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List of maximum feint frames:
Kim Jae-Hoon Strategy Guide -- Combos
<div class="mw-collapsible mw-collapsed">
<br>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''6A+C''' || '''2A+C'''
|-
| [[Rock (Garou)|Rock Howard]]  || 46 || 34
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || 26 || 30
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || 30 || 37
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || 33 || 43
|-
| [[Khushnood Butt (Garou)|Butt/Marco]] || 39 || 44
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || 33 || 54
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || 28 || 36
|-
| [[Freeman (Garou)|Freeman]] || 32 || 27
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || 22 || 25
|-
| [[Gato (Garou)|Gato]] || 22 || 35
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || 17 || 35
|-
| [[B. Jenet (Garou)|B. Jenet]] || 35 || 42
|-
| [[Grant (Garou)|Grant]] || 27 || 38
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || 36 || 45
|}
</div>


【Combos】


Feint Reversal Timing:
Mid-Screen
---------------------------------------
You can jump or hop on the first frame after
the minimum feint frames. 


But for other actions,
* cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
you don't have the same reversal timing (see [[#Timing_For_Reversals]])  
* j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
as with other recoveries.  




The earliest to complete commands for the following
Basic combo. Hit confirm with 2B hit, and if it is blocked you feint cancel with 2C (2A+C or 4A+C) which makes you more plus (recovery of 2C is replaced with feint).
to execute after a feint or feint cancel:
When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits). 


;Normal, forward dash step, backdash, special, T.O.P. attack, super
Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C.
:1F before the end of the minimum feint frames
:1F after minimum feint frames
:(2F window)


;Forward dash run, Freeman forward dash step
If you think you are a little too far away for Ryuusei Raku, you should choose to do Shakka Shuu (236P) because you will receive a severe counterattack if Ryuusei Raku (236K) is blocked.
:1F-4F before the end of the minimum feint frames
 
:1F after minimum feint frames
 
:(5F window)
* 2B×2 > Houou Kyaku (236236B/D)
* f.5A > 2B > Houou Kyaku (236236B/D)
 
No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead.
 
* sj.A > Hienzan D (BR) > Hienzan D > Follow-up
* sj.A > Hienzan (BR) > Houou Kyaku (236236B/D)
 
 
Strong Hienzan BR ([2]8D BR) is ±0.
 
If on the side that's attacking with this move, you are able to continue to aggressively attack with successive/repeated Strong Hienzan BR that cannot be throw-punished/counterattacked; 2B > Strong Hienzan BR; throw; etc.
 
If on the side that's defending against this move, you can throw-punish/counterattack the opponent if they land close to you.
If you are in TOP, you can attack while [[Garou:_Mark_of_the_Wolves/Offense#Throw_Bug_Escape_Technique | adding throw invincibility]], but that can be fairly difficult to do.
If a small jump attack is blocked by the defending side, it is possible to end by using Weak Hienzan to cancel the landing recovery and reset neutral, especially with the BR version. 
 
 
* sj.A or sj.D > Houou Kyaku (236236B/D)
 
Cancel the landing recovery to connect and combo into Houou Kyaku. Small Jump D is vulnerable to an upper-body evasion attack, so do not use it too often.
 
 
* Far B > (TOP Confirm) Houou Kyaku (236236B/D)
 
Far B is easy to use for [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#TOP_Hit_Confirm | TOP Confirmation]]. So you should aim to use it when the opponent is not using Front TOP placement. 
 
 
Corner
 
Remember that if you are at the corner, you can enter one more hit of A or B for the above mid-screen combos. That way, you'll have extra time to hit confirm into a combo.
 
 
* dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D)
 
A combo from cl.5B can be done and that cl.5B can beat upper-body evasion attacks.
Use this combo against an opponent who uses upper-body evasion attacks to beat your dash A.
 
 
* sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Strong Hienzan > Follow-up Attack
* sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Houou Kyaku B
* sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku C > Follow-up Attack
 
 
Doing Houyoku Tenshou Kyaku C and going into its held button follow-up almost does as much damage as doing Houyoku Tenshou Kyaku  A > Houou Kyaku B.

Latest revision as of 22:11, 24 February 2024

Kim Jae-Hoon Strategy Guide -- Combos

【Combos】

Mid-Screen

  • cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
  • j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)


Basic combo. Hit confirm with 2B hit, and if it is blocked you feint cancel with 2C (2A+C or 4A+C) which makes you more plus (recovery of 2C is replaced with feint). When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits).

Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C.

If you think you are a little too far away for Ryuusei Raku, you should choose to do Shakka Shuu (236P) because you will receive a severe counterattack if Ryuusei Raku (236K) is blocked.


  • 2B×2 > Houou Kyaku (236236B/D)
  • f.5A > 2B > Houou Kyaku (236236B/D)

No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead.

  • sj.A > Hienzan D (BR) > Hienzan D > Follow-up
  • sj.A > Hienzan (BR) > Houou Kyaku (236236B/D)


Strong Hienzan BR ([2]8D BR) is ±0.

If on the side that's attacking with this move, you are able to continue to aggressively attack with successive/repeated Strong Hienzan BR that cannot be throw-punished/counterattacked; 2B > Strong Hienzan BR; throw; etc.

If on the side that's defending against this move, you can throw-punish/counterattack the opponent if they land close to you. If you are in TOP, you can attack while adding throw invincibility, but that can be fairly difficult to do. If a small jump attack is blocked by the defending side, it is possible to end by using Weak Hienzan to cancel the landing recovery and reset neutral, especially with the BR version.


  • sj.A or sj.D > Houou Kyaku (236236B/D)

Cancel the landing recovery to connect and combo into Houou Kyaku. Small Jump D is vulnerable to an upper-body evasion attack, so do not use it too often.


  • Far B > (TOP Confirm) Houou Kyaku (236236B/D)

Far B is easy to use for TOP Confirmation. So you should aim to use it when the opponent is not using Front TOP placement.


Corner

Remember that if you are at the corner, you can enter one more hit of A or B for the above mid-screen combos. That way, you'll have extra time to hit confirm into a combo.


  • dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D)

A combo from cl.5B can be done and that cl.5B can beat upper-body evasion attacks. Use this combo against an opponent who uses upper-body evasion attacks to beat your dash A.


  • sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Strong Hienzan > Follow-up Attack
  • sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Houou Kyaku B
  • sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku C > Follow-up Attack


Doing Houyoku Tenshou Kyaku C and going into its held button follow-up almost does as much damage as doing Houyoku Tenshou Kyaku A > Houou Kyaku B.