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| ====Feint Input Buffer====
| | Kim Jae-Hoon Strategy Guide -- Combos |
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| Unlike Evasion attacks or command normals, feints require a buffer.
| | 【Combos】 |
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| Generally, the buffer window to feint is, after going to neutral,
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| pressing A+C '''within 10 frames of pressing a feint direction (2 or 6)'''. (Or 2~10F of the direction input.)
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| | * 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) |
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| 5 2/6 A+C
| | 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). |
| 5 2 6 A+C
| | When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits). |
| 5 6 2 A+C
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| | Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C. |
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| (1) The initial direction of the command is neutral. You remain on it as long as you like. | | 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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| (2) But once you leave that initial direction of neutral for one frame of a direction
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| that is not a feint direction you have 7F to go to a feint direction (8F total buffer).
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| (3) Once you get to that feint direction, you have 7F to go to the other feint direction (8F total buffer). | | * 2B×2 > Houou Kyaku (236236B/D) |
| | * f.5A > 2B > Houou Kyaku (236236B/D) |
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| (4) Whether you're at the first feint direction or the second feint direction, you have 8F to press A+C together to feint (9F total buffer) | | No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead. |
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| | * sj.A > Hienzan D (BR) > Hienzan D > Follow-up |
| | * sj.A > Hienzan (BR) > Houou Kyaku (236236B/D) |
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| At the start of a new buffer, you can't press the feint direction and A+C at the same frame (2+A+C or 6+A+C).
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| When you reach a feint direction for a feint, you are able to go to the other feint direction for the other feint only once.
| | Strong Hienzan BR ([2]8D BR) is ±0. |
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| Unless you exceed the 9F buffer total buffer for the first feint direction, you will feint with that direction.
| | 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. |
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| After the buffer is exceeded, you only need to go to at least 1 frame of neutral to reset the buffer before you redo the input.
| | 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. |
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| | * sj.A or sj.D > Houou Kyaku (236236B/D) |
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| ====Feint Cancel Timing====
| | 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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| In general, you input the feint for a feint cancel as you would a special for a special cancel -- during the hit animation.
| | * Far B > (TOP Confirm) Houou Kyaku (236236B/D) |
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| But similar to [[Garou:_Mark_of_the_Wolves/Offense#Chain_Combos_and_Target_Combos | target combos]],
| | 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. |
| a feint can be input during startup, slightly before hitting.
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| For a normal, the input window for a feint is 2 frames before the first active frame that connects,
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| to the 1 frame after exiting hitstop/blockstop.
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| (This is usually the last 2 frames of startup before the first.)
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| However for 2AB, the earliest you can input feint is the 1st frame of hitstop.
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| Maybe it's because of the different hitstun and blockstun values that restrict that.
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| | 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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| As long as you don't trigger any other special cancel, you can attempt to do feint cancel multiple times --
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| pressing A+C multiple times -- if you feel like you misinputted it (as long as you haven't exceeded the feint buffer).
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| | * dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D) |
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| | 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. |
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| ====Feint Cancel with Kara Cancel====
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| Just like a special cancel, you can also feint cancel using the same timing as kara cancel inputs.
| | * 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 |
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| This gives you even more leeway when inputting a feint cancel during the feint cancel 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. |
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| You don't always have to strictly press A+C after the feint direction for a feint cancel.
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| Like the window to [[Garou:_Mark_of_the_Wolves/Offense#Self_Kara_Cancel | self kara cancel]],
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| you have the same window to feint cancel by pressing A+C slightly before the feint direction:
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| * You have 5F after pressing A+C to press the feint direction (6F total window).
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| * With this max window at 6F, with this 1 frame of direction at 6F, the lastest
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| you input the feint is at the 7F.
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| Like a [[Garou:_Mark_of_the_Wolves/Offense#Same_Frame_Kara_Cancel | same frame kara cancel]],
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| you can feint cancel by doing a feint direction and A+C at the same frame (2+A+C or 6+A+C).
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| ====Other Feint Techniques====
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| With the input buffer in mind, you can do the following:
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| ;; You can do your feint in a non-feint direction
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| : 2 1AC or 2 3AC or 6 3AC
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| ;; And you can buffer a motion into a feint
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| : such as 236AC or 2AC36 or 632AC or 214AC
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| ;; You can [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#Motion_Storing_Technique | motion store]] your feint cancel:
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| : For example, cl.5C > 236A+C <br>You can then complete the buffer to go into a super, or do something else.
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| ====Feint Reversal Timing====
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| It takes 1 frame of action to stop a feint.
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| The earliest you can stop a feint is 1F before the "minimum feint frames"
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| When you stop a feint, you make it go through recovery, and end that recovery, all on that same frame.
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| This recovery ends on that frame, and the next frame is the 1F after recovery that your reversal starts.
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| Rather the reversal window is created on the spot.
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| A reversal window of 2F: the 1F of action to the 1F after.
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| But you can't end a feint with the same feint direction.
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| You can't hold the same direction through reversal.
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| Only on the 1F after the minimum feint frames can you press the same direction
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| and reversal on the next frame.
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| As said above, feints can be ended/canceled by other moves.
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| ; You can buffer (and disguise) your movement from your feint:
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| * 6AC 6 to dash forward
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| * 2AC 69 to super jump forward
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| ; Generally, when doing a feint, holding the direction doesn't cancel your feint.
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| * For example, holding the direction [6]AC doesn't immediately end the feint to walk forward.
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| * Holding a feint direction with the button you're feint canceling makes you unable to immediately end the feint into that direction.
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| You have to another direction or press the direction again,
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| like the feint into dash from above. (Or another move)
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| Feint Reversal Timing:
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| Doing movement and other actions after feint or feint cancel
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| is similar to reversal timing (see [[#Timing_For_Reversals]]).
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| However, the earliest you can do dash forward will be slightly different.
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| (1) Doing a feint and going in the direction that's different from the feint direction.
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| (2) Doing a feint cancel from a normal without any direction used immediately before.
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| ;In cases (1) and (2), just holding the direction does end your feint into either walk forward or crouch. And you can reversal dash forward at the following timing.
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| ;;forward dash step
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| :1F before the end of the minimum feint frames
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| :1F after minimum feint frames
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| :(2F window)
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| ;;Forward dash run, Freeman forward dash step
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| :1F-4F before the end of the minimum feint frames
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| :1F after minimum feint frames
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| :(5F window)
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| (3) When doing a feint, you cannot end the feint at the minimum feint frames
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| by holding that same feint direction through the feint animation.
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| (4) Similarly, when doing a feint cancel,
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| if you are holding a feint direction the frame before the normal button is pressed,
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| you cannot end the feint cancel at the minimum feint frames
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| by holding that same feint direction through the feint animation.
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| ;In cases (3) and (4), just holding the direction ''doesn't'' end your feint into either walk forward or crouch -- you have to do an action or other direction.
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| * Forward feint can be ended with any other direction.
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| * Down feint can be ended with any other direction besides down-foward.
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| * Consequently, you can jump or hop on the first frame after the minimum feint frames.
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| * You can only press the same direction as the feint direction immediately '''after''' the minimum feint frames to end the feint early.
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| * Both the '''dash run and the dash step''' can only be completed the earliest '''after''' the minimum feint frames.
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| ;In all the cases, the earliest to complete other actions to end at the minimum feint frames is the following.
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| ;;Normals, evasion attacks, backdash, super jump, special, T.O.P. attack, super
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| :1F before the end of the minimum feint frames
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| :1F after minimum feint frames
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| :(2F window)
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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.