(Reformatting and adding to Combo page in the template/format of done character pages Gato, Tizoc, etc. May re-add button and motion graphics later.) |
(Adding 5A xx [2]8D to case of light into Hienzan) |
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* '''5A''' or '''2B''' > 2C xx special cancel into a special or super | * '''5A''' or '''2B''' > 2C xx special cancel into a special or super | ||
** "HOWARD ARENA Basic Combos - Jae" #2 | |||
* '''cl.5C(1)''' or '''cl.5D(1)''' or '''2C''' xx special cancel into a special or super | * '''cl.5C(1)''' or '''cl.5D(1)''' or '''2C''' xx special cancel into a special or super | ||
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* 2B xx [2]8D (BR) follow-up attacks | * 2B xx [2]8D (BR) follow-up attacks | ||
** Needs to special cancel in order to work mid-screen | ** Note: Needs to special cancel in order to work mid-screen (due to expanded collision box of crouch and pushback from 2B) | ||
*** Renda cancel (with pseudo-chain cancel) may also be used | *** Note: Renda cancel (with pseudo-chain cancel) may also be used | ||
* 5A xx [2]8D (BR) follow-up attacks | |||
** Note: Just like Kain's combo -- you can charge, go to neutral to do 5A, and during hitstop/blockstop complete the Hienzan. | |||
** Note: Can be a link instead of special cancel. | |||
Latest revision as of 23:51, 22 April 2024
Midscreen/Anywhere
Ground Starters
Basic hitconfirms
- 5A or 2B > 2C xx special cancel into a special or super
- "HOWARD ARENA Basic Combos - Jae" #2
- cl.5C(1) or cl.5D(1) or 2C xx special cancel into a special or super
- Upper-body Evasion Attack 2AB > feint cancel (5 2AC) > 2C xx special cancel into a special or super
- "HOWARD ARENA Basic Combos - Jae" #10
- cl.5D(1) or cl.5C(1) > feint cancel > 2C xx special cancel into a special or super
- "HOWARD ARENA Basic Combos - Jae" #4
- Upper-body Evasion Attack 2AB xx Strong Ryuusei Raku 236D or Houou Kyaku 236236B/D or Houyoku Tenshou Kyaku 236236A/C + α
- "HOWARD ARENA Basic Combos - Jae" #11
- 2B xx [2]8D (BR) follow-up attacks
- Note: Needs to special cancel in order to work mid-screen (due to expanded collision box of crouch and pushback from 2B)
- Note: Renda cancel (with pseudo-chain cancel) may also be used
- Note: Needs to special cancel in order to work mid-screen (due to expanded collision box of crouch and pushback from 2B)
- 5A xx [2]8D (BR) follow-up attacks
- Note: Just like Kain's combo -- you can charge, go to neutral to do 5A, and during hitstop/blockstop complete the Hienzan.
- Note: Can be a link instead of special cancel.
- Strong Hienzan (trade) (mid-air hit), Weak Shakka Shu 236A
- Shou-kyaku Hou 44B xx Weak Shakka Shu 236[A] (hold slightly)
- "HOWARD ARENA Basic Combos - Jae" #15
- Note: This results in an air reset. Be careful as some opponent's moves can be done as a guaranteed counterattack/punish.
Jump Starters
Basic jump hitconfirms
- j.A or j.B or j.C or j.D or j.A > j.C |> 2C xx 236D or 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #1
- Note: If 2C hits at the tip, sometimes 236K does not reach, so you're better off using 236D or 236P as enders.
- Cross-up j.A |> cl.5D(1) > feint cancel > 2C xx special cancel into a special or super
- "HOWARD ARENA Basic Combos - Jae" #4
- Cross-up j.A |> 2C xx 236236A, 236236B
- "HOWARD ARENA Basic Combos - Jae" #5
- Note: If you do a jump attack starter on Griffon/Tizoc and Grant, you won't be able to connect the ground hit into a combo (taller hitbox --> more time needed to descend --> means less advantage).
- Note: It is more damaging to connect S-Power supers twice (A then B) than to do either P-Power (the damage is about the same amount as one P-Power super)
- Note: So against Griffon/Tizoc and Grant, if you instead do 5A, 2C after landing, you only can do one super.
- hop A > Strong Hienzan (BR) > Strong Hienzan or Houou Kyaku 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #6
Confirms into Super
Super hitconfirms
- jump or hop D or C or A or B |> 236236B/D
- 2B(x2) > 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #3
- Note: If you cannot special cancel into super in time, you can use motion storing (split inputs). For example, 2B>362B+D pressed at the same time>36B.
- Note: You can also link into the super after 2B, but this fails to connect at farther ranges.
- 2C xx 236236A, 236236B
- "HOWARD ARENA Basic Combos - Jae" #5
- hop A > Strong Hienzan (BR) > Houou Kyaku 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #6
- Strong Hienzan (BR) > Houou Kyaku 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #7
- Strong Hienzan (trade) (BR or non-BR) (ground or mid-air) > Houou Kyaku 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #9
- Upper-body Evasion Attack 2AB xx Houou Kyaku 236236B/D or Houyoku Tenshou Kyaku 236236A/C + α
- "HOWARD ARENA Basic Combos - Jae" #11
- Shou-kyaku Hou 44B xx Strong Hienzan (BR) (whiff) > Houou Kyaku 236236B/D
- Shou-kyaku Hou 44B xx feint > Houou Kyaku 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #13
- Note: When feint canceling Shou-kyaku Hou 44B, you have a longer window to do Houou Kyaku 236236B/D. When canceling with Hienzan BR whiff, you must immediately do Houou Kyaku 236236B/D.
Guard Cancels
- GC 236B
- Note: Best used as an anti-air GC
- Note: Use 236D if you know the attack is slower or more recovery
- GC 214B
- Note: Beats low attacks.
- GC [2]8D or [2]8D (BR) follow-up attacks
- Note: Your usual GC, and your fastest.
Counter Hit
- Strong Hienzan (BR) (CH) > Strong Ryuusei Raku 236D or [Strong Hienzan (BR) > Houou Kyaku 236236B/D]
- "HOWARD ARENA Basic Combos - Jae" #7
- (Jenet-only combo) Strong Hienzan (BR) (CH) > 2C xx Strong Hienzan (BR) > Houou Kyaku 236236B/D
- "HOWARD ARENA Basic Combos - Jae" #8
- Note: In the case of Jenet, just add an extra 2C to the above-mentioned combo.
- Upper-body Evasion Attack 2AB (CH) > feint cancel (2AC) > dash forward > cl.5D(1) > feint cancel (2AC) > 2C xx special cancel into a special or super
- "HOWARD ARENA Basic Combos - Jae" #12
Corner
In the corner, you add an extra light attack to the above light starter combos.
Feint Cancel Infinite
- (Corner only) cl.5D(1) (FC) dash forward cl.5D(1) (FC) dash forward cl.5D...
- "HOWARD ARENA Basic Combos - Jae" #14
- Note: If there is even a slight delay -- dashing too late or canceling the dash into cl.5D too late -- it will not connect.
- Note: Instead of (2FC) 66, it can be easier to do (6FC)6
- Feint infinite into combo ender
- (Example with ender) cl.5D(1) (2FC) dash forward cl.5D(1) (2FC) dash forward cl.5D(1) (2FC) 2C xx 236D
Others
- j.A |> 2C xx 236236A, 236236B
- Similar to "HOWARD ARENA Basic Combos - Jae" #5
- Note: If you do a front jump attack starter on Griffon/Tizoc and Grant, you won't be able to connect the ground hit into a combo (taller hitbox --> more time needed to descend --> means less advantage).
- Note: It is more damaging to connect S-Power supers twice (A then B) than to do either P-Power (the damage is about the same amount as one P-Power super)
- Note: So against Griffon/Tizoc and Grant, if you instead do 5A, 2C after landing, you only can do one super.
- 2B, [2]8D (BR) follow-up attacks
- Done as a link only works in the corner
- j.A > j.C |> j.A xx 2K > 3K
- 2C xx [2]8D (BR) 236236A, 236236B