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===Mid-Air Hit===
Kim Jae-Hoon Strategy Guide -- Combos


This is a section devoted to the mid-air hit situation,
【Combos】
touched upon in other various topics, but consolidated here. 


Mid-Screen


Receiving hits while in mid-air, from either grounded or air moves, may cause knockdown (tech or untechable).
* cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
But before that knockdown, follow-up attacks are possible.  
* j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
* Air counter-hit while airborne
** See [[Garou:_Mark_of_the_Wolves/Offense#Counter_Hits | "Counter Hits"]] section for allowed follow-ups.
* Non-counter-hit special/super while airborne
** Allowed follow-up specials and supers are dependent on the character.




Meanwhile, non-knockdowning, non-counter-hit air hits put you in hitstop, then air hitstun,  
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).  
and then -- after falling -- into an air-hit landing recovery.  
When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits). 
* Hits of the latter parts of some special/super/TOP attacks while airborne
* Normal/evasion attack hits while airborne


Air hitstun is 11F:
Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C.
* You have this window of air hitstun for a [[Garou:_Mark_of_the_Wolves/Calculation#The_Role_of_Canceling_for_Combos | special cancel]] to combo.
* Follow-up normals or target combos do not connect during this time.  


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.


Similarly, air JDing any attack puts you in air JD blockstop, then air JD blockstun,
and then -- after falling -- an air JD landing recovery.


Mid-air JD has 11F JD blockstun:
* 2B×2 > Houou Kyaku (236236B/D)
* Every type of hit has this same JD blockstun (weak normal, strong normal, evasion attack, special/super/TOP attack).
* f.5A > 2B > Houou Kyaku (236236B/D)
(See [[Garou:_Mark_of_the_Wolves/Defense#Exceptions_to_JD_Blockstun_Reduction | "Exceptions to JD Blockstun Reduction"]].)
* Another JD can be buffered before JD blockstun ends.  
(See [[Garou:_Mark_of_the_Wolves/Defense#Successive_JD's | "Successive JD's"]].)


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)


Air Hit Landing Recovery


(Sourced from [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#0F_Move_Guard-Impossible_Phenomenon | "0F Move Guard-Impossible Phenomenon"]].
Strong Hienzan BR ([2]8D BR) is ±0.  


After exiting air hitstun while airborne,
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.
your sprite is reset, you fall to the ground,
and you have 3 frames before you can move again (for Hokutomaru it is 4 frames)


You cannot be hit falling after exiting air hitstun (air invincible) and during these landing frames because [https://twitter.com/kotahugo/status/1529535103021498374 there is no 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.


However, during these landing frames' latter half 2 frames,
if a 0F move is done, then you are able to avoid it, but not block against it.
(On the 1st frame of landing, the 0F move whiffs.)


* 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.


Air JD Landing Recovery


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


(Sourced from [[Garou:_Mark_of_the_Wolves/Defense#Just_Defend_(JD_or_JDF) | "Just Defend (JD or JDF)"]], [[Garou:_Mark_of_the_Wolves/System#0F_Move_Guard-Impossible_Phenomenon | "0F Move Guard-Impossible Phenomenon"]], and [[Garou:_Mark_of_the_Wolves/Defense#JD_Buffer_Period/Window | "JD Buffer Period/Window"]]
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. 


After exiting air JD blockstun while airborne,
your sprite is reset, you fall to the ground,
and you have 3 frames before you can move again (for Hokutomaru it is 4 frames)


You _can_ be hit while falling after exiting air JD hitstun, unless you air JD again.
Corner


But you cannot be hit during these landing frames because there is no hurtbox.  
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.  


And unlike Air Hit Landing Recovery, there is no "unblockable" situation. The 0F super whiffs on all the landing frames.


* 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.


Both Air Hit Landing Recovery and Air JD Landing Recovery,


* 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


In both cases, the ground JD acceptance window starts the first frame of landing and only after landing recovery can you JD.


Air JD and ground JD '''do not share cooldown'''.
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.
 
So you can hold back in the air, and after an air hit or an air JD, that held back direction will ground JD after exiting landing recovery.
 
See [https://twitter.com/kotahugo/status/1021103165704417282 this link] for an example after an air JD.

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.