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===Mid-Air Hit===
====Auto-pilot GC OS====
-------------------------------------------------------------------------------


This is a section devoted to the mid-air hit situation,
Auto-pilot GC option-select against cancel timings.
touched upon in other various topics, but consolidated here.




Receiving hits while in mid-air, from either grounded or air moves, may cause knockdown (tech or untechable).
After a JD you react to, quickly buffer a GC:
<br>Depending on what you're hit with, follow-up attacks are possible before that knockdown.
* if they cancel the GC comes out
* Air counter-hit while airborne
* if they don't cancel, nothing comes out
** See [[Garou:_Mark_of_the_Wolves/Offense#Counter_Hits | "Counter Hits"]] section for allowed follow-ups.
* Non-counter-hit special/super while airborne
** Allowed follow-up specials and supers are dependent on the character.


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).




Meanwhile, non-knockdowning, non-counter-hit air hits put you in hitstop, then air hitstun,
and then -- after falling -- into an air-hit landing recovery.
* Special/super/TOP attacks that hit in such a way while you are airborne (especially the latter parts of a move).
* Normals, evasion attacks, and jump normals that hit while you are airborne.


Example 1:


'''All non-knockdowning, non-counter-hit attacks while you are airborne have 14F air hitstun.'''
Auto-pilot GC option-select against air target combo.  
<br>Comboing off of this window of air hitstun is limited:
* Only light normals into [[Garou:_Mark_of_the_Wolves/Calculation#The_Role_of_Canceling_for_Combos | special cancel]] connect into a combo.
* Upper-body evasion attacks or heavy normals into [[Garou:_Mark_of_the_Wolves/Calculation#The_Role_of_Canceling_for_Combos | special cancel]] do not connect into a combo.
* Target combos do not connect into a combo.
* Follow-up normals, even if done within this air hitstun, do not connect into a combo.
Cancels and other attacks will whiff instead of hitting.  




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


Similarly, air JDing any attack puts you in air JD blockstop, then air JD blockstun,
and then -- after falling -- an air JD landing recovery.
<br>'''Mid-air JD has 11F JD blockstun''':
* Every type of hit has this same JD blockstun (weak normal, strong normal, evasion attack, special/super/TOP attack). <br>(See [[Garou:_Mark_of_the_Wolves/Defense#Exceptions_to_JD_Blockstun_Reduction | "Exceptions to JD Blockstun Reduction"]].)
* Another JD can be buffered before JD blockstun ends. <br>(See [[Garou:_Mark_of_the_Wolves/Defense#Successive_JD's | "Successive JD's"]].)


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


[4](JD) 6321[4]C(JD)
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.


;Air Hit Landing Recovery
------------------------------------------------------------------------------


(Sourced from [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#0F_Move_Guard-Impossible_Phenomenon | "0F Move Guard-Impossible Phenomenon"]].
(2) Dong buffers a 63214C GC against Hotaru's j.A~B


:After exiting air hitstun while airborne, your sprite is reset, '''you fall to the ground, and you have 3 frames before you can move again (for Hokutomaru it is 4 frames)'''
[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.


:You cannot be hit after exiting air hitstun while falling (air invincible) and during these landing frames because [https://twitter.com/kotahugo/status/1529535103021498374 there is no hurtbox].


:However, '''during these landing frames' latter half 2 frames, if a 0F move is done, then you are able to avoid it, but not block against it (unblockable)'''. <br>The 0F move whiffs on the 1st frame of landing. (For Hokutomaru, the 0F move whiffs on the 1~2nd frame of landing.)
(3) Dong buffers a 63214C GC against Hotaru's j.A.  


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




;Air JD Landing Recovery
------------------------------------------------------------------------------


(Sourced from [[Garou:_Mark_of_the_Wolves/Defense#Just_Defend_(JD_or_JDF) | "Just Defend (JD or JDF)"]], [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#0F_Move_Guard-Impossible_Phenomenon | "0F Move Guard-Impossible Phenomenon"]], and [[Garou:_Mark_of_the_Wolves/Defense#JD_Buffer_Period/Window | "JD Buffer Period/Window"]])
Example 2:  


:After exiting air JD blockstun while airborne, your sprite is reset, you fall to the ground, and you have 3 frames before you can move again (for Hokutomaru it is 4 frames)
A more common situation with auto-pilot GC OS.


:You _can_ be hit while falling after exiting air JD hitstun, unless you air JD again.


:But you cannot be hit during these landing frames because there is no hurtbox.  
See [https://twitter.com/kotahugo/status/1495001349498486785 this post] for video.  


:And unlike Air Hit Landing Recovery, there is no "unblockable" situation. The 0F super whiffs on all the landing frames.  
Buffering a 236X GC against a Hotaru ground combo.  




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.


;Both Air Hit Landing Recovery and Air JD Landing Recovery
------------------------------------------------------------------------------


:In both cases, the ground JD acceptance window starts the first frame of landing and only after landing recovery can you JD.
2C


:Air JD and ground JD '''do not share cooldown'''.
[2]1(JD)4 5 41236 5 [1]D (during JD blockstop and then blockstun) Nothing comes out


:So you can hold back in the air, and after an air hit or an air JD, that held back direction will ground JD after exiting landing recovery.


:See [https://twitter.com/kotahugo/status/1021103165704417282 this link] for an example after an air JD.
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.

Revision as of 05:22, 19 April 2023

Auto-pilot GC OS


Auto-pilot GC option-select against cancel timings.


After a JD you react to, quickly buffer a GC:

  • if they cancel the GC comes out
  • if they don't cancel, nothing comes out

This option-select makes use of (1) the window to buffer the next JD (during JD blockstop and JD blockstun) and (2) the window to do GC (during JD blockstop).


Example 1:

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


See this post for video.


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

[4](JD) 6321[4]C(JD) 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.


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

[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.


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

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


Example 2:

A more common situation with auto-pilot GC OS.


See this post for video.

Buffering a 236X GC against a Hotaru ground combo.


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.


2C

[2]1(JD)4 5 41236 5 [1]D (during JD blockstop and then blockstun) Nothing comes out


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.