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| ==Core Garou MetaGame==
| | Kim Jae-Hoon Strategy Guide -- Combos |
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| | 【Combos】 |
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| ===Key===
| | Mid-Screen |
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| |
|
| ;Color
| | * cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD) |
| :red = strong,
| | * j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD) |
| :orange = somewhat strong,
| |
| :yellow = somewhat weak,
| |
| :green = weak,
| |
| :blue = equal/neutral,
| |
| :purple = variable
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|
| |
|
| ;Type
| |
| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Defense_.28rectangle.29 rectangle = defense],
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| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Offense_.28diamond.29 diamond = offense],
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| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Movement_.28oval.29 oval = movement],
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| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Situation_.28hexagon.29 hexagon = situation],
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| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Elements_.28space.2Ftime.29_.28cloud.29 cloud = elements (space/time)]
| |
|
| |
|
| | 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). |
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| |
|
| | Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C. |
|
| |
|
| ===Situation (hexagon)===
| | 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. |
| -------------------------------------------------------------------------------
| |
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|
| |
|
| ====far-range footsies (AKA neutral)====
| | * 2B×2 > Houou Kyaku (236236B/D) |
| -------------------------------------------------------------------------------
| | * f.5A > 2B > Houou Kyaku (236236B/D) |
| (purple = variable, hexagon = situation) | |
|
| |
|
| | No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead. |
|
| |
|
| ;Equals
| | * sj.A > Hienzan D (BR) > Hienzan D > Follow-up |
| | * sj.A > Hienzan (BR) > Houou Kyaku (236236B/D) |
|
| |
|
| :(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| |
|
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|
| | Strong Hienzan BR ([2]8D BR) is ±0. |
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|
| | 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. |
|
| |
|
| ====mid-range footsies====
| | 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. |
| (purple = variable, hexagon = situation)
| | 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. |
|
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|
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|
| ;Beaten by
| | * sj.A or sj.D > Houou Kyaku (236236B/D) |
|
| |
|
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| | 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. |
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|
| | * Far B > (TOP Confirm) Houou Kyaku (236236B/D) |
|
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|
| ====close-range footsies====
| | 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. |
| -------------------------------------------------------------------------------
| |
| (purple = variable, hexagon = situation)
| |
|
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|
|
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|
| ;Beaten by
| | Corner |
|
| |
|
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
| | 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. |
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|
| | * dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D) |
|
| |
|
| ====life disadvantage====
| | 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. |
| (blue = neutral, hexagon = situation)
| |
|
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| ;Beaten by
| | * 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 |
|
| |
|
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#timer_.28time_control.29 timer (time control)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
|
| |
|
| | | 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. |
| | |
| ====life advantage (often turtles. check what beats turtling!)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, hexagon = situation)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]
| |
| | |
| | |
| | |
| ===Elements (space/time) (cloud)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====timer (time control)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, cloud = elements(space/time))
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]
| |
| | |
| | |
| | |
| ====2d space (space control)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, cloud = elements(space/time))
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)]
| |
| ::* backdashes give space control to the opponent, because backdashes move you closer into the corner
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 advanced dash/run footsies and movement (requires high level understanding and skill)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
| |
| ::*if done reacting to an opponent trying to jump, say, out of the corner
| |
| ::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
| |
| ::*keep full jumps either empty, or wait to press a button after the opponent jumps
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#forward_dash.2Frun forward dash/run]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
| |
| | |
| | |
| | |
| ===Movement (oval)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====forward dash/run====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, oval = movement)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(yellow = somewhat weak) 2d space (space control)
| |
| | |
| | |
| | |
| ====advanced dash/run footsies and movement (requires high level understanding and skill)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, oval = movement)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) jabs
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) 2d space (space control)
| |
| | |
| | |
| | |
| ====dash/run unders (under jumps)====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, oval = movement)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
| |
| | |
| | |
| | |
| ====Empty jumps (a powerful mechanic; IF you can master empty jump JD's)====
| |
| -------------------------------------------------------------------------------
| |
| (orange = somewhat strong, oval = movement)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(green = weak) (feint) pressure/mixups
| |
| :*(red = strong) 2d space (space control)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(yellow = somewhat weak) dash/run unders (under jumps)
| |
| | |
| | |
| | |
| ====hop attacks (you can't JD during a hop's descent, but can JD during the ascent)====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, oval = movement)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(green = weak) 2AB
| |
| ::*w/proper spacing or timing
| |
| :*(blue = neutral) Backdashes (invincible)
| |
| :*(yellow = somewhat weak) JD (GC)
| |
| | |
| | |
| | |
| ===Defense (rectangle)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====Pressure v. Turtling====
| |
| -------------------------------------------------------------------------------
| |
| (purple = variable, rectangle = defense)
| |
| | |
| | |
| Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move
| |
| | |
| | |
| | |
| ====Backdashes====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, rectangle = defense)
| |
| | |
| | |
| Backdashes are invincible.
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(blue = neutral) DP (breaks)
| |
| :*(blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
| |
| :*(purple = variable) 0f supers/supers
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) 2d space (space control)
| |
| ::*backdashes give space control to the opponent, because backdashes move you closer into the corner
| |
| | |
| | |
| | |
| ====JD (GC)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, rectangle = defense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) DP (breaks)
| |
| :*(red = strong) jump normals
| |
| ::*full jump attacks get DESTROYED easily by many things; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up.
| |
| :*(yellow = somewhat weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
| |
| :*(orange = somewhat strong) (feint) pressure/mixups
| |
| :*(orange = somewhat strong) life advantage (often turtles, check what beats turtling!)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) jabs
| |
| ::*mashing jab or 2B can interrupt lots of JD/GC's
| |
| :*(orange = somewhat strong) lows (2B mainly)
| |
| ::*mashing jab or 2B can interrupt lots of JD/GC's
| |
| | |
| | |
| | |
| ====meter building====
| |
| -------------------------------------------------------------------------------
| |
| (green = weak, rectangle = defense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equals/neutral) timer (time control)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(green = weak) turtling/blocking (fishing for GC's too)
| |
| :*(purple = variable) life disadvantage
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) projectiles
| |
| | |
| | |
| | |
| ====turtling/blocking (fishing for GC's too)====
| |
| -------------------------------------------------------------------------------
| |
| (orange = somewhat strong, rectangle = defense)
| |
| | |
| | |
| Pressure v. Turtling --
| |
| pressure is green at midrange, turns to orange/red in the corner,
| |
| which is why space control is so effective at getting turtles to make a move
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) life disadvantage
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(purple = variable) (feint) pressure/mixups
| |
| :*(orange = somewhat strong) throws
| |
| :*(red = strong) life advantage (often turtles. check what beats turtling!)
| |
| :*(red = strong) 2d space (space control)
| |
| :*(green = weak) meter building
| |
| | |
| | |
| | |
| ===Offense (diamond)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====(feint) pressure/mixups====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(purple = variable) turtling/blocking (fishing for GC's too)
| |
| :*(yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) JD (GC)
| |
| :*(yellow = somewhat weak) DP (breaks)
| |
| :*(yellow = somewhat weak) 0f supers/supers
| |
| ::*risky!!
| |
| :*(yellow = somewhat weak) 2AB
| |
| :*(green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
| |
| | |
| | |
| | |
| ====projectiles====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) 2d space (space control)
| |
| :*(blue = equal/neutral) far-range footsies (AKA neutral)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(green = weak) mid-range footsies
| |
| :*(orange = somewhat strong) meter building
| |
| | |
| | |
| | |
| ====jump normals====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| full jump attacks get DESTROYED easily by many things;
| |
| DO NOT throw out random high jump attacks without reaction.
| |
| You'll get blown up.
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = neutral) DP (breaks)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) throws
| |
| ::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
| |
| :*(red = strong) 2d space (space control)
| |
| ::*if done reacting to an opponent trying to jump, say, out of the corner
| |
| ::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
| |
| ::*keep full jumps either empty, or wait to press a button after the opponent jumps
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) JD (GC)
| |
| | |
| | |
| | |
| ====DP (break)====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = neutral) jump normals
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(yellow = somewhat weak) (feint) pressure/mixups
| |
| :*(red = strong) close-range footsies
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) JD (GC)
| |
| :*(blue = neutral) Backdashes (are invincible)
| |
| | |
| | |
| | |
| ====jabs====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, diamond = offense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(orange = somewhat strong) JD (GC)
| |
| ::*mashing jab or 2B can interrupt lots of JD/GC's
| |
| :*(green = weak) 2d space (space control)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(green = weak) 2AB
| |
| :*(green = weak) lows (2B mainly)
| |
| | |
| | |
| | |
| ====lows (2B mainly)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, diamond = offense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(orange = somewhat strong) JD (GC)
| |
| :*(green = weak) jabs
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(blue = neutral) AB
| |
| | |
| | |
| | |
| ====sweeps====
| |
| -------------------------------------------------------------------------------
| |
| (green = weak, diamond = offense)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) AB
| |
| | |
| | |
| | |
| ====2AB or AB====
| |
| -------------------------------------------------------------------------------
| |
| 2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense)
| |
| | |
| | |
| ;2AB Beats
| |
| | |
| :*(green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
| |
| ::*w/proper spacing or timing
| |
| :*(yellow = somewhat weak) (feint) pressure/mixups
| |
| :*(green = weak) jabs
| |
| :*(purple = variable) 0f supers/supers
| |
| | |
| | |
| AB Beats:
| |
| | |
| :*(blue = neutral) lows (2B mainly)
| |
| :*(red = strong) sweeps
| |
| | |
| | |
| | |
| ====throws====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(orange = somewhat strong) turtling/blocking (fishing for GC's too)
| |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) jump normals
| |
| ::*neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!
| |
| | |
| | |
| | |
| ====0f supers or supers====
| |
| -------------------------------------------------------------------------------
| |
| 0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Both Beats
| |
| | |
| :*(orange = somewhat strong) life advantage (often turtles. check what beats turtling!)
| |
| | |
| | |
| ;0f supers Beats
| |
| :*(yellow = somewhat weak) (feint) pressure/mixups
| |
| ::*risky!!
| |
| | |
| | |
| ;0f supers Beaten by
| |
| | |
| :*(purple = variable) Backdashes (invincible)
| |
| :*(purple = variable) 2AB
| |