Yatagarasu: Attack on Cataclysm/Jet

From SuperCombo Wiki
Jet face.jpg

Introduction

JET is a character that relies on resets into various oki options. He can reset you into a high, low, grab anywhere on the screen with ease (however is a beast in the corner) and continue to do so to an extent that would be called "setplay". With his Genei-Jin comes coast-to-coast combos and high/low pressure in blockstrings without the meter gain and non-damage scaling that SF3 Yun would have (meaning that JET's GJ combos scale terribly and are not worth it in the end).

With all of these advantages, it is no surprise that JET is thought of as a very strong character in the game. However, with advantages do come weaknesses.

JET has mediocre confirms when not close to the opponent, leading players to believe that Ducking --> Sweep is the go-to answer to get in and start his mixup game. That is not wrong, but it is not entirely true either. Mixing up his options in neutral and knowing when to do those options are best for a JET user. JET Knuckle is a great neutral tool that is relatively fast, safe on tip-block, and is high parryable only. 2D is a go-to poke that players can confirm into Ducking~5C Followup --> JET Blow --> FHJ, grab, 2B, or any other option that comes to mind, and is low-parryable only. His 6C is rather slow but does beat some moves when done at a proper range, dodges some pokes due to him moving back slightly beforehand, and is plus on block and hit.

With all of this in mind, JET is a character that is quite easy to use once he does get in, but difficult to utilize in the long run due to his many situational options to use while in the neutral game.

Colors

Move List

Command Normals

Name
Command
Notes
Sweep
df + hk
low launch
Lunge Punch
f + hp

Target Combos

Name
Command
Notes
lk --- lp --- hp
supercancel

Special Moves

Name
Command
Notes
JET Blow
qcf + p
hp version special cancelable into other hard specials
JET Knuckle
qcb + p
hp version special cancelable into other hard specials
JET Ducking
qcf + k
JET Straight
qcb + k
hk version special cancelable into other hard specials
JET Upper
dp + p
JET Shot
dp + k
high hk version special cancelable into other hard specials

Super Special Moves

Name
Command
Notes
F.H.J.
qcf qcf + p
L.G.J.
qcb qcb + k

Move Analysis

Normal Moves

Standing Lp.png

<Description here>

Crouching Lp.png

<Description here>

Jumping Lp.png

<Description here>

Standing Lk.png

<Description here>

Crouching Lk.png

<Description here>

Jumping Lk.png

<Description here>

Standing Hp.png

<Description here>

Crouching Hp.png

<Description here>

Jumping Hp.png

<Description here>

Standing Hk.png

<Description here>

Crouching Hk.png

<Description here>

Jumping Hk.png

<Description here>

Command Normals

Sweep (Df.png + Hk.png)

<Description here>


Lunge Punch (F.png + Hp.png)

<Description here>


Target Combo

Target Combo Lk.png---.pngLp.png---.pngHp.png

<Description here>


Special Moves

JET Blow(Qcf.png + P.png)

<Description here>

JET Knuckle(Qcb.png + P.png)

<Description here>

JET Ducking(Qcf.png + K.png)

<Description here>

JET Straight(Qcb.png + K.png)

<Description here>

JET Upper(Dp.png + P.png)

<Description here>

JET Shot(Dp.png + K.png)

<Description here>

Super Special Moves

F.G.J. (Qcf.png Qcf.png + P.png)

Hits once and is very good for ending combos with. Typically you should power up this super as you will have more opportunities to use it.

L.H.J. (Qcb.png Qcb.png + K.png)

Hits further than Shimo's first super and does more damage however it won't juggle opponents after the first hit. If you cancel Shinenzan (QCF P~C) into this super then only the first hit will connect. You can do this super from a max range guard break however.

Frame Data

Move Name Damage Hit Level Cancel Ability Startup Active Recovery Block Advantage Hit Advantage Total Frames
Stand Snka.gif 1800 HL ch/sp/su 3 2 8 +2 +3 12
Stand Snkb.gif 1800 HL sp/su 7 2 11 -1 +3 19
Stand Snkc.gif 6000 HL su 9 2 18 +0 +3 28
Stand Snkd.gif 5000 HL sp/su 7 2 20 -2 +1 28
Crouch Snka.gif 4000 HL sp/su 5 3 9 +5 +7 16
Crouch Snkb.gif 1500 L ch/sp/su 6 3 8 +1 +2 16
Crouch Snkc.gif 5500 HL sp/su 8 5 12 +3 +6 24
Crouch Snkd.gif 5000 Low sp/su 8 2 14
1 3
23
Jump Snka.gif 2000 Mid - 4 5 - - - -
Jump Snkb.gif 2000 Mid - 5 30 - - - -
Jump Snkc.gif 5000 Mid - 8 3 - - - -
Jump Snkd.gif 5500 High - 11 3 - - - -
Sweep

Df.gif + Snkd.gif

6000 Low - 16 1 25 -6 0 41
Throw

Snka.gif + Snkb.gif

6000 - - 4 2 23 - - -
Overhead

Snka.gif + Snkc.gif

3000 High - 17 11 6 0 0 33
Guard Crush

Snkc.gif + Snkd.gif

6000 - - 22 2 16 +14 +5 39
L JET Blow

Qcf.gif + Snka.gif

4500 Mid ? 11 12 11 -32 - 33
H JET Blow

Qcf.gif + Snkc.gif

4500 Mid ? 11 12 11 -32 - 33
EX JET Blow

Qcf.gif + Snka.gif + Snkc.gif

4500 Mid ? 11 12 11 -32 - 33
L JET Knuckle

Qcb.gif + Snka.gif

4600 Mid ? 15 17 11 -32 - 42
H JET Knuckle

Qcb.gif + Snkc.gif

4700 Mid ? 7 12 11 -32 - 28
EX JET Knuckle

Qcb.gif + Snka.gif + Snkc.gif

2000 Mid ? - 10 6/8/18 - - -
L JET Ducking

Qcf.gif + Snkb.gif

2000 Mid ? - 10 6/8/18 - - -
H JET Ducking

Qcf.gif + Snkb.gif

2000 Mid ? - 10 6/8/18 - - -
EX JET Ducking

Qcf.gif + Snkd.gif

2000 Mid ? - 10 6/8/18 - - -
L JET Straight

Qcb.gif + Snkb.gif

4600 Mid ? 15 17 11 -32 - 42
H JET Straight

Qcb.gif + Snkd.gif

4700 Mid ? 7 12 11 -32 - 28
EX JET Straight

Qcb.gif + Snkb.gif + Snkd.gif

2000 Mid ? - 10 6/8/18 - - -
L JET Upper

Dp.gif + Snka.gif

5500 HL - 13 3 17 -8 - 32
H JET Upper

Dp.gif + Snkc.gif

6000 HL * 15 2 21 -11 - 37
EX JET Upper

Dp.gif + Snka.gif + Snkc.gif

2000 Mid ? - 10 6/8/18 - - -
L JET Shot

Dp.gif + Snkb.gif

4600 Mid ? 15 17 11 -32 - 42
H JET Shot

Dp.gif + Snkd.gif

4700 Mid ? 7 12 11 -32 - 28
EX JET Shot

Dp.gif + Snkb.gif + Snkd.gif

2000 Mid ? - 10 6/8/18 - - -
F.G.J.

Qcf.gifQcf.gif + P.png

10000/12000 Mid - 2 13 27 -20 - 41
L.H.J.

Qcb.gifQcb.gif + K.png

- - - 20/12 350 - - - -

Combos

NOTE: A = LP B = LK C = HP D = HK

Most damaging combos (atm) OR confirmable combos are listed.


Midscreen

  • Target Combo (LK>LP>HP)
    • Jet:2LK*2>LP>HP 4Hit(7116)
    • Jet:2LK*2>LK>LP>HP 5Hit(7605)
    • Jet:LP>LK>LP*2>HP 5Hit(8867)
    • Jet:LP>LK>LP>LK>LP>HP 6Hit(9336)



  • Blow>Knuckle (236P>214P) enders
    • Jet:JHK>HK/2HK>JETBlowH>JETKnuckleL 4Hit(15247)-- Two Special Combos
    • Jet:2HP>JETBlowEX*2>JETKnuckleH 4Hit(14356)


  • Upper>Blow>Knuckle (623P>236P>214P) enders
    • 2LK*2>LK>JETUpperH>JETBlowH>JETKnuckleH 6Hit(9354) --Low, Low Parryable Starter Confirm.
    • LP*2>LK>JETUpperH>JETBlowH>JETKnuckleH 6Hit(10841) --Mid, High Parryable Starter Confirm.
    • 2LP*2>JETUpperH>JETBlowH>JETKnuckleH 5Hit(11756) -- Most Damaging Confirm from light attack for universal usage. Mid and Low/High Parryable.


  • EX Blow (236AC) Combos
    • 6HP>2LP>JETBlowEX*2>JETUpperH>JETKnuckleH 6Hit(15910) -- Link after 6C
    • 2LP>JETBlowEX*2>JETUpperH>JETKnuckleH 5Hit(11660) -- For max range 2A punish.


  • Ducking (236K) Setups
    • Jet:JHK>HK>JETDuckingHK>JHK 4Hit(16808) -- Jump In Damaging
    • 2HP>JETDuckingHK>JETUpperH>JETKnuckleH 4Hit(15943) --Can also be done off of 5D starter (better as that is only high parryable, but less damaging)
    • 2HK>JETDuckingHP>JETKnuckleEX 3Hit(13330) -- A (LP) version of Jet Knuckle is -10 on hit, so use EX version for kd.
    • 2HK>JETDuckingHP>JETKnuckleL>F.H.J 4Hit(17410) -- Also can be done with any heavy starter.


  • Shot (623K) Setups
    • JETShotH>JETKnuckleL>F.H.J 3Hit(12500)
    • JETShotEX>LP>LK>JETUpperH>JETBlowH>JETKnuckleH 6Hit(13073) -- Can be done meaty in corner after reset and link into 5C instead of 5A.
    • HK>JETUpperH>JETDuckingHK*2>JETKnuckleH 5Hit(15797) -- Punish Combo. 2C starter does more damage.


  • F.H.J. (236236P) Ender
    • LK>LP>HP>F.H.J 4Hit(15468) -- Target Combo Confirm
    • JETStraightH>JETKnuckleL>F.H.J 3Hit(16100) -- Jet Straight Confirm (-4 on Block However)

Corner

Essentially midscreen combos, except do JET Upper instead of Blow and Jet Straight instead of Knuckle for resets.


  • L.G.J. (214214K)
    • JETUpperH>JETKnuckleH*7> F.H.J. 9Hit (12274) -- Corner to Corner carry Combo.
    • HK>JETUpperH>JetDuckingHK>L.G.J.>JETKnuckleH>JetBlowL>JetBlowH>JETKnuckleH>JetBlowL>JetBlowH>JETKnuckleH>F.H.J. (17728) -- Midscreen to Corner
    • HP > L.G.J. > HP >JETUpper*7>JETBlow>F.H.J. (18421) - Midscreen to Corner L.G.J. Cancel Combo
    • 2LK>LP>HP>L.G.J.>6HP>JETKnuckleH>JetBlowL>JetBlowH>JETKnuckleH>JetBlowL>JetBlowH>JETKnuckleH>F.H.J. (18821) -- Crouch opponent Midscreen to Corner Combo
    • HK>JetDuckingLK>JETKnuckleL>L.G.J.>LP>HP>JetDuckingHK*5>F.H.J.*2(20897) -- Corner Combo

Combos To Transcribe

https://www.youtube.com/watch?v=ZX9dKMAvUjM

https://www.youtube.com/watch?v=ge8zth_IImA

From 4.3 (Don't know if some are still possible) https://www.youtube.com/watch?list=PLvr03l-mFrcuJlv1gzMJ7bDfSFWGDZSkS&v=qqorI_NBeA4&feature=player_detailpage#t=56

Strategy

Matchups

vs. Azure

(No strategies)

vs. Kotaro

(No strategies)

vs. Aja

(No strategies)

vs. Kou

(No strategies)

vs. Hanzo

(No strategies)

vs. Jyuzumaru

(No strategies)

vs. Dark Jyuzumaru

(No strategies)

vs. Hina

(No strategies)

vs. Shimo

(No strategies)

vs. Jet

(No strategies)

vs. Chadha

(No strategies)

vs. Crow

(No strategies)

Yatagarasu: Attack on Cataclysm
General
Characters

AjaAzureChadhaCrowHanzoHinaJetJyuzumaruKotaroKouShimo