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Kim Jae-Hoon Strategy Guide -- Combos


Add to Input Buffer section:
【Combos】


===Input Buffer Before and After Landing===
Mid-Screen


;Rule:
* 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 cannot cancel your landing recovery with both the same command button AND the same input buffer -- that you did just before landing.


Double button presses do not count: they just motion store and do not trigger any special/super.
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.


;Explanation:
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.


Air and ground share the same input buffer.


Input buffers for air moves can be done on the ground, and vice-versa.  
* 2B×2 > Houou Kyaku (236236B/D)
* f.5A > 2B > Houou Kyaku (236236B/D)


If the command you do doesn't exist where you are at currently, you will just get a normal coming out.
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)


So what happens is that a special/super command ending in a single button will still trigger that command, even if it doesn't execute.
(For example, doing Tizoc Air 236A on the ground.)
And you won't be able to cancel the landing recovery with just that same button (using that same command buffer and button).
That is, you can't cancel the landing recovery with the input of the special/super you already did just before -- you already triggered that same special/super.
You'd have to re-enter both that same command buffer and button to do that.


Otherwise, you can use that same buffer, but do a special/super with a different button. Or you can add to that buffer, like doing super after the first QCF in the air. 
Strong Hienzan BR ([2]8D BR) is ±0.  


Double button inputs motion storing will not trigger the special/super, even thought the normal comes out just the same.
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.  
That's why you're able to to put out the same normal before canceling landing recovery with the special/super associated with that normal.
So you can end special/super input with A+D in the air and cancel landing recovery with A.
You can do the same special/super in the air and on the ground, ending in the same button, but they have to be different input buffers.


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. 


Different characters have different input buffer command priorities.


Ground and air move input buffers can overlap, and if the priority is not set, then the game won't decide and just output a normal.  
* 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.


Things to try:


* reversal throw tech out of near empty jump.
* Far B > (TOP Confirm) Houou Kyaku (236236B/D)


* can you reversal throw tech out of a jump/hop attack?
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. 


* can you reversal throw out of near empty jump?


* Can you reversal throw with a separate button press out of jump/hop attack landing recovery?
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.




===Attacking Before and After Your Empty Jump Landing===
* dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D)


For an empty jump, if you try to input an attack on the 1st landing frame and the airborne frames before,
A combo from cl.5B can be done and that cl.5B can beat upper-body evasion attacks.
you land as if you've done that jump normal used and go through that normal's landing recovery.  
Use this combo against an opponent who uses upper-body evasion attacks to beat your dash A.  




For an empty jump, the window to input a special/super/TOP attack on the ground is the 2nd landing frame onward.  
* 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


If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
you land as if you've done that jump normal used and go through that normal's landing recovery.


 
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.
Either way, if you are within the window, you reversal out of landing recovery with the normal button used.
 
This way, you can reversal normal, throw, or throw tech.
 
 
Normals, throws, backdash/dash can be input mid-air before landing;
unlike special/super/TOP attack.
 
 
===Attacking After Your Jump/Hop Attack Landing===
 
After doing a jump/hop attack, the window to input a special/super/TOP attack on the ground is to cancel landing recovery on the 2nd landing frame onward.
 
If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
it doesn't come out.
If you are within the window, you reversal out of landing recovery with the normal button used.
 
You can reversal out of landing recovery with a normal, throw, or throw tech.
 
 
Normals, throws, backdash/dash can be input mid-air before landing;
unlike special/super/TOP attack.
 
 
===Attacking After Your Air Hit Landing===
 
After you get hit in the air, the window to input special/super/TOP attack is 2nd landing frame onward.
That way you exit air hit landing recovery with a reversal.
 
If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
it doesn't come out.
If you are within the window, you reversal out of air hit landing recovery with the normal button used.
 
You can reversal out of air hit landing recovery with a normal, throw, or throw tech.
 
 
Normals, throws, backdash/dash can be input mid-air before landing,
unlike special/super/TOP attack.
 
 
===Attacking Before and After Air JD Landing===
 
Attack after JDing, you'll have the same situation
as doing a jump attack or trying to attack just before empty jump landing.
 
Otherwise, you can just land and be able to reversal out of air JD landing recovery.
 
After you air JD, the window to input special/super/TOP attack is 2nd landing frame onward.
 
That way you exit air hit landing recovery with a reversal.
 
On the 1st landing frame and the airborne frames before,
you land as if you've done that jump normal and go through that landing recovery.
And if you are within the window, you reversal out of landing recovery with that normal.
 
You can reversal out of air JD landing recovery with a normal, throw, or throw tech.
 
 
Normals, throws, backdash/dash can be input mid-air before landing,
unlike special/super/TOP attack.
 
 
In summary:
Normals, throws, backdash/dash can be input mid-air before landing and reversal out.
Specials/Supers cannot be done in mid-air and reversal out.
Looks like they can only be reversaled out of the last 2F of air hit or air JD landing recovery.

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.