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====Auto-pilot GC OS====
Kim Jae-Hoon Strategy Guide -- Combos
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Auto-pilot GC option-select against cancel timings.
【Combos】


Mid-Screen


After a JD you react to, quickly buffer a GC:
* cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
* if they cancel the GC comes out
* j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
* if they don't cancel, nothing comes out


This option-select makes use of (1) the window to [[Garou:_Mark_of_the_Wolves/Defense#Successive_JD's | buffer the next JD]] (during JD blockstop and JD blockstun)
and (2) the window to do GC (during JD blockstop).


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.


Example 1:
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.


Auto-pilot GC option-select against air target combo.


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


See [https://twitter.com/kotahugo/status/1494999502197039104 this post] for video.  
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)


(1) Dong buffers a 63214C GC against Hotaru's j.A~B


[4](JD) 6321[4]C(JD)
Strong Hienzan BR ([2]8D BR) is ±0.  
Dong completes 6321[4]C during the 1st hit's JD blockstun (outside GC window)
and then the 2nd hit connects afterwards while still in JD blockstun (inside buffered next JD window).
The 2nd hit is JDed.  


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.


(2) Dong buffers a 63214C GC against Hotaru's j.A~B
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.


[4](JD) 6321[4](JD)C(GC)
Dong completes 6321[4]C when the 2nd hit is JDed (both inside buffered next JD window and inside GC window).
GC executes.


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


(3) Dong buffers a 63214C GC against Hotaru's j.A.  
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.  


[4](JD) 6321[4]C
Dong completes a 63214C during JD blockstun. Nothing comes out and you start walking back.


* 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. 


Example 2:


A more common situation with auto-pilot GC OS.
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.


See [https://twitter.com/kotahugo/status/1495001349498486785 this post] for video.


Buffering a 236X GC against a Hotaru ground 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.


When doing a JD, during JD blockstop and JD blockstun, there is no JD cooldown, and there is lenient buffering for doing GC's.
So you'll see people input multiple buffers before GCing.


* 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


2C


[2]1(JD)4 5 41236 5 [1]D (during JD blockstop and then blockstun) Nothing comes out
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.
 
 
2C > 236C
 
[2]1(JD)4 5 41236 5 [1](JD)D(GC) (during JD blockstop and then blockstun) GC executes
 
 
 
Many successive hits come in pairs:
* air target combos
* 2B(x2)
* close heavy normals
* Freeman (214A)(x2)
* jump-in into 2B
* normal into special cancel
* etc.
 
So you can reliably JD twice and GC.

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.