzan (BR) > Houou Kyaku 236236B/D
    • "HOWARD ARENA Basic Combos - Jae" #8
    • Note: In the case of Jenet, just add an extra 2C to the above-mentioned combo.


  • Upper-body Evasion Attack 2AB (CH) > feint cancel (2AC) > dash forward > cl.5D(1) > feint cancel (2AC) > 2C xx special cancel into a special or super
    • "HOWARD ARENA Basic Combos - Jae" #12


Corner

In the corner, you add an extra light attack to the above light starter combos.


Feint Cancel Infinite

  • (Corner only) cl.5D(1) (FC) dash forward cl.5D(1) (FC) dash forward cl.5D...
    • "HOWARD ARENA Basic Combos - Jae" #14
    • Note: If there is even a slight delay -- dashing too late or canceling the dash into cl.5D too late -- it will not connect.
    • Note: Instead of (2FC) 66, it can be easier to do (6FC)6
    • Feint infinite into combo ender
      • (Example with ender) cl.5D(1) (2FC) dash forward cl.5D(1) (2FC) dash forward cl.5D(1) (2FC) 2C xx 236D


Others

  • j.A |> 2C xx 236236A, 236236B
    • Similar to "HOWARD ARENA Basic Combos - Jae" #5
    • Note: If you do a front jump attack starter on Griffon/Tizoc and Grant, you won't be able to connect the ground hit into a combo (taller hitbox --> more time needed to descend --> means less advantage).
    • Note: It is more damaging to connect S-Power supers twice (A then B) than to do either P-Power (the damage is about the same amount as one P-Power super)
    • Note: So against Griffon/Tizoc and Grant, if you instead do 5A, 2C after landing, you only can do one super.


  • 2B, [2]8D (BR) follow-up attacks
    • Done as a link only works in the corner


  • j.A > j.C |> j.A xx 2K > 3K


  • 2C xx [2]8D (BR) 236236A, 236236B