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| ====Reverse Guard==== | | ====Cross-under==== |
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| Some characters' throw in the corner
| | SExample of hitting the lower part of the opponent, and then start dashing while the opponent is still in recovery |
| puts the opponent on the ground in reverse.
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| Rather than oriented toward you, they are oriented toward the corner.
| | {{#ev:youtube|https://www.youtube.com/watch?v=vLZ41ULkOI0|480x320||||start=66&end=70&loop=1&playlist=vLZ41ULkOI0}} |
| On wake-up, on this short time period they stay reversed before orienting themselves toward you again.
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| After that throw, even though it looks like an attack from the front,
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| rather it can become a reverse guard situation.
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| Your guard is reversed and you have to block the opposite direction like you would for a cross-up,
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| otherwise it's like you're holding forward.
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| | | <iframe width="480" height="320" src="https://www.youtube.com/embed/vLZ41ULkOI0?list=TLGG6hTLBpnCz0AxMTEyMjAyMg" title="Gekow vs Aerendir" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> |
| You can continue with ground attacks as a follow-up after landing.
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| Next is further explanation and also what do do against it.
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| 【Corner Jump Attack that becomes a Reverse Guard】
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| The characters with this type of throw are limited,
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| but if you throw the opponent into the corner
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| and then perform a specific jump attack,
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| the jump attack will be a reverse guard,
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| but after that, the landing will be in front of the opponent
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| and the guard direction will return to normal
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| (while still pushing the opponent to the edge of the corner).
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| There is a strong setplay.
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| Please see the table below for characters
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| and their jump attacks that can do reverse guard.
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| {| border="1em" style="border: 1px solid #999;"
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| | '''Character''' || '''Corresponding Throw''' || '''Jump Attack'''
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| | [[Rock (Garou)|Rock Howard]] || C throw, Vacuum Throw || A, C, D
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| | [[Terry Bogard (Garou)|Terry Bogard]] || C Throw || B, C, D
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| | [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || C Throw || A, B, D, j.2K, j.236(x2)P
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| | [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || C Throw || A, B, j.2K
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| | [[Hotaru Futaba (Garou)|Hotaru Futaba]] ※ 1 || C Throw || A, B, D, j.2B, j.214K
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| | [[Gato (Garou)|Gato]] || C Throw || B, D
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| | [[B. Jenet (Garou)|B. Jenet]] ※ 2 || C Throw || B, C, D, j.2K
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| | [[Kevin Rian (Garou)|Kevin Rian]] || C Throw || A, C
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| | [[Tizoc (Garou)|Tizoc/Griffon]] ※ 3 || C Throw (Grif-Fall follow-up works too) || C
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| | [[Grant (Garou)|Grant]] ※ 4 || C Throw || B, D, j.2K
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| |}
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| The trick to set up this set play
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| is to dash for from a half-character to one-character distance after the throw,
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| then jump to the corner of the screen. (※ 5)
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| The corresponding jump attack should be launched with a high point of impact
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| (hitting at the top of the opponent's hurtbox).
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| If you set the opponent to ALL GUARD
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| in the PRACTICE MODE (on AES or home versions)
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| and set up the above set play,
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| it will only get a hit for the jump attack when you are in reverse guard,
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| so it is perfect for practice.
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| Naturally, other jump attacks and special moves
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| can also be used for guard advantage if you change the point of impact,
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| making them difficult to handle as the opponent mixes the use of their options.
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| ※ 1... Cannot be used against Hokutomaru, Gato, Grant, and Kain.
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| ※ 2... When aiming for a reverse guard with B on Jenet and Grant, wait a little after the throw and then perform a super jump.
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| ※ 3... Cannot be used against Hokutomaru, and can only be used against Kain after Grif-Fall.
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| ※ 4... Kevin, Freeman, Terry, Grant, and Kain cannot be reverse guarded with D.
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| ※ 5... Jenet can walk, Griffon can only walk. Hotaru jumps the moment the throwstun (the throw itself) ends.
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| 【Cross-ups are a Reverse Guard Attack】
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| ---------------------------------------
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| After doing something like a cross-up jump attack and side-switching,
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| the moment the hitstun or blockstun ends, the reverse guard goes back to normal guard.
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| To guard a cross-up, you need to enter the direction input towards the opponent, just like the reverse guard situation in the corner.
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| Example: Grant's cross-up j.B > 2A, 2A becomes a reverse guard situation.
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| ※The same situation will occur if you do an air turn-around attack of Gato or Hotaru
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| that needs to be blocked through the "front" side.
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| Theoretically, any character with a cross-up jump attack can aim for a reverse guard.
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| But this reverse guard can be practiced in Practice Mode
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| in the same way as the above method,
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| and you can determine whether it fails or succeeds.
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