|
|
Line 1: |
Line 1: |
| ==Core Garou MetaGame== | | ====Reverse Guard==== |
|
| |
|
| | Some characters' throw in the corner |
| | puts the opponent on the ground in reverse. |
| | Rather than oriented toward you, they are oriented toward the corner. |
| | On wake-up, on this short time period they stay reversed before orienting themselves toward you again. |
|
| |
|
| ===Diagram===
| | After that throw, even though it looks like an attack from the front, |
| | rather it can become a reverse guard situation. |
| | Your guard is reversed and you have to block the opposite direction like you would for a cross-up, |
| | otherwise it's like you're holding forward. |
|
| |
|
| Source: Posted in the [https://discord.gg/EmKGA4U Garou Discord Group]. Created by player Stone (?).
| |
|
| |
|
| [[File:GAROU_CORE_META_GAME_DIAGRAM.png]]
| | You can continue with ground attacks as a follow-up after landing. |
|
| |
|
| | Next is further explanation and also what do do against it. |
|
| |
|
|
| |
|
| ===Key===
| | 【Corner Jump Attack that becomes a Reverse Guard】 |
| | --------------------------------------- |
| | The characters with this type of throw are limited, |
| | but if you throw the opponent into the corner |
| | and then perform a specific jump attack, |
| | the jump attack will be a reverse guard, |
| | but after that, the landing will be in front of the opponent |
| | and the guard direction will return to normal |
| | (while still pushing the opponent to the edge of the corner). |
| | There is a strong setplay. |
|
| |
|
| ;Color
| |
| :red = strong,
| |
| :orange = somewhat strong,
| |
| :yellow = somewhat weak,
| |
| :green = weak,
| |
| :blue = equal/neutral,
| |
| :purple = variable
| |
|
| |
|
| ;Type
| | Please see the table below for characters |
| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Defense_.28rectangle.29 rectangle = defense],
| | and their jump attacks that can do reverse guard. |
| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Offense_.28diamond.29 diamond = offense],
| |
| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Movement_.28oval.29 oval = movement],
| |
| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Situation_.28hexagon.29 hexagon = situation],
| |
| :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Elements_.28space.2Ftime.29_.28cloud.29 cloud = elements (space/time)]
| |
|
| |
|
|
| |
|
|
| |
|
| ===Situation (hexagon)=== | | {| border="1em" style="border: 1px solid #999;" |
| ------------------------------------------------------------------------------- | | |- |
| | | '''Character''' || '''Corresponding Throw''' || '''Jump Attack''' |
| | |- |
| | | [[Rock (Garou)|Rock Howard]] || C throw, Vacuum Throw || A, C, D |
| | |- |
| | | [[Terry Bogard (Garou)|Terry Bogard]] || C Throw || B, C, D |
| | |- |
| | | [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || C Throw || A, B, D, j.2K, j.236(x2)P |
| | |- |
| | | [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || C Throw || A, B, j.2K |
| | |- |
| | | [[Hotaru Futaba (Garou)|Hotaru Futaba]] ※ 1 || C Throw || A, B, D, j.2B, j.214K |
| | |- |
| | | [[Gato (Garou)|Gato]] || C Throw || B, D |
| | |- |
| | | [[B. Jenet (Garou)|B. Jenet]] ※ 2 || C Throw || B, C, D, j.2K |
| | |- |
| | | [[Kevin Rian (Garou)|Kevin Rian]] || C Throw || A, C |
| | |- |
| | | [[Tizoc (Garou)|Tizoc/Griffon]] ※ 3 || C Throw (Grif-Fall follow-up works too) || C |
| | |- |
| | | [[Grant (Garou)|Grant]] ※ 4 || C Throw || B, D, j.2K |
| | |} |
|
| |
|
|
| |
|
| ====far-range footsies (AKA neutral)====
| | The trick to set up this set play |
| -------------------------------------------------------------------------------
| | is to dash for from a half-character to one-character distance after the throw, |
| (purple = variable, hexagon = situation) | | then jump to the corner of the screen. (※ 5) |
| | The corresponding jump attack should be launched with a high point of impact |
| | (hitting at the top of the opponent's hurtbox). |
|
| |
|
|
| |
|
| ;Equals
| | If you set the opponent to ALL GUARD |
| | in the PRACTICE MODE (on AES or home versions) |
| | and set up the above set play, |
| | it will only get a hit for the jump attack when you are in reverse guard, |
| | so it is perfect for practice. |
|
| |
|
| :(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| |
|
| |
|
| | Naturally, other jump attacks and special moves |
| | can also be used for guard advantage if you change the point of impact, |
| | making them difficult to handle as the opponent mixes the use of their options. |
|
| |
|
|
| |
|
| ====mid-range footsies====
| | ※ 1... Cannot be used against Hokutomaru, Gato, Grant, and Kain. |
| -------------------------------------------------------------------------------
| |
| (purple = variable, hexagon = situation)
| |
|
| |
|
| | ※ 2... When aiming for a reverse guard with B on Jenet and Grant, wait a little after the throw and then perform a super jump. |
|
| |
|
| ;Beaten by
| | ※ 3... Cannot be used against Hokutomaru, and can only be used against Kain after Grif-Fall. |
|
| |
|
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| | ※ 4... Kevin, Freeman, Terry, Grant, and Kain cannot be reverse guarded with D. |
|
| |
|
| | ※ 5... Jenet can walk, Griffon can only walk. Hotaru jumps the moment the throwstun (the throw itself) ends. |
|
| |
|
|
| |
|
| ====close-range footsies====
| |
| -------------------------------------------------------------------------------
| |
| (purple = variable, hexagon = situation)
| |
|
| |
|
| | 【Cross-ups are a Reverse Guard Attack】 |
| | --------------------------------------- |
| | After doing something like a cross-up jump attack and side-switching, |
| | the moment the hitstun or blockstun ends, the reverse guard goes back to normal guard. |
|
| |
|
| ;Beaten by
| |
|
| |
|
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
| | To guard a cross-up, you need to enter the direction input towards the opponent, just like the reverse guard situation in the corner. |
|
| |
|
|
| |
|
| | Example: Grant's cross-up j.B > 2A, 2A becomes a reverse guard situation. |
|
| |
|
| ====life disadvantage====
| |
| -------------------------------------------------------------------------------
| |
| (blue = neutral, hexagon = situation)
| |
|
| |
|
| | ※The same situation will occur if you do an air turn-around attack of Gato or Hotaru |
| | that needs to be blocked through the "front" side. |
|
| |
|
| ;Beaten by
| | Theoretically, any character with a cross-up jump attack can aim for a reverse guard. |
| | | But this reverse guard can be practiced in Practice Mode |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| | in the same way as the above method, |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]
| | and you can determine whether it fails or succeeds. |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#timer_.28time_control.29 timer (time control)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| | |
| | |
| | |
| ====life advantage (often turtles. check what beats turtling!)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, hexagon = situation)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]
| |
| | |
| | |
| | |
| ===Elements (space/time) (cloud)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====timer (time control)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, cloud = elements(space/time))
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]
| |
| | |
| | |
| | |
| ====2d space (space control)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, cloud = elements(space/time))
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)]
| |
| ::* backdashes give space control to the opponent, because backdashes move you closer into the corner
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 advanced dash/run footsies and movement (requires high level understanding and skill)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
| |
| ::*if done reacting to an opponent trying to jump, say, out of the corner
| |
| ::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
| |
| ::*keep full jumps either empty, or wait to press a button after the opponent jumps
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#forward_dash.2Frun forward dash/run]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
| |
| | |
| | |
| | |
| ===Movement (oval)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====forward dash/run====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, oval = movement)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| | |
| | |
| | |
| ====advanced dash/run footsies and movement (requires high level understanding and skill)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, oval = movement)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| | |
| | |
| | |
| ====dash/run unders (under jumps)====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, oval = movement)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
| |
| | |
| | |
| | |
| ====Empty jumps (a powerful mechanic; IF you can master empty jump JD's)====
| |
| -------------------------------------------------------------------------------
| |
| (orange = somewhat strong, oval = movement)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#dash.2Frun_unders_.28under_jumps.29 dash/run unders (under jumps)]
| |
| | |
| | |
| | |
| ====hop attacks (you can't JD during a hop's descent, but can JD during the ascent)====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, oval = movement)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
| |
| ::*w/proper spacing or timing
| |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)]
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| | |
| | |
| | |
| ===Defense (rectangle)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====Pressure v. Turtling====
| |
| -------------------------------------------------------------------------------
| |
| (purple = variable, rectangle = defense)
| |
| | |
| | |
| Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move
| |
| | |
| | |
| | |
| ====Backdashes====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, rectangle = defense)
| |
| | |
| | |
| Backdashes are invincible.
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
| |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
| |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| ::*backdashes give space control to the opponent, because backdashes move you closer into the corner
| |
| | |
| | |
| | |
| ====JD (GC)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, rectangle = defense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
| |
| ::*full jump attacks get DESTROYED easily by many things; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up.
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles, check what beats turtling!)]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
| |
| ::*mashing jab or 2B can interrupt lots of JD/GC's
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#lows_.282B_mainly.29 lows (2B mainly)]
| |
| ::*mashing jab or 2B can interrupt lots of JD/GC's
| |
| | |
| | |
| | |
| ====meter building====
| |
| -------------------------------------------------------------------------------
| |
| (green = weak, rectangle = defense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equals/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#timer_.28time_control.29 timer (time control)]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]
| |
| | |
| | |
| | |
| ====turtling/blocking (fishing for GC's too)====
| |
| -------------------------------------------------------------------------------
| |
| (orange = somewhat strong, rectangle = defense)
| |
| | |
| | |
| Pressure v. Turtling --
| |
| pressure is green at midrange, turns to orange/red in the corner,
| |
| which is why space control is so effective at getting turtles to make a move
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#throws throws]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]
| |
| | |
| | |
| | |
| ===Offense (diamond)===
| |
| -------------------------------------------------------------------------------
| |
| | |
| | |
| ====(feint) pressure/mixups====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]
| |
| ::*risky!!
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
| |
| | |
| | |
| | |
| ====projectiles====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#far-range_footsies_.28AKA_neutral.29 far-range footsies (AKA neutral)]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#mid-range_footsies mid-range footsies]
| |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]
| |
| | |
| | |
| | |
| ====jump normals====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| full jump attacks get DESTROYED easily by many things;
| |
| DO NOT throw out random high jump attacks without reaction.
| |
| You'll get blown up.
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#throws throws]
| |
| ::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| ::*if done reacting to an opponent trying to jump, say, out of the corner
| |
| ::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
| |
| ::*keep full jumps either empty, or wait to press a button after the opponent jumps
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| | |
| | |
| | |
| ====DP (break)====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#close-range_footsies close-range footsies]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (are invincible)]
| |
| | |
| | |
| | |
| ====jabs====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, diamond = offense)
| |
| | |
| | |
| ;Equals
| |
| | |
| :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 advanced dash/run footsies and movement (requires high level understanding and skill)]
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| ::*mashing jab or 2B can interrupt lots of JD/GC's
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#lows_.282B_mainly.29 lows (2B mainly)]
| |
| | |
| | |
| | |
| ====lows (2B mainly)====
| |
| -------------------------------------------------------------------------------
| |
| (red = strong, diamond = offense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB AB]
| |
| | |
| | |
| | |
| ====sweeps====
| |
| -------------------------------------------------------------------------------
| |
| (green = weak, diamond = offense)
| |
| | |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB AB]
| |
| | |
| | |
| | |
| ====2AB or AB====
| |
| -------------------------------------------------------------------------------
| |
| 2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense)
| |
| | |
| | |
| ;2AB Beats
| |
| | |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
| |
| ::*w/proper spacing or timing
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
| |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]
| |
| | |
| | |
| AB Beats:
| |
| | |
| :*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#lows_.282B_mainly.29 lows (2B mainly)]
| |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#sweeps sweeps]
| |
| | |
| | |
| | |
| ====throws====
| |
| -------------------------------------------------------------------------------
| |
| (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Beats
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
| |
| | |
| ;Beaten by
| |
| | |
| :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
| |
| ::*neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!
| |
| | |
| | |
| | |
| ====0f supers or supers====
| |
| -------------------------------------------------------------------------------
| |
| 0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense)
| |
| | |
| | |
| ;Both Beats
| |
| | |
| :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
| |
| | |
| | |
| ;0f supers Beats
| |
| :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
| |
| ::*risky!!
| |
| | |
| | |
| ;0f supers Beaten by
| |
| | |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)]
| |
| :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
| |
Reverse Guard
Some characters' throw in the corner
puts the opponent on the ground in reverse.
Rather than oriented toward you, they are oriented toward the corner.
On wake-up, on this short time period they stay reversed before orienting themselves toward you again.
After that throw, even though it looks like an attack from the front,
rather it can become a reverse guard situation.
Your guard is reversed and you have to block the opposite direction like you would for a cross-up,
otherwise it's like you're holding forward.
You can continue with ground attacks as a follow-up after landing.
Next is further explanation and also what do do against it.
【Corner Jump Attack that becomes a Reverse Guard】
The characters with this type of throw are limited,
but if you throw the opponent into the corner
and then perform a specific jump attack,
the jump attack will be a reverse guard,
but after that, the landing will be in front of the opponent
and the guard direction will return to normal
(while still pushing the opponent to the edge of the corner).
There is a strong setplay.
Please see the table below for characters
and their jump attacks that can do reverse guard.
Character |
Corresponding Throw |
Jump Attack
|
Rock Howard |
C throw, Vacuum Throw |
A, C, D
|
Terry Bogard |
C Throw |
B, C, D
|
Kim Dong Hwan |
C Throw |
A, B, D, j.2K, j.236(x2)P
|
Kim Jae Hoon |
C Throw |
A, B, j.2K
|
Hotaru Futaba ※ 1 |
C Throw |
A, B, D, j.2B, j.214K
|
Gato |
C Throw |
B, D
|
B. Jenet ※ 2 |
C Throw |
B, C, D, j.2K
|
Kevin Rian |
C Throw |
A, C
|
Tizoc/Griffon ※ 3 |
C Throw (Grif-Fall follow-up works too) |
C
|
Grant ※ 4 |
C Throw |
B, D, j.2K
|
The trick to set up this set play
is to dash for from a half-character to one-character distance after the throw,
then jump to the corner of the screen. (※ 5)
The corresponding jump attack should be launched with a high point of impact
(hitting at the top of the opponent's hurtbox).
If you set the opponent to ALL GUARD
in the PRACTICE MODE (on AES or home versions)
and set up the above set play,
it will only get a hit for the jump attack when you are in reverse guard,
so it is perfect for practice.
Naturally, other jump attacks and special moves
can also be used for guard advantage if you change the point of impact,
making them difficult to handle as the opponent mixes the use of their options.
※ 1... Cannot be used against Hokutomaru, Gato, Grant, and Kain.
※ 2... When aiming for a reverse guard with B on Jenet and Grant, wait a little after the throw and then perform a super jump.
※ 3... Cannot be used against Hokutomaru, and can only be used against Kain after Grif-Fall.
※ 4... Kevin, Freeman, Terry, Grant, and Kain cannot be reverse guarded with D.
※ 5... Jenet can walk, Griffon can only walk. Hotaru jumps the moment the throwstun (the throw itself) ends.
【Cross-ups are a Reverse Guard Attack】
After doing something like a cross-up jump attack and side-switching,
the moment the hitstun or blockstun ends, the reverse guard goes back to normal guard.
To guard a cross-up, you need to enter the direction input towards the opponent, just like the reverse guard situation in the corner.
Example: Grant's cross-up j.B > 2A, 2A becomes a reverse guard situation.
※The same situation will occur if you do an air turn-around attack of Gato or Hotaru
that needs to be blocked through the "front" side.
Theoretically, any character with a cross-up jump attack can aim for a reverse guard.
But this reverse guard can be practiced in Practice Mode
in the same way as the above method,
and you can determine whether it fails or succeeds.