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===Kara Cancels=== 
Kim Jae-Hoon Strategy Guide -- Combos


Japanese term that means [https://glossary.infil.net/?t=Kara%20Cancel "empty cancel"].
【Combos】


It is canceling a move during it's startup, before it becomes active, with another move.
Mid-Screen


In general, you can cancel out of all normal attacks and most upper-body evasion attacks into a special/super/TOP attack, before seeing the attack animation fully finish.  
* 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)


When you complete the special/super/top attack, you continue through one frame (of the normal or upper-body evasion attack) and then kara cancel in the next frame.


The window for kara canceling is the 2F to the 1st active frame of the normal or upper-body evasion attack.  
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)


Kara cancels have a few uses:
No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead.  
* You can cancel some non-cancellable moves.
* Gains some extra range on certain special/super/TOP attacks.
* Kara cancel from various normals and evasive moves to hide your buffering behind them to throw off opponents in mind game situations.
** Use longer startup moves to stay on directions longer without jumping before kara canceling.
* Take advantage of movement and startup invincibility of moves before kara canceling.
* Use the proximity guard of the move to make them unable to move back, or possibly unable to JD, if they're just holding back.
* Allows for slightly more lenient execution, especially if you press a button before a direction during execution
* Used in techniques like [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#Pseudo_Chain_Cancels | Pseudo Chain Canceling]] and [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#Ave_Maria | Ave Maria]].


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




====Kara Cancel with Evasive Attacks====
Strong Hienzan BR ([2]8D BR) is ±0.


Press {{Icon-SNK|A}} + {{Icon-SNK|B}}/{{Motion|d}} + {{Icon-SNK|A}} + {{Icon-SNK|B}} then do a special move to cancel out of its starting animation.  
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. 


A lot like Kara Cancels in Street Fighter 3: 3rd Strike you can cancel certain high/low dodge attacks with every character.


Some are more useful than others and some are easier to cancel out than other characters.  
* sj.A or sj.D > Houou Kyaku (236236B/D)


Great tool to benefit from the upper/lower invincibility when performing 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.  




Here is a list of characters that can cancel their {{Icon-SNK|A}} + {{Icon-SNK|B}} overheards while in the air:
* Far B > (TOP Confirm) Houou Kyaku (236236B/D)


*Tizoc - {{Motion|qcf}} + {{Icon-SNK|A}}
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.
*Hotaru - {{Motion|qcb}} + [[File:kick.gif]]
*Jenet - {{Motion|d}} +[[File:kick.gif]]
*Grant - {{Motion|d}} + [[File:kick.gif]]
*Hokutomaru - {{Motion|qcf}} + [[File:punch.gif]] or {{Motion|qcb}} + [[File:kick.gif]]
*Rock - any of his specials/supers - Rock (His doesn't come off the ground but he uses it the most effectively. Mainly because it opens up so many options for him during wake up situations.)




Corner


====Self Kara Cancel====
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.


(Potential alternate names might be "same button same command kara canceling", "self canceling", or "pre-buffer canceling".)


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


You can kara cancel a normal or upper-body evasion attack '''with just a command motion'''.  
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.  


If you complete a special's motion during the attack's startup, you will go through one frame of the attack on that frame of completion and then kara cancel into that special on the next frame.


* 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


You just complete the command after the button press.


The window for this is 5F after pressing the normal or upper-body evasion attack (6F total window).
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.
 
With this max window at 6F, with this 1 frame of direction at 6F, the lastest you kara cancel is at the 7F.
 
And like a regular kara cancel, you are still limited through startup until the 1st active frame.
 
 
You'll see this window working whenever you press a button before the motion for the command finishes.
 
 
 
> Note: It would be impossible to kara cancel supers like this. That is because most supers (1) take too long to do, and (2) parts of their motions, like the first QCF, would be recognized and kara cancel as a special input.
 
 
 
====Misinput by Kara Cancel====
 
Kara cancel behavior commonly causes misinputs.
 
Common kara cancel misinputs:
* Attempting to special cancel too quickly resulting in kara cancel. (ex: attempting to do 2C > 236B, but getting 2C kara cancel into 236B)
* Attempting to special cancel too quickly resulting in self kara cancel. (ex: attempting to do 2C > 236B, but getting 2C kara cancel into 236C)
* Pressing the button slightly before completing the command motion resulting in self kara cancel. (ex: 23B6 will output 2B kara cancel 236B)
 
 
To avoid doing unintended kara cancels, use double button inputs and other [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#Simultaneous_Button_Press_for_Normals | simultaneous button presses]].
 
Simultaneous button presses will stop a special/super move from being triggered, just like with the motion storing technique (described in the above link).
 
 
For example, you can do 66 A+D 3214 so you don’t kara cancel 5A into 214A.
 
 
 
====Same Frame Kara Cancel====
 
Also known as '''kara canceling due to simultaneous direction and button press for special/super commands'''.
 
This happens when the last direction input of a special/super command and its button are pressed at the same time.
 
This is an edge case of [[Garou:_Mark_of_the_Wolves/Offense/Kara_Cancels#Self_Kara_Cancel | self kara cancel]],
where you complete the command motion on the 1st frame of the button press.
 
 
Like for every kara cancel there is an extra delay of 1F of the normal animation before executing.
 
There is a kara cancel for 1 frame before going into the command's startup. 
 
 
In other words, an extra frame of pre-startup before the special/super executes.
 
 
Otherwise, you are waiting and holding the direction for 1 frame before pressing the button. 
Both cases have effectively the same startup length.
 
It seems that a special/super command requires you to have 1 frame of direction before their button press
(similar to how all jumps need 1 frame of landing).
 
 
Generally every command will need 1F of the last direction before executing.
But if you press the last direction and the button at the same time, the game will add the 1F of the last direction for you:
by doing a kara cancel -- 1F of the normal of that button and then the special/super executing.
 
If commands overlap, between the command that is kara canceled and one that is not, the game will prefer/prioritize the command that is not kara canceled.
(The game will prefer the command that already went through 1F of its last direction.)
 
 
For example:
 
Rock 412369C
 
9+C at the same time --> double reppuken
 
9 for 1 frame then 9+C during frames 2~3F of 0 --> command throw
 
When you press C on the same frame as jump the game accepts it as double reppuken first.
 
C needs to be input 1F after going to 9 to input command throw.
 
 
 
 
 
 
 
 
 
 
* Special canceling, giving you leeway so you don't always have to strictly press the button after the motion for a command.  
 
 
 
You'll see this window working for feint canceling, pressing A+C before the feint direction.
Besides the normal feint buffer, you have the 6F window to go to a feint direction after pressing A+C. 
 
 
 
> Note: It would be impossible to kara cancel supers like this. That is because most supers (1) take too long to do, and (2) parts of their motions, like the first QCF, would be recognized and kara cancel as a special input.
And even with specials you might accidentally trigger a special cancel you didn't intend to this way. (e.g., you trigger the motion you did before when you were trying to trigger one you'll do after)

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.