Garou: Mark of the Wolves/Kim Jae Hoon/Combos

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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
  • 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