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.