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====Reverse Guard====
Kim Jae-Hoon Strategy Guide -- Combos


Some characters' throw in the corner
【Combos】
puts the opponent on the ground in reverse.
Rather than oriented toward you, they are oriented toward the corner.
On wake-up, on this short time period they stay reversed before orienting themselves toward you again.


After that throw, even though it looks like an attack from the front,
Mid-Screen
rather it can become a reverse guard situation.
Your guard is reversed and you have to block the opposite direction like you would for a cross-up,
otherwise it's like you're holding forward.


* 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)


You can continue with ground attacks as a follow-up after landing.


Next is further explanation and also what do do against it.
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.


【Corner Jump Attack that becomes a Reverse Guard】
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.  
---------------------------------------
The characters with this type of throw are limited,  
but if you throw the opponent into the corner
and then perform a specific jump attack,
the jump attack will be a reverse guard,
but after that, the landing will be in front of the opponent
and the guard direction will return to normal
(while still pushing the opponent to the edge of the corner).
There is a strong setplay.  




Please see the table below for characters
* 2B×2 > Houou Kyaku (236236B/D)
and their jump attacks that can do reverse guard.
* 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)


{| border="1em" style="border: 1px solid #999;"
|-
| '''Character''' || '''Corresponding Throw''' || '''Jump Attack'''
|-
| [[Rock (Garou)|Rock Howard]]  || C throw, Vacuum Throw || A, C, D
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || C Throw || B, C, D
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || C Throw || A, B, D, j.2K, j.236(x2)P
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || C Throw || A, B, j.2K
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] ※ 1 || C Throw || A, B, D, j.2B, j.214K
|-
| [[Gato (Garou)|Gato]] || C Throw || B, D
|-
| [[B. Jenet (Garou)|B. Jenet]] ※ 2 || C Throw || B, C, D, j.2K
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || C Throw || A, C
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] ※ 3 || C Throw (Grif-Fall follow-up works too) || C
|-
| [[Grant (Garou)|Grant]] ※ 4 || C Throw || B, D, j.2K
|}


Strong Hienzan BR ([2]8D BR) is ±0.


The trick to set up this set play
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.  
is to dash for from a half-character to one-character distance after the throw,
then jump to the corner of the screen. (※ 5)
The corresponding jump attack should be launched with a high point of impact
(hitting at the top of the opponent's hurtbox).


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. 


If you set the opponent to ALL GUARD
in the PRACTICE MODE (on AES or home versions)
and set up the above set play,
it will only get a hit for the jump attack when you are in reverse guard,
so it is perfect for practice.


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


Naturally, other jump attacks and special moves
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.  
can also be used for guard advantage if you change the point of impact,  
making them difficult to handle as the opponent mixes the use of their options.  




※ 1... Cannot be used against Hokutomaru, Gato, Grant, and Kain.
* Far B > (TOP Confirm) Houou Kyaku (236236B/D)


※ 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.
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.


※ 3... Cannot be used against Hokutomaru, and can only be used against Kain after Grif-Fall.


※ 4... Kevin, Freeman, Terry, Grant, and Kain cannot be reverse guarded with D.
Corner


※ 5... Jenet can walk, Griffon can only walk. Hotaru jumps the moment the throwstun (the throw itself) ends.
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)


【Cross-ups are a Reverse Guard Attack】
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.  
After doing something like a cross-up jump attack and side-switching,
the moment the hitstun or blockstun ends, the reverse guard goes back to normal guard.




To guard a cross-up, you need to enter the direction input towards the opponent, just like the reverse guard situation in the corner.
* 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




Example: Grant's cross-up j.B > 2A, 2A becomes a reverse guard situation.
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.
 
 
※The same situation will occur if you do an air turn-around attack of Gato or Hotaru
that needs to be blocked through the "front" side.
 
Theoretically, any character with a cross-up jump attack can aim for a reverse guard.
But this reverse guard can be practiced in Practice Mode
in the same way as the above method,
and you can determine whether it fails or succeeds.

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.