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Related to the [https://glossary.infil.net/?t=Cross-up cross-up], | Related to the [https://glossary.infil.net/?t=Cross-up cross-up], | ||
this refers to walking or dashing | this refers to walking or dashing on the ground to switch sides with the opponent, | ||
mainly while the opponent is airborne. (Also referred to as a cross-down.) | |||
; Jump Landing Recovery | |||
: You are punishing their landing recovery after side-switching. | |||
:* Noticing a forward jump-in or cross-up, after you walk or dash under the opponent, you stop your walk or dash | |||
::* by immediately attacking, or; | |||
::* by adjusting your position as needed by slightly walking or dashing toward the opponent before attacking. | |||
; Rolling Recovery | |||
: You are attacking after side-switching through a forward roll recovery. | |||
:* See [[Garou:_Mark_of_the_Wolves/Movement#Ground_Recovery_(Rolling)| Ground Recovery (Rolling)]] and [[Garou:_Mark_of_the_Wolves/Meta_Strategy#Rolling_Strategy | Rolling Strategy]] sections. | |||
There are other situations where you can cross-under | ; Air Hit Landing Recovery | ||
* after an air-to-air attack | : There are other situations where you can cross-under: | ||
* after a ground-to-air attack on a higher airborne opponent | :* after an air-to-air attack | ||
:* after a ground-to-air attack on a higher airborne opponent | |||
* character dash/run speed. Some characters have an easier time crossing under (Kain, Kevin, Grant, Jae, Freeman to name a few) | : Depends on many factors : | ||
* Height ! The higher they are, the easier it is to dash or run under. | :* character dash/run speed. Some characters have an easier time crossing under (Kain, Kevin, Grant, Jae, Freeman to name a few) | ||
* Character height ! Hokutomaru can run under hops for instance | :* Height ! The higher they are, the easier it is to dash or run under. | ||
* The move you use to air to air. Light normals have less active and recovery frames, allowing you to start your dash sooner | :* Character height ! Hokutomaru can run under hops for instance | ||
* Jump arc, you must jump forward in most cases, so you can land as close to your opponent as possible | :* The move you use to air to air. Light normals have less active and recovery frames, allowing you to start your dash sooner | ||
:* Jump arc, you must jump forward in most cases, so you can land as close to your opponent as possible | |||
Example of hitting the lower part of the opponent, and then start dashing while the opponent is still in recovery. | |||
Notice the opponent's air reset sprite. What happens is that you hit the opponent late enough during your jump that when the opponent is slightly launched up during air hitstun, you are given enough time after landing to cross-under dash. (This works for JD blockstun, although the opponent still has access to their air options.) | |||
( | |||
[[File:Cross-under_Example_1_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_1_slow-mo.gif|direct link]] to view the animation.]] | [[File:Cross-under_Example_1_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_1_slow-mo.gif|direct link]] to view the animation.]] | ||
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[[File:Cross-under_Example_2_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_2_slow-mo.gif|direct link]] to view the animation.]] | [[File:Cross-under_Example_2_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_2_slow-mo.gif|direct link]] to view the animation.]] | ||
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[[File:Cross-under_Example_3_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_3_slow-mo.gif|direct link]] to view the animation.]] | [[File:Cross-under_Example_3_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_3_slow-mo.gif|direct link]] to view the animation.]] | ||
Every cross-under situation threatens doing a left/right mix-up, a jump attack, etc. | |||
Revision as of 05:53, 15 August 2023
Advanced Techniques
Sources: JPN Garou Wiki and Yoshimizu, JPN Garou Wiki Translation, and Garou Discord Group
Reverse Guard
A reverse guard situation is when you have to block or JD in the opposite (reverse) direction, even if it looks like an attack from the front.
Cross-ups are any attack that requires a reverse guard, but usually refer to jumping attacks that hit on the other side.
Back hit animation:
When someone gets hit by a cross-up, their sprite doesn't switch to the correct side.
So you're hitting their back but their hit sprite reels back like you're hitting their front.
Cross-up Jump-In
These jump-in attacks (and less often hop-in attacks) are done at the right spacing and time to hit on the opposite side (usually side-switching after hitting).
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.
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.
Ambiguous Cross-ups
You'll sometimes see jump attacks that hit from the front, then the attacker lands on the other side.
Likewise, you'll sometimes see cross-ups hit from the back, then the attacker lands in the front.
Especially with attacks you walk forward into, end up cross-up JDing, but they land in the front.
This is because although you hit the other side, the your collision box hasn't gone far enough.
Cross-up Jump Attack JD:
When you JD a cross-up attack, throwing the opponent is a great option.
Especially if your opponent side-switches, your throw should still beat out most attacks:
- the cross-up pushes you toward the opponent and into throw range
- frame advantage from being [[Garou:_Mark_of_the_Wolves/Movement#Jump_Normal_Advantage hit at the top of your hurtbox]
- frame advantage from the JD
- your opponent's button timing may be thrown off by the JD, getting their inputs eaten by the extra JD hitlag, possibly causing a misinput or a gap in their pressure.
Corner Cross-up Bug
This is a corner jump attack that becomes a reverse guard cross-up (Also known as "Reverse Guard Throw Glitch").
A limited number of 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, you can do a specific jump attack.
Even though it looks like an attack from the front, rather it becomes a reverse guard situation.
Your guard is reversed and you have to block the opposite direction like you would for a cross-up.
Otherwise if you try to block normally, it's like you're holding forward into the jump attack.
After that, you will land in front of the opponent and the guard direction will return to normal
(while still pushing the opponent back into the corner).
When the opponent is still in hitstun/blockstun, you can continue with ground attacks as a follow-up after landing.
There is a strong setplay that arises from whether you go for this.
Please see the table below for characters that can do this throw
and their jump attacks that can cross-up afterwards.
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 setplay
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.
The mindgame when someone jumps at you is whether you attack on the way down or not.
But with this setup you add a left/right mix to it.
Most of the outcomes are favorable to you,
but they can still pick the right direction and GC.
You still have to weight risk/reward and not autopilot.
※ 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.
- To summarize
- Setup
-
- throw in the corner > jump above cornered opponent > if they hold back, their character will be turned around therefore they will block in the wrong direction.
- Escape
-
- JD or block in the opposite direction.
Reverse Guard Glitch
Discovered by Naoyan, and shown by Kota in this link.
There is a reverse guard after a cross-up.
For 1F, the guard is reversed on the first frame after blockstun after a cross-up.
It's like the character is taking 1F of animation to re-orient and correctly face the opponent.
After a blocked cross-up, it would be difficult to block such a follow-up.
Also see this video:
"MOW Reverse Guard"
Cross-Under
Related to the cross-up, this refers to walking or dashing on the ground to switch sides with the opponent, mainly while the opponent is airborne. (Also referred to as a cross-down.)
- Jump Landing Recovery
- You are punishing their landing recovery after side-switching.
- Noticing a forward jump-in or cross-up, after you walk or dash under the opponent, you stop your walk or dash
- by immediately attacking, or;
- by adjusting your position as needed by slightly walking or dashing toward the opponent before attacking.
- Rolling Recovery
- You are attacking after side-switching through a forward roll recovery.
- See Ground Recovery (Rolling) and Rolling Strategy sections.
- Air Hit Landing Recovery
- There are other situations where you can cross-under:
- after an air-to-air attack
- after a ground-to-air attack on a higher airborne opponent
- Depends on many factors :
- character dash/run speed. Some characters have an easier time crossing under (Kain, Kevin, Grant, Jae, Freeman to name a few)
- Height ! The higher they are, the easier it is to dash or run under.
- Character height ! Hokutomaru can run under hops for instance
- The move you use to air to air. Light normals have less active and recovery frames, allowing you to start your dash sooner
- Jump arc, you must jump forward in most cases, so you can land as close to your opponent as possible
Example of hitting the lower part of the opponent, and then start dashing while the opponent is still in recovery.
Notice the opponent's air reset sprite. What happens is that you hit the opponent late enough during your jump that when the opponent is slightly launched up during air hitstun, you are given enough time after landing to cross-under dash. (This works for JD blockstun, although the opponent still has access to their air options.)
Another example, with a ground reset
Another example, with a dash run type character
(jumping around the same time, opponent needs more time to land
as he is slightly launched into the air before going through recovery animation)
Every cross-under situation threatens doing a left/right mix-up, a jump attack, etc.
JD-Disabling Moves at 0-Pixel Health Bar
Health for all character is at 121 life points. But you'll see only 120 of those points shown on the health bar; the last 1 point is hidden. So when you take the opponent's health bar down to 0 pixel health, they actually have that 1 hidden life point left.
When your health bar is at 0 pixels, certain special/super moves
will become impossible to JD, both on the ground and in the air (i.e., defend against chip KO's).
In this game, if a player guards against a move, a singular hit, that causes a large amount of chip damage, no matter how much chip damage, as long as the player has at least 1 life point on the health bar remaining, they can withstand that move and have health bar reduced to 0 pixels (i.e., actually having the 1 hidden life point left).
There are many scenarios where you try to chip out the opponent
but you might unexpectedly just put them at 0 pixels and then be open to be attacked.
At 0 pixels, the moves below become impossible to just defend:
(unless otherwise noted, the list includes both weak or strong versions of moves)
- [Rock]
- Reppu-ken (236A), Double Reppu-ken (236C), Crack Counter (236K),
- Rising Tackle ([2]8P), Raging Storm (236(x2)P)
- [Terry]
- Power Wave (236P), Burn Knuckle (214P), Power Dunk (623K), Power Geyser (236(x2)P)
- [Dong]
- Raimei Zan (214K), Kuusa-jin (623P), Hishou-kyaku (j.2K),
- Raimei Dan (236(x2)D version last level/stage only)
- [Jae]
- Hien-zan ([2]8K), Hangetsu-zan (214K),
- Hishou-kyaku (j.2K) (The overhead and low follow-ups can be JDed)
- [Hotaru]
- Hakki-shou (236P), Kobi-Kyaku (214K), Weak Tenshin-shuu (623B),
- Weak Sou-shou Shin (214A)
- [Gato]
- Shin-ga (236P) (including follow-up),
- Rai-ga (623K), Fuu-ga (214K), Kou-ga (214K~A)
- [Jenny]
- Crazy Ivan (214P), Gulf Tomahawk (214K), Baffles (236P), D. Hind (236K)
- [Butt/Marco]
- Ko-ou-ken (236P), Hien Shippu-Kyaku (236K),
- Dragon Flash Fist (charge [C]), Tiger Flash Leg (charge [D]),
- Ha-ou Shoukou Ken (236(x2)P),
- Dragon Tiger Ranbu Lv4 (Only the projectile part. The hit/strike part can be JDed)
- [Hokutomaru]
- Karakusa-Kiri (214P), Rakka-ki (real) (214D),
- Shuriken (236P), Kuu-ha-dan (236K), Super Deadly Shuriken (236(x2)A),
- Super Explosion Kunai (236(x2)C)
- [Freeman]
- Nightmare (236P), Crow (214K), Phobia (623P), Full Blast (236(x2)P)
- [Tizoc/Griffon]
- Olympus Over (214K), Poseidon Wave (421P)
- [Kevin]
- Hell Roaster/Rotor (214P), Hell Trap (236K)
- [Grant]
- Black Flame Dragon (214P), Evil Bird Blade (623P),
- Weak Messhou Hisetsu (j.2B), Weak Gou Dangai (236B)
- [Kain]
- All moves except for TOP
Anti Guard Cancel (Guard Cancel Crushing)
On the Tactics Regarding Guard Cancels:
Guard cancel (GC) tends to be thought as this overpowered universal counter mechanic, but there is also counter play against GC.
Roughly categorized:
1. Against GC moves with slow start-up, do target combos and light normal chain cancels
2. Use invincible moves as the GC counter/reversal/response
One of the advantages of GC counter/reversal/response, is to make the opponent hesitate
to GC, and one example of that is taking a counter-hit off of them
-- to counter-hit a GC with a special move that acts as a GC counter/reversal/response.
Conversely, against a GC counter/reversal/response, you can counter the counter with your own GC counter/reversal/response, and that is where reading the next layers of moves of your opponent comes in.
Also, characters with only slow start-up GC moves will be crushed by target combos, multi-hit moves, and chain canceling light normals. This can make for a tough fight that you need to be careful with.
See below for a list of techniques
used for guard cancels and GC counter/reversal/responses.
GCing against Jump Attacks:
In the situation of a GC done against a jump attack, a character that can cancel their landing recovery with an invincible move, against a GC move with a startup of 4F or more, can crush (beat out) that GC.
The same is true for small jumps, but in either case, the timing of the position where the attack hits (vertically) and the timing of the landing cancel is important.
See the "Jumps" section for the landing recovery of jump attacks.
Main Special moves used to Guard Cancel:
Character | Move | Startup | Notes |
Rock Howard | Weak Hard Edge (214A) | 11F | it won't hit against a weak attack that is +6F or more |
Vacuum throw (214C) | 11F | command throw | |
Terry Bogard | Power Dunk (623K) | 3F | |
Kim Dong Hwan | Kuusa-jin (623K) | 4F | If doing as a GC counter/reversal/response, it does a counter hit |
Kim Jae Hoon | Hien-zan ([2]8K) | 4F | |
Hotaru Futaba | Command throw (41236D) | 9F | command throw |
Hakki-shou (236P) | 10F | ||
Kobi-Kyaku (214K) | 13F | If doing as a GC counter/reversal/response, it does a counter hit. it won't hit against a weak attack that is +4F or more | |
Gato | Rai-ga (623K) | 3F | |
Weak Fuu-ga (214B) | 6F | ||
Strong Fuu-ga (214D) | 7F | ||
B. Jenet | TOP ("Rolling Thunder") (CD) | 9F | |
Weak D. Hind (236B) | 9F | ||
Weak Crazy Ivan (214A) | 11F | it won't hit against a weak attack that is +6F or more | |
Ennui Mademoiselle (after JD, A~B~C) | 6F | ||
Khushnood Butt/Marco | Ko-ou-hou (623P) | 4F | If doing as a GC counter/reversal/response, it does a counter hit |
Ko-ou-ken (236P) | 9F | ||
Hokutomaru | Weak Kuu-ha-dan (236B) | 11F | it won't hit against a weak attack that is +6F or more |
Freeman | Weak VOD (214A) | 9F | |
Tizoc/Griffon | Justice Hurricane (360 P) | 3F | command throw |
Kevin Rian | Weak Hell Arrest (41236A) | 8F | command throw |
Strong Hell Arrest (41236C) | 9F | command throw | |
Weak Hell Trap (236B) | 10F | If doing as a GC counter/reversal/response, it does a counter hit | |
Grant | Strong Evil Bird Blade (623C) | 5F | |
Weak Gou Dangai (236B) | 11F | it won't hit against a weak attack that is +6F or more | |
Kain R. Heinlein | Schwarz Lanze ([2]8K) | 6F |
Strings Used for Crushing/Beating Out Guard Cancel:
Strings refers to chain cancels, target combos, light special cancel, etc.
If the startup of the move used as a guard cancel is the same or is more than the numerical value in the "Minimum Crushing GC Startup" column in the following table, that guard cancel will be crushed/beat out by the corresponding string.
About the blank space, because the string includes an invincible move, it is from the start expected to crush/beat out the GC move. It's left blank because it's unnecessary to compare a numerical value.
Character | String | Minimum Crushing GC Startup | Cancel | Situation After Move | Notes |
Rock Howard | cl.5A chain cancel | 7F | ◯ | +6F | |
Double Reppu-ken (236C) | 1F | - | +0 | ||
j.C~B | 6F | - | - | ||
Terry Bogard | 2B > Strong Dunk (2B > 623D) | - | -2F | Can do after-cancel with 263B+C > D | |
cl.A chain cancel | 7F | ◯ | +7F | ||
cl.5C > C | 6F | × | +4F | Can be linked to P-power Geyser (236(x2)C) | |
Kim Dong Hwan | 2B > Kuusa-jin (2B > 623K) | - | -6F | Can do after-cancel with 263B+C > A(C) | |
cl.A chain cancel | 7F | ◯ | +6F | ||
j.A~C | 10F | × | - | ||
Kim Jae Hoon | 2B > Strong Hien-zan (2B > [2]8D) | - | +0 | ||
2B chain cancel | 8F | ◯ | +6F | ||
j.A~C | 11F | - | - | ||
Hotaru Futaba | cl.5A chain cancel | 7F | ◯ | +5F | |
j.A~B | 5F | × | - | ||
Gato | cl.5D | 5F | × | +5F | |
cl.5A chain cancel | 7F | ◯ | +6F | ||
j.B~A | 6F | - | - | ||
B. Jenet | A > A > A | 6F | × | +2F | |
j.C | 4F | ◯ | - | ||
Khushnood Butt/Marco | cl.C(D) > Weak Ko-ou-hou ((cl.5C OR cl.5D) > 623A) | 8F | - | +2F | |
cl.5A chain cancel | 8F | × | +6F | ||
Hokutomaru | A > B | 10F | ◯ | +1F | |
j.A~B | 4F | × | - | ||
j.C~B | 6F | × | - | ||
Freeman | cl.5A > A | 8F | × | -1F | |
cl.5B chain cancel | 7F | ◯ | +6F | ||
cl.5D | 6F | × | -2F | ||
Strong VOD (2-stage) ((214C)(x2)) | 11F | - | -12F | If linking to Strong VOD (3-stage), it's -1F | |
Tizoc/Griffon | Light normal > 6A+C | 3F | - | - | However, only for moves that do not have low hitbox |
Grant | Weak Evil Bird Blade (623A) | 5F | - | -24F | If you do j.2K follow-up, there is no such gap |
Kain R. Heinlein | A > lanze | - | +11F | ||
2B > lanze | - | +11F | See "Pseudo Chain Cancel" section | ||
2AB > 5C | 10F | ◯ | -16F | +10F through doing feint cancel | |
2A chain cancel | 7F | × | +4F |
Ennui Counter/Reversal/Response
One way to respond to Jenet's GC-only P-power super "Ennui Mademoiselle" is to enter only the motion and then just the button after the Ennui's freeze/blackout.
For example, Rock can do a f.5A > Crack Counter response with A > 236 > freeze/blackout > B
It's possible to use the above input for supers from a weak attack, but it requires you to quickly do the motion before the freeze/blackout.
Character | Moves you can respond with | Notes |
Rock Howard | Crack Counter (236K) | |
Rising Tackle ([2]8P) | ||
Terry Bogard | Strong Power Dunk (623D) | Don't break |
S-Power Power Geyser (236(x2)A) | After a counter-hit you can do a Jenet-only combo | |
Kim Dong Hwan | Kuusa-jin (623K) | |
Raimei-Dan (236(x2)K) | trade | |
Kim Jae Hoon | P-power Houyoku Tenshou-kyaku (236(x2)C) | Hien-zan doesn't work |
Hotaru Futaba | Tenshin-shuu (623K) | only a part of the super hits |
Ten-shou Range (236(x2)K) | whiffed jump out of maximum combo into less hits | |
Gato | Ryuu-ga (236(x2)K) | only a part of the super hits |
B. Jenet | Weak Gulf Tomahawk | whiff out of combo |
Khushnood Butt/Marco | Kyokugen Kohou (236(x2)K) | only a part of the super hits |
Hokutomaru | 2AB~BC | only a part of the super hits when Hoku is in mid-air |
Freeman | Creeping Death (236(x2)K) | |
Full Blast (236(x2)P) | after trading you can chase after to follow-up | |
Tizoc/Griffon | Strong Poseidon Wave (421C) | only a part of the super hits |
Active Tupon (623P) | leaves a gap dependent on the distance | |
Kevin Rian | Avoid Mine (214D) | |
Grant | None | |
Kain R. Heinlein | Lanze | possible through a pseudo chain cancel |
Forced Stop Moves (0F Supers) Workings and Explanation
- Overview
For most supers, you start by going into the super's beginning animation -- super "freeze" or "flash" or "blackout".
When blackout (BO) ends you then go into "forced time stop" (FTS).
At the end of forced time stop, that's when you go into the super's remaining startup.
Blackout and Forced Time Stop
At the first frame of execution (when done alone, this is on the frame you press the button and complete the super command) you go into blackout.
The standard S-power blackout is 31F long, while for P-power it is 58F long.
During your blackout, the opponent unable to move. During the subsequent forced time stop, the opponent is still unable to move while only you may move through your super animation.
Supers have various forced time stop lengths.
- Some characters a have a window to input follow-up button presses during their blackout and/or forced time stop
- Holding the button press through blackout, forced time stop, and longer (Jae's super C, Rock's super C, and Freeman's super A/C)
- Pressing buttons during blackout and/or forced time stop (Butt/Marco's hidden super)
- This is useful, but not required, for Rock's hidden super.
- Oppositely, during your opponent's blackout and forced time stop, there are some properties that dictate your buffering
- The 1F of your opponent's blackout is the last frame of your command input buffer before that command input buffer is frozen.
- Your current buffer is frozen and preserved through blackout and forced time stop, even if you let go of your current direction.
The buffer resumes after you exit forced time stop.
- Your current buffer is frozen and preserved through blackout and forced time stop, even if you let go of your current direction.
- Motions and other input buffer commands are not recognized and cannot be done.
- Anything that works with an input buffer doesn't work: specials, TOP attacks, supers, feints, etc.
- Button, simultaneous button, and direction inputs alone are recognized.
Press any direction, normal, command normal, or evasion attack, and they come out after blackout and forced time stop.
But it's not like you directly exit with 1F of that input during BO and FTS.
Rather you exit in the state after the button or direction is pressed and let go.
- Once a button attack is recognized, no other button attack or direction is recognized.
- For example, when the input 2AB is accepted, no other button or direction presses afterwards matter. You exit FTS in the state after 2AB is pressed.
- Directions may override other directions.
- Up directions (7/8/9) are prioritized over other directions.
You exit FTS in the state after an up direction is let go of.
You hop in the direction of the first inputted up direction. - Back/guard direction (4).
You exit FTS in the state after the back direction is let go of.
You are in proximity guard state (for 2 frames).
Regardless of whatever non-up direction you press, ending in 4 lets you block. - Down directions (1/2/3).
You exit FTS in the state after the down direction is let go of.
Will not stop an up direction, but if pressed after the 4 direction they will stop a back direction's proximity guard. - Forward direction (6).
You exit FTS in the state after the forward direction is let go of.
Will not stop an up direction, and will not stop a back direction's proximity guard, but will stop a down direction.
- Up directions (7/8/9) are prioritized over other directions.
- JD window and cooldown are in effect during blackout and forced time stop.
See the section on JDing supers for more on this.
- The end of blackout and forced time stop is not just a part of your opponent's super startup.
- Your opponent's blackout and forced time stop is also considered a unique kind of recovery -- as a part of your recovery with its own reversal window.
- This recovery replaces the end of the recovery you were in just before blackout.
So if you were within a recovery reversal window before blackout, you exit forced time stop with the new recovery instead. - This reversal window is 7F for specials and supers:
1-6F before the end of forced time stop (may include blackout frames).
1F after forced time stop (the 2nd frame of that super). - See the section on after-cancel for more.
- This recovery replaces the end of the recovery you were in just before blackout.
- Your opponent's blackout and forced time stop is also considered a unique kind of recovery -- as a part of your recovery with its own reversal window.
Supers and Startup
Newer games have frame data with the last startup frame as also the first active frame.
But the Garou frame data uses an old frame data style where the first active frame is after the last startup frame.
If we consider the first frame as the 0F rather than the 1F, normals can adhere to the new style. But we don't this.
However, this is different in the case of supers.
For supers, the last two frames of forced time stop are included with the startup.
They are labeled as the "0F" and the "1F" of startup.
After exiting forced time stop you go through the "2F" and the rest of the super.
Alternately, you can think of the frame freeze from the start of blackout until the last frame of forced time stop as the 1st frame.
- Examples
- Supers with long startup
Freeman's 11F super, Full Blast
After blackout, there are 2 frames of forced time stop, 0〜1F.
After forced time stop, there is the remaining 2〜11F of startup.
On the 12F, the attack is active.
Visually, it looks like it has a 12F startup time after blackout.
And it looks like it has 10F startup if you don't include forced time stop.
Unlike with non-super attacks, you can't move during the first 1F of a super because it is during forced time stop.
This means that the gap you have to move before a super hits is 1F less than the startup indicates (11 frames instead of 12 frames).
- 1F Supers
For 1F supers, after exiting the last two frames of forced time stop (which are the 0〜1F of startup), on the 2F frame there is the first active frame.
And after that frame you go into hitstop/blockstop.
In other words, the super is 1F startup, active on the 2F.
- 0F Supers
As for 0F supers, they are a particular move, just abbreviated as a "0F move".
With the last two frames of forced time stop (which are the 0〜1F of startup), the last frame of forced time stop at 1F possesses a hitbox -- an active frame.
After exiting forced time stop and the 0〜1F of startup, on the next frame 2F they hit like a 1F active move (like a throw).
In other words, the super is 0F startup, active on the 1F.
For such moves, even if the guard input is done after blackout, you won't be able to block and defend against it.
That's because the super is determined to hit, block, or whiff based on what you do before blackout -- or more specifically, on that freeze on the 1st frame of blackout.
List of Forced Time Stop and Startup Frames for Supers:
Character | Super | Forced Time Stop | Startup |
Notes |
Rock Howard | Raging Storm A | 2F | 12F | |
Raging Storm C | 2F | 17F | ||
Shining Knuckle B | 6F | 1F | ||
Shining Knuckle D | 7F | 0F | ||
Deadly Rave Neo (Hidden Super) | 5F | 0F |
Follow-up inputs are accepted starting at the 10F of BO until the 3rd frame of FTS. Inputs are then accepted again during the hitstop of the each hit. | |
Terry Bogard | Power Geyser A | 9F | 7F | |
Power Geyser C | 9F | 3F | ||
Buster Wolf B | 2F | 7F | ||
Buster Wolf D | 5F | 4F | ||
Kim Dong Hwan | Super Dong Hwan Kick A | 8F | 0F | |
Super Dong Hwan Kick C | 8F | 0F | ||
Raimei Dan B | 2F | 19F | ||
Raimei Dan D | 2F | 17F | All levels have the same FTS | |
Ore-sama Hou'ou Kyaku (Hidden Super) | 3F | 0F | ||
Kim Jae Hoon | Houyoku Tenshou Kyaku A | 2F | 11F | |
Houyoku Tenshou Kyaku C | 2F | 11F | Super with follow-up has the same FTS | |
Houou Kyaku B | 5F | 0F | ||
Houou Kyaku D | 5F | 0F | ||
Hotaru Futaba | Sou Shou Ten Renge A | 2F | 6F | |
Sou Shou Ten Renge C | 2F | 6F | ||
Ten Shou Ran Ki B | 8F | 0F | ||
Ten Shou Ran Ki D | 7F | 0F | ||
Gato | Rei-ga A | 5F | 0F | |
Rei-ga C | 5F | 0F | ||
Ryuu-ga B | 2F | 3F | ||
Ryuu-ga D | 2F | 3F | ||
Tenryuu Retsu-ga (Hidden Super) (last move) | 2F | 14F | ||
B. Jenet | Many Many Torpedoes A | 2F | 4F | |
Many Many Torpedoes C | 2F | 4F | ||
Aurora B | 6F | 0F | ||
Aurora D | 6F | 0F | ||
Ennui Mademoiselle (Hidden GC Super) | 2F | 6F | ||
Butt/Marco | Haou Shoukou Ken A | 2F | 17F | |
Haou Shoukou Ken C | 2F | 7F | ||
Kyokugen Kohou B | 5F | 0F | ||
Kyokugen Kohou D | 5F | 0F | ||
Ryuuko Ranbu (Hidden Super) Lv 1, 2, 3 | 6F | 0F | Window to press C: 3~58F of BO, and 1~2F of FTS. | |
Ryuuko Ranbu Lv 4 | 7F | 4F | ||
Hokutomaru | Chou Hissatsu Shuriken A | 2F | 9F | |
Chou Bakuen Kunai C | 2F | 9F | ||
Ougi • Chou Hissatsu Tatsumaki B | 4F | 1F | ||
Kyuukyoku Ougi • Chou Bakuen Tatsumaki D | 5F | 0F | ||
Freeman | Full Blast A | 2F | 11F | |
Full Blast C | 2F | 11F | ||
Creeping Death B | Variable FTS and startup (for a total of 14F) after counter is initiated.
(Dependent on the attack being countered.) Examples: 9F FTS, 6F startup; 12F FTS, 3F startup; 13F FTS, 2F startup. | |||
Creeping Death D | Variable FTS and startup (for a total of 13F) after counter is initiated.
(Dependent on the attack being countered.) Examples: 9F FTS, 5F startup; 13F FTS, 1F startup. | |||
Tizoc/Griffon | Big Fall Griffon A | 5F | 1F | |
Big Fall Griffon C | 5F | 1F | ||
Daedalus Attack B | 2F | 14F | ||
Daedalus Attack D | 2F | 13F | ||
Kevin Rian | Lucky Strike A | 2F | 3F | |
Lucky Strike C | 2F | 3F | ||
Gattling Freezer B | 2F | 11F | ||
Gattling Freezer D | 11F | 0F | ||
Grant | Majin Haten Dan A | 2F | 11F | |
Majin Haten Dan C | 2F | 9F | ||
Majin Engetsu Rin B | 9F | 0F | ||
Majin Engetsu Rin D | 9F | 0F | ||
Kain R. Heinlein | Himmlisch Atem A | 9F | 1F | |
Himmlisch Atem C | 10F | 2F | ||
Himmlisch Seele B | 10F | 13F | ||
Himmlisch Seele D | 10F | 9F |
0F Unblockable
If a 0F move is performed under certain conditions, it will become unblockable even though a guard direction was input before the freeze/blackout.
This 0F unblockable, which is unique to this game and is a very important element, occurs under the following conditions:
Situation When Doing the 0F Move | Avoidance Method |
+4F or more advantageous normal hit | unavoidable, treated as a combo |
+2,3F advantageous normal hit | backdash |
+1F advantageous normal hit | backdash, ave maria (after-cancel) |
-1F normal, special move on block | backdash, ave maria (after-cancel) |
-2F normal on block or hit | backdash |
-2F or more disadvantage special move on block | unavoidable |
-3F or more disadvantage normal on block or hit | unavoidable |
Landing after receiving a mid-air hit and not getting knockdowned (air-hit landing recovery) | backdash, ave maria (after-cancel) |
(1) From a +2 or +3 frame advantage situation.
Doing a 0F move can be avoided with backdash only, but it cannot be blocked.
(2) From a +1 frame advantage situation.
Doing a 0F move can be avoided with ave maria (after-cancel) and backdash, but it cannot be blocked.
(3) If receiving a hit from an non-knockdowning attack in mid-air,
then since landing it takes 3 frames (Hokutomaru takes 4 frames)
before you can move again (air-hit landing recovery).
See this video showing how there is no hurtbox after an air hit and you cannot be hit during those landing frames.
However, during these frames' latter half 2 frames, if a 0F move is done, then you are able to avoid it, but not block against it. (On the 1st frame of landing, the 0F move whiffs.)
(1) has only one avoidance method, a backdash, and the prior input window is very short.
Also, the 0F reversal done after blocking a -2F normal move can be avoided with a backdash, but the 0F reversal done after blocking a -2F special move cannot be avoided.
(2) and (3) have no choice but to avoid with the techniques
called prior-input backdash or ave maria (after-cancel).
However, some 0F moves (rush/charge-type, long duration) cannot be avoided by backdashing.
Some 0F moves (such as long-lasting rushes) cannot be avoided by backdash, some require a gauge, and some techniques may not be able to win depending on their compatibility.
Even if you use an ave maria (after-cancel),
you may need to use a super move,
and even those super moves might not be able to win depending
on the compatibility with what's done against you.
For more details about this part of the section,
please refer to the section about and the techniques used for Ave Maria.
List of 0F Moves (unless otherwise indicated, both S-power and P-power versions are 0F moves)
Character | Move Name |
Rock Howard | P-power Shining Knuckle (236(x2)D), Deadly Rave |
Terry Bogard | None |
Kim Dong Hwan | Super Don Juan Legs (j.236(x2)P), Ore-sama Hou-ou Ashi (236(x3)C) |
Kim Jae Hoon | Hou-ou-kyaku (236(x2)K) |
Hotaru Futaba | Ten-shou Ran-ge (236(x2)K) |
Gato | Rei-ga (236(x2)P) |
B. Jenet | Aurora (236(x2)K) |
Khushnood Butt/Marco | Kyokugen Kohou (236(x2)K), Ryuuko Ranbu (236(x3)C) Lv1~3 |
Hokutomaru | Kyūkyoku ōgi ・ chō bakuen tatsumaki (236(x2)D) |
Freeman | None |
Tizoc/Griffon | None |
Kevin Rian | P-power Gatling Freezer (236(x2)D) |
Grant | Majin Engetsurin (236(x2)K) |
Kain R. Heinlein | None |
Regarding 1F Startup Supers
There are two 1F startup supers: Rock's S-power Shining Knuckle (236(x2)B) and Hokutomaru's Ougi・Chou Hissatsu Tatsumaki (236(x2)B).
But these moves are also a bit unique in that they'll unexpectedly not connect for some larger windows.
◯ After doing a +2F, +3F normal, a 1F startup super does not connect into a confirm.
∵ It's possible to JD the super when Rock does 2A (+3F) OR cl.5B (+2F) > S-power Shining Knuckle
◯ Against a -2F normal, countering with a reversal 1F startup super does not connect into a confirm. ∵ Freeman can JD a reversal S-power Shining Knuckle done after Freeman cl.5D (-2F).
◯ Against -3F normal OR -2F special, countering with a reversal 1F startup super can connect into a confirm. ∵ Against Jenet's 2AB on block (-3F), or Terry's Power Dunk (BR) (-2F), countering with a super S-power Shining Knuckle can connect into a confirm.
○ Landing 1F combos:
Do a non-knockdowning hit in mid-air, and 1F before the opponent lands, do one of the two 1F startup supers to hit when they land.
Unlike the 0F on landing "meaty" described above, the 1F meaty needs to be done while the opponent is in the air 1F before landing, so there is no way to avoid it (and to connect the hits)
In the case of Hokutomaru,
(in the corner) Kuu-ha-dan break (236K (BR)) > 3D, Air Shuriken. It is good to try to connect the 1F super after the shuriken, but it can be difficult.
This video "【餓狼MOW】着地前1F技コンボ解説【ロック・北斗丸】" illustrates the concept:
Jae and Dong AB against Tizoc/Griffon
Jae/Dong's AB is airborne on the first frame. This is useful for avoiding throws.
Especially for Tizoc/Griffon Super 720 A/C.
You can press AB during blackout or forced time stop, it avoids the super throw.
When the super exits FTS, at the 2F when the super throw is active, the AB comes out airborne at that frame.
Simultaneous Button Press for Normals
When a simultaneous button press occurs, an attack will come out following this priority:
Buttons and Their Corresponding Simultaneous Multiple Inputs:
A | A+C or A+D |
B | B+C or B+D |
C | A+C+D or B+C+D or A+B+C+D (or C+D outside of TOP) |
D | Cannot be done if you use simultaneous button press |
evasion attacks | A+B or A+B+C or A+B+D |
TOP | C+D while in TOP mode |
Note: Simultaneous inputs are just frame: have to be pressed on the exact same frame.
Simultaneous button inputs are useful for doing throws, throw techs, throw tech option-select and other option-selects.
Particularly, it's useful for the option-selects centered around executing special/super moves.
Even if the special/super move command is entered correctly, if buttons are pressed simultaneously, the special/super move will never be executed.
Most likely, the game only recognizes commands with a single button.
(The only exception is Gato's hidden super, Tenryu Retsu Kiba (623AB)(x3).)
By using this method, you can avoid misinputs by preventing special/super moves from executing.
You can prevent normals and upper-body evasion attacks from accidentally kara canceling after doing a command motion too quickly during their startup.
And you can intentionally not do special/super moves. Do normals even after you buffered special/super moves.
For example, Kain can also use this to rush in with a light without worrying about charge time.
By not doing the buffered special/super, even if a normal comes out, the buffer can still be in effect.
This property allows you to do the "Motion Storing Technique" detailed below.
Motion Storing Technique
This application of simultaneous button inputs is known as the "Motion Storing Technique"
You "override" the special with a simultaneous input to do a button attack instead.
Therefore if you do +
+
, a normal stand
will come out, not a fireball or whatever special was
+
or
+
.
This allows you to "store" motions to make combos easier.
For example, you can avoid the mistakes prone to using chain canceling -- the mis-inputting of a QCF special move afterwards -- like the command executing after the light's cancel window and coming out as a reversal.
Canceling light attacks into supers : xx
requires very fast execution, you can instead do
(stand A) xx
(Super comes out, thanks to the first
previously stored)
Pseudo Chain Cancels
Light/Weak attacks normally not special cancelable can cancel into specials and supers using the chain cancel property.
The weak attack you want to cancel must be chain cancelable (repeatable).
The next chained attack kara cancels into the special or super.
This method is also just called chain canceling (or renda canceling) for short.
Example:
Let's use Butt/Marco's 2B > Strong Ko-ou-Ken as an example.
Usually entering the 236C during hitstop/blockstop won’t allow a special cancel and it won’t come out.
But by entering 2B > 236+C > 2B
-- by inputting the second 2B at the same time you would normally chain cancel the first 2B's recovery --
236C ends up chain canceling the first 2B.
The principle of how the cancelation is possible is that by inputting 236+C after 2B,
the command for the strong Ko-ou-Ken is completed, but the special cancelation does not take place.
The special cancelation is not applied, so naturally the strong Ko-ou-Ken does not come out.
However, after that, by inputting 2B at the timing to chain cancel from the first 2B, the second 2B comes out....
However, because the special move command's reception still remains as registered,
at that moment it's like the cancelation was applied to the second 2B.
The timing of the strong Ko-ou-Ken comes out as if the 2B was canceled,
This is due to the fact that all normal moves in this game can be kara canceled, regardless of whether they can be canceled on hit/block or not.
Also, if the Special Move you wish to perform
uses the same button as the Weak Attack you perform a pseudo chain cancel with,
the input is slightly relaxed (easier).
For example, Butt/Marco's 2B Weak Hien Shippu-Kyaku can be done by pressing 2B > 2362B
Butt/Marco's Standing A > Weak Ko-ou-Ken can be done with A > 2364A
Kain's 2B > Weak Lanze can be done with 2B > 82B.
Ave Maria
Ave Maria is a term that covers all the techniques to avoid 0F supers.
They are the techniques and avoidance methods dealing with blackout and forced stop time. (Refer to the table in that section.)
- The most notable Ave Maria technique (and synonymous with it) is the "After-Cancel".
- After-Cancel allows different 0F unblockable setups to be avoided and countered with a special or super.
- A 0F move is done on you when you the defender is at a 1F disadvantage;
- A 0F move is done on you when you the defender returns to the ground after taking an attack in mid-air; and so on.
In addition to the defensive uses listed above,
After-Cancel can also be used mainly to reduce the risk
when doing okizeme (attacking on someones recovery/wake-up).
This video,
"Garou MOTW 0F Showcase - Application, Escapes, Counters and Option Selects"
shows some of this section in action:
Ave Maria Explanation
Ave maria (after-cancel) is an option-select where you buffer the input of a special or a super in a normal, and then on reaction to the opponent's super flash, when they try to punish with a 0F super or try to do a 0F super unblockable, you can kara cancel that normal into an invincible special or super move.
The game does not accept any special/super command during blackout, but the input reception time remains preserved during that time.
You have to complete the command input before blackout
of the move you want to after-cancel after blackout and force time stop.
In order to put out a normal move without activating the buffered special or super move,
the simultaneous button press technique is used to do a normal move.
It is possible to just buffer the special or super move on its own -- without the normal -- and just after-cancel.
However, putting out a normal is useful coming out of hitstun/blockstun recovery,
where you don't have to risk having your reversal special/super blocked by doing a normal instead.
You can even do this technique for okizeme where the opponent might wake-up super.
If you are in recovery and don't expect to exit it before a super's blackout, you can forgo the simultaneous button press by using a single button, and then after-cancel with a different button than the one pressed before blackout.
(Also works if the command you're using doesn't apply to your character and/or you don't have to worry about anything coming out of recovery after inputting your command.)
The actual after-canceling is done by doing a reversal -- during the 7F reversal reception window at the end of blackout and forced time stop.
As discussed in the Blackout and Forced Time Stop section, this window is 1-6F before the end of forced time stop, and 1F after it ends.
The end of blackout and forced time stop is not just a part of your opponent's super startup, but as a part of your recovery.
This recovery replaces the end of the recovery you were in just before blackout.
If you were within a recovery reversal window before blackout, you exit forced time stop with the new recovery instead.
For the after-cancel reversal,
because every super has different forced time stop frames, it's difficult to always have to time your button press all the time.
So in order to ensure you press during the reception window, you mash the button, repeatedly pressing throughout blackout and forced time stop. Beware that even if you mash, the reception window is small enough that your mash timing could still miss it.
As for other avoidance methods (e.g., backdash, evasion attack),
you buffer them during the reversal window of the recovery you are currently in.
(See the "Timing For Reversals") section.)
Blackout must be done after this buffering, of course, but before the recovery (reversal window) ends.
The end of blackout and forced time stop replaces the end of recovery you were previously in, and that results in the reversal at that point in time instead.
Air Hit Landing Unblockable Example
Situation: Hotaru's Ten-Shou Range (236(x2)K) after-cancel is done during Grant's air hit landing unblockable with Engetsu Rin (236(x2)K) on the 2nd frame of Hotaru's landing.
1. As Hotaru, input 23623+A+D within a range of 5F -- from 3 frames before landing until the 1st frame of blackout.
(Consistent with the buffer/interval of 7F for the reversal reception window of a normal, after an air hit landing: consisting of 3F before landing, 3F of air hit landing recovery, and 1F after that)
2. When Grant does his super and goes into blackout, repeatedly press
B or D (S-power or P-power, whichever super you want to get out).
3. After Grant's blackout, Ten-Shou Range is put out for a counter-attack.
When your 0F super is performed, whatever the opponent is doing, the opponent becomes invincible during through blackout until the end of forced stop time.
At the last frame of forced time stop, when the hitbox of the 0F collides/overlaps with the opponent's hurtbox, that invincibility will end.
That 0F super effectively changes into acting like how a 1F-active move hits (hitting on that next frame at the 2F of the super).
Air Hit Landing Unblockable Example 2
Button presses before and after blackout need to be different:
In additon to the after-cancel method of simultaneously button pressing a normal move (also upper and lower evasive attacks) with a special/super move command as blackout and forced time stop ends, another after-cancel method is to do this special/super command with a single button, and then pressing a button different from the one pressed before the blackout to activate the special move.
This works as long as you are within such a recovery that the special/super doesn't come out immediately.
It is important to note that the button pressed before
blackout and the button pressed after blackout must be different.
If the button pressed before and after blackout is the same,
your special/super move won't come out and your opponent's 0-frame move will hit you instead.
Also, a simultaneous button pressing with a button is considered different from that button pressed alone.
e.g., B+D can be used before blackout and B can be used after blackout.
(Source: チラシの裏にでも書いてろ)
Example 2:
To explain with the previous air hit landing unblockable example with Hotaru and Grant,
if you enter 23623AorBorCorD in the first part, and in the second part,
repeatedly press any button other than the one you pressed in the first part,
then after blackout, if it is AorC, it will activate Sou-shou Ten Renge (236(x2)P),
and if it is BorD, it will activate Ten-Shou Range (236(x2)K).
Invincible Special Example
Invincible DPing a 0F Punish of Your -1 Hit
This makes your -1 moves safe against a 0F super.
Dong does 214B which has 25F recovery, but the opponent's 24F hitstun allows the opponent one frame to try to punish with 0F super at the 25F.
1. Dong's window/buffer to do 623 B/B+D/B+C should be for a normal (7 frames) for 1F-6F before the end of his 214B recovery and 1F after (20-25F of recovery + 26F).
And with the opponent's anticipated 0F super, you'll have just 6 frames (20-25F of recovery) to do the input.
2. When opponent does their 0F super and goes into blackout, repeatedly mash A.
3. After the opponent's blackout and forced time stop, your 623A is put out for a counter-attack.
See this link for video of this example.
Backdash Example
Ave Maria backdash follows backdash reversal timing for the type of recovery you are in.
Backdash also works if 2nd direction input is done at the same frame at the first frame of blackout. (such as when super is done on the 2nd frame of landing)
Backdashing an Air Hit Landing
Gato attempts an air hit landing unblockable with Zero Kiba (236(x2)A) on the 2nd frame of air hit landing recovery.
But your backdash input is completed 1F before landing, and you backdash the super after exiting forced time stop.
Backdash reception window is limited to landing recovery and until blackout.
(1F before landing recovery, 1F-3F of landing recovery, and 1F after landing recovery, for a total of 5F)
Backdashing a +1 Hit
Gato 6A, 236(x2)A
6A is +1, and after 19F of recovery, the super hits the last frame of hitstun/blockstun at 20F.
Backdash reception window for 2nd direction input is the last 1F-4F of hitstun/blockstun, and 1F after exiting hitstun/blockstun (for a total of 5F)
In other words, the backdash window/buffer is 1F-3F before blackout, and 1F of blackout.
Backdashing a 0F Punish of Your -1 Hit
Dong 214B has a 25F recovery but 24F hitstun allows opponent one frame to try to punish with 0F super at the 25F.
Window for backdash should be 5 frames -- 1-4F before the end of 214B recovery and 1F after.
And with opponent's 0F super, it will be just be 4 frames (22-25F of recovery)
2AB Example
This method uses the startup invincibility of 2AB's to avoid supers that have 1 hit.
Gato 6A, 236(x2)A
6A is +1, and after 19F of recovery, the super hits the last frame of hitstun/blockstun at 20F.
2AB reception window is the last 1F-6F of hitstun/blockstun, and 1F after exiting hitstun/blockstun (for a total of 7F)
In other words, the real 2AB window is now 1F-5F before blackout, and 1F of blackout.
Okizeme attack on opponent's wake-up
In the case of okizeme (attacking during someone's wake-up) the same thing is basically done.
1. During the opponent's wake-up, slightly delay a normal move while putting it with the command for the move you want to after-cancel, by using motion storing with simultaneous button pressing.
2. When the opponent tries to use a blackout move to counter-attack,
repeatedly press the button of the move you want to use.
3. The after-cancel will be executed and counter-attack the opponent instead.
Since the simultaneous press is done raw outside of any recovery, hitstun/blockstun, etc.
there is no window/interval to consider besides your normal's recovery
and the super's blackout and forced time stop.
The after-cancel is a technique that uses a whiff kara cancel,
so be aware that if you completely meaty a normal move on the opponent's wake-up,
you maybe not be able to follow-up with anything.
(because of exceeding the whiff kara cancelable frames)
Instead, you might get a special cancel with the normal on hit/block after mashing during hitstop/blockstop.
Anti-Freeze OS
This method can be used as an "anti-blackout OS" or "anti-freeze OS" beyond okizeme when you do any advancing attack and press your advantage.
It's very useful against people throwing out random supers.
For example: Going near the passive opponent, Jenet inputs 236236 2BD. Becomes 2B.
If a S/P-power comes out, Jenet presses B again to have her S-power come out.
Here is a post with video of this example.
Adding a Backdash to Special/Super Move Input
In addition, you can input a backdash after your move command during the after cancel.
As an example, when using Terry on the 1P side
to prepare an after cancel power dunk, you can insert a backdash:
Buffer 623N4N4 and at the end of blackout (and afterwards) press D repeatedly,
OR buffer 62N4N4 and at the end of blackout (and afterwards)
press 3+D repeatedly (N=Neutral)
If you do the input and a blackout isn't done, then backdash comes out.
If blackout is done, then power dunk comes out.
It is relatively low-risk read,
but to do it together correctly with the move, the input is difficult
(especially in the case of supers)
Also, the reason why there are two input methods
is that depending on the technical affinity/compatibility;
it is not possible to counter-attack back
unless you choose between one of the inputs.
TOP Hit Confirm
During the time-stopped state when the opponent enters TOP, the direction inputs are accepted, unlike when the opponent is in freeze/blackout when he does a super move.
By using this technique, the opponent's TOP can be greatly reduced (ideally eliminated) by connecting a single-hit check move to a special move that would normally be impossible to confirm as a hit.
A TOP Hit Confirm is a technique that aims to greatly reduce (ideally, eliminate) the opponent's TOP.
Adjust the opponent's life points with a single normal attack that can be (chain) canceled so that they can enter TOP, and when the attack hits and time stops, enter a special move command during that time.
When the time-stop ends, the special move can be canceled by inputting the button at the right moment.
Example of using psuedo chain cancel... with Marco:
1. Hit a Standing A to get the opponent into TOP
2. Enter 236 during the time-stop effect
3. After the time-stop is over, if you piano the C and then A, the cancel into 236C will appear.
(If you do 236236 instead when entering the 2 direction, you can pseudo chain cancel into Ha-ou Shoukou Ken (236(x2)P).)
It is especially effective if you use a light attack as the normal move to TOP-in, as the subsequent special move will pseudo chain cancel even if the light attack hits a mid-air opponent. (Of course, if the special move occurs too late, it won't work as a pseudo chain cancel into a combo.)
Also, if the TOP-in is done while the player is recovering his strength by JD, the directional inputs are still accepted.
Although the chances are probably small, it will be a great asset for Guard Cancel to be done because it gives leeway to do the input.