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===General Frame Data for Hit/Block/JD===
Kim Jae-Hoon Strategy Guide -- Combos


【Combos】


Common Hitstop/Blockstop and Hitstun/Blockstun Values:
Mid-Screen
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Move''' || '''Hitstop/Blockstop''' || '''Hitstun/Blockstun''' || '''JD Blockstop''' || '''JD Blockstun''' || '''Notes'''
|-
| Ground Light || 8F || 14F || 12F || 12F ||
|-
| Ground Single hit of 2-hit Heavy || 8F || 20F || 16F || 18F ||
|-
| Ground Heavy || 12F || 20F || 16F || 18F ||
|-
| Ground Evasion Attack || 12F || 18F/24F || 14F || 22F || Characters' 2AB's have different active frames and recoveries, resulting in different advantage. Usually less advantage on hit than on block.
|-
| Jump-in Light || 8F || 14F || 12F || 12F ||
|-
| Jump-in Single hit of 2-hit Heavy || 8F || 14F || 16F || 12F || Jenet only.
|-
| Jump-in Heavy || 12F || 14F || 16F || 12F ||
|-
| Air Hit Light || 8F (hitstop only) || 14F (hitstun only) || 12F || 11F ||
|-
| Air Hit Single hit of 2-hit Heavy || 8F (hitstop only) || 14F (hitstun only) || 16F || 11F || Jenet only.
|-
| Air Hit Heavy || 12F (hitstop only) || 14F (hitstun only) || 16F || 11F ||
|-
| Air Hit Evasion Attack || 12F (hitstop only) || 14F (hitstun only) || 14F || 11F || Characters' 2AB's have different active frames and recoveries, resulting in different advantage. Usually less advantage on hit than on block.
|-
| Special • TOP Attack || 16F || 24F || 16F || 22F || Specials might have different JD blockstun reduction, or JDed in a way that gives unexpected advantage/disadvantage.
|-
|  || 12F || 24F || 16F || 22F ||
|-
|  || 8F || 24F || 16F || 22F || Usually seen for each hit of a multi-hit special.
|}


* cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
* j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)




Other Hitstop/Blockstop and Hitstun/Blockstun Values:
Basic combo. Hit confirm with 2B hit, and if it is blocked you feint cancel with 2C (2A+C or 4A+C) which makes you more plus (recovery of 2C is replaced with feint).
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits). 
|-
 
| '''Move''' || '''Hitstop/Blockstop''' || '''Hitstun/Blockstun''' || '''JD Blockstop''' || '''JD Blockstun''' || '''Notes'''
Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C.
|-
 
| Tizoc/Griffon 2AB 1st or 2nd Hit || 8F || 20F || 14F || 18F || 2-hit Ground Evasion Attack
If you think you are a little too far away for Ryuusei Raku, you should choose to do Shakka Shuu (236P) because you will receive a severe counterattack if Ryuusei Raku (236K) is blocked.
|-
 
| Grant 2AB 1st or 2nd Hit || 8F (10F for 2nd Hit) || 18F/24F || 14F || 22F || 2-hit Ground Evasion Attack
 
|-
* 2B×2 > Houou Kyaku (236236B/D)
| Gato 5AB 1st or 2nd Hit || 8F || 18F/24F || 14F || 22F || 2-hit Ground Evasion Attack
* f.5A > 2B > Houou Kyaku (236236B/D)
|-
 
| Hokuto 5AB 1st or 2nd Hit || 8F || 18F/24F || 14F || 22F || 2-hit Ground Evasion Attack
No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead.
|-
 
| Gato 6A || 14F || 20F || 16F || 18F || Command Normal
* sj.A > Hienzan D (BR) > Hienzan D > Follow-up
|-
* sj.A > Hienzan (BR) > Houou Kyaku (236236B/D)
| Gato 6B || 14F || 20F || 16F || 18F || Command Normal
 
|-
 
| Butt/Marco 6A || 14F || 20F || 16F || 18F || Command Normal
Strong Hienzan BR ([2]8D BR) is ±0.
|-
 
| Jae 44B || 14F || 20F (blockstun only) || 16F || 18F || Command Normal
If on the side that's attacking with this move, you are able to continue to aggressively attack with successive/repeated Strong Hienzan BR that cannot be throw-punished/counterattacked; 2B > Strong Hienzan BR; throw; etc.
|-
 
| Hokuto 3B || 14F || 20F (blockstun only) || 16F || 18F || Command Normal
If on the side that's defending against this move, you can throw-punish/counterattack the opponent if they land close to you.
|-
If you are in TOP, you can attack while [[Garou:_Mark_of_the_Wolves/Offense#Throw_Bug_Escape_Technique | adding throw invincibility]], but that can be fairly difficult to do.
| Kevin 6B 1st Hit || 8F || 14F || 16F || 12F || Command Normal
If a small jump attack is blocked by the defending side, it is possible to end by using Weak Hienzan to cancel the landing recovery and reset neutral, especially with the BR version. 
|-
 
| Kevin 6B 2nd Hit || 8F || 20F || 16F || 18F ||
 
|-
* sj.A or sj.D > Houou Kyaku (236236B/D)
| Grant 3C || 12F || 20F (blockstun only) || 16F || 18F || Command Normal
 
|-
Cancel the landing recovery to connect and combo into Houou Kyaku. Small Jump D is vulnerable to an upper-body evasion attack, so do not use it too often.
| Hokuto 3D 1st or 2nd Hit || 8F || 20F (blockstun only) || 16F || 18F || Command Normal
 
|-
 
| Hotaru j.2B || 6F || 14F || 16F || 12F || Air Command Normal
* Far B > (TOP Confirm) Houou Kyaku (236236B/D)
|-
 
| Terry cl.5C > 6C || 14F || 20F || 16F || 18F || Target Combo Command Normal
Far B is easy to use for [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#TOP_Hit_Confirm | TOP Confirmation]]. So you should aim to use it when the opponent is not using Front TOP placement. 
|-
 
| Rock cl.5D > 6D || 12F || 20F || 16F || 18F || Target Combo Command Normal
 
|-
Corner
| Dong j.4C || 12F || 14F || 16F || 12F || Air Command Normal
 
|}
Remember that if you are at the corner, you can enter one more hit of A or B for the above mid-screen combos. That way, you'll have extra time to hit confirm into a combo.
 
 
* dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D)
 
A combo from cl.5B can be done and that cl.5B can beat upper-body evasion attacks.
Use this combo against an opponent who uses upper-body evasion attacks to beat your dash A.  
 
 
* sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Strong Hienzan > Follow-up Attack
* sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Houou Kyaku B
* sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku C > Follow-up Attack
 
 
Doing Houyoku Tenshou Kyaku C and going into its held button follow-up almost does as much damage as doing Houyoku Tenshou Kyaku  A > Houou Kyaku B.

Latest revision as of 22:11, 24 February 2024

Kim Jae-Hoon Strategy Guide -- Combos

【Combos】

Mid-Screen

  • cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)
  • j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD)


Basic combo. Hit confirm with 2B hit, and if it is blocked you feint cancel with 2C (2A+C or 4A+C) which makes you more plus (recovery of 2C is replaced with feint). When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits).

Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C.

If you think you are a little too far away for Ryuusei Raku, you should choose to do Shakka Shuu (236P) because you will receive a severe counterattack if Ryuusei Raku (236K) is blocked.


  • 2B×2 > Houou Kyaku (236236B/D)
  • f.5A > 2B > Houou Kyaku (236236B/D)

No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead.

  • sj.A > Hienzan D (BR) > Hienzan D > Follow-up
  • sj.A > Hienzan (BR) > Houou Kyaku (236236B/D)


Strong Hienzan BR ([2]8D BR) is ±0.

If on the side that's attacking with this move, you are able to continue to aggressively attack with successive/repeated Strong Hienzan BR that cannot be throw-punished/counterattacked; 2B > Strong Hienzan BR; throw; etc.

If on the side that's defending against this move, you can throw-punish/counterattack the opponent if they land close to you. If you are in TOP, you can attack while adding throw invincibility, but that can be fairly difficult to do. If a small jump attack is blocked by the defending side, it is possible to end by using Weak Hienzan to cancel the landing recovery and reset neutral, especially with the BR version.


  • sj.A or sj.D > Houou Kyaku (236236B/D)

Cancel the landing recovery to connect and combo into Houou Kyaku. Small Jump D is vulnerable to an upper-body evasion attack, so do not use it too often.


  • Far B > (TOP Confirm) Houou Kyaku (236236B/D)

Far B is easy to use for TOP Confirmation. So you should aim to use it when the opponent is not using Front TOP placement.


Corner

Remember that if you are at the corner, you can enter one more hit of A or B for the above mid-screen combos. That way, you'll have extra time to hit confirm into a combo.


  • dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D)

A combo from cl.5B can be done and that cl.5B can beat upper-body evasion attacks. Use this combo against an opponent who uses upper-body evasion attacks to beat your dash A.


  • sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Strong Hienzan > Follow-up Attack
  • sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Houou Kyaku B
  • sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku C > Follow-up Attack


Doing Houyoku Tenshou Kyaku C and going into its held button follow-up almost does as much damage as doing Houyoku Tenshou Kyaku A > Houou Kyaku B.