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{{MOTW Character Subnav |name=Gato |sub=1}} | {{MOTW Character Subnav |name=Gato |sub=1}} | ||
== | ==Midscreen/Anywhere== | ||
=== | ====Ground Starters==== | ||
=== | * '''cl.A''', '''5A''', or '''2A''' xx 236A > 66A | ||
Notes: 236A can be fairly safe by itself and confirmed into 66A if not used as a punish. | |||
* | |||
* '''cl.C''' or '''2C''' xx 236C > 66C | |||
* | Notes: Used as a punish since 236C can be somewhat unsafe. | ||
* | * cl.D xx 214D~B > 236236A/C | ||
Notes: Used as a punish to combo into super. | |||
* | |||
* 2B > 5A xx 623D | |||
Notes: Whiffs on a crouching opponent but can work well as a cross-under to target landing recovery. | |||
* 2AB xx '''236C > 66C''' or '''214D~B > 236236A/C''' | |||
Notes: 214D~B works best in close range, otherwise it may whiff. | |||
====Jump Starters==== | |||
* '''j.B > j.A''' or '''j.D''' > cl.C/2C xx 236C > 66C | |||
* hop B > 623B (br) > 623D | |||
* '''j.B > j.A''' or '''hop D''' > 236A > 66A | |||
Notes: Perform 236A as soon as you land to cancel the landing recovery of your normal. j.B > j.A can be done from a neutral jump (such as when baiting a throw tech). Hop D must hit somewhat deep. | |||
* j.B > j.A > 214D~B > 236236A/C | |||
Notes: Typically used as a whiff punish against moves such as fireballs. | |||
====Confirms into Super==== | |||
* '''hop D''', '''cl.D''', or '''2B''' > 236236A/C | |||
* hop B > 623B (br) > 236236A/C | |||
* 214B~C > 236236A/C | |||
Notes: Have 214B~C hit as deep as possible so it acts as an instant overhead and is easier to link into super. | |||
* j.CD > j.D > 236236A/C | |||
Notes: Cross-up. | |||
* 6A > 236236A/C | |||
Notes: An unblockable, not a true combo unless it hits meaty. | |||
* [2]8C > 236236A/C | |||
Notes: Conversion into super from the counter move. | |||
====Guard Cancels==== | |||
* GC 214D~B > 623D or 236236A/C | |||
====Counter Hit==== | |||
* '''623B (br)''' or '''214B/D~B''' (counter hit) > run 214D~B > 623D or 236236A/C | |||
* 2AB (counter hit) xx 2AC > run '''cl.C xx 236C > 66C''' or '''cl.D xx 214D~B > 236236A/C''' | |||
==Corner== | |||
* cl.D > 5A xx 623D | |||
* '''hop B''', '''hop D''', '''j.A > j.B''', or '''2B''' > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1) | |||
Notes: [214B~B] x n is known as Gato's Sen-ga loop. Perform them as low to the ground as possible in order to maximize your number of reps. | |||
* 214B~C > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1) | |||
Notes: Have 214B~C hit as deep as possible in order to link into 623B. | |||
* cl.D xx 214D~B > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1) | |||
Notes: Used as a punish. | |||
====Counter Hit==== | |||
* '''623B (br)''', '''214B~B''', or '''214B/D~C''' (counter hit) > [623B (br)] > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1) | |||
Notes: You can get more potential Sen-ga reps the higher you manage to counter hit the opponent in the air. |
Revision as of 08:15, 9 September 2022
Midscreen/Anywhere
Ground Starters
- cl.A, 5A, or 2A xx 236A > 66A
Notes: 236A can be fairly safe by itself and confirmed into 66A if not used as a punish.
- cl.C or 2C xx 236C > 66C
Notes: Used as a punish since 236C can be somewhat unsafe.
- cl.D xx 214D~B > 236236A/C
Notes: Used as a punish to combo into super.
- 2B > 5A xx 623D
Notes: Whiffs on a crouching opponent but can work well as a cross-under to target landing recovery.
- 2AB xx 236C > 66C or 214D~B > 236236A/C
Notes: 214D~B works best in close range, otherwise it may whiff.
Jump Starters
- j.B > j.A or j.D > cl.C/2C xx 236C > 66C
- hop B > 623B (br) > 623D
- j.B > j.A or hop D > 236A > 66A
Notes: Perform 236A as soon as you land to cancel the landing recovery of your normal. j.B > j.A can be done from a neutral jump (such as when baiting a throw tech). Hop D must hit somewhat deep.
- j.B > j.A > 214D~B > 236236A/C
Notes: Typically used as a whiff punish against moves such as fireballs.
Confirms into Super
- hop D, cl.D, or 2B > 236236A/C
- hop B > 623B (br) > 236236A/C
- 214B~C > 236236A/C
Notes: Have 214B~C hit as deep as possible so it acts as an instant overhead and is easier to link into super.
- j.CD > j.D > 236236A/C
Notes: Cross-up.
- 6A > 236236A/C
Notes: An unblockable, not a true combo unless it hits meaty.
- [2]8C > 236236A/C
Notes: Conversion into super from the counter move.
Guard Cancels
- GC 214D~B > 623D or 236236A/C
Counter Hit
- 623B (br) or 214B/D~B (counter hit) > run 214D~B > 623D or 236236A/C
- 2AB (counter hit) xx 2AC > run cl.C xx 236C > 66C or cl.D xx 214D~B > 236236A/C
Corner
- cl.D > 5A xx 623D
- hop B, hop D, j.A > j.B, or 2B > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: [214B~B] x n is known as Gato's Sen-ga loop. Perform them as low to the ground as possible in order to maximize your number of reps.
- 214B~C > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: Have 214B~C hit as deep as possible in order to link into 623B.
- cl.D xx 214D~B > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: Used as a punish.
Counter Hit
- 623B (br), 214B~B, or 214B/D~C (counter hit) > [623B (br)] > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: You can get more potential Sen-ga reps the higher you manage to counter hit the opponent in the air.