Garou: Mark of the Wolves/Khushnood Butt: Difference between revisions

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=Combos=
=Combos=


Basics:
Basics:<br>
1. sc.D xx qcf+B :Main BnB and large whiff punisher. Can be started by any deep jump-in, anywhere on screen.
1. sc.D xx qcf+B :Main BnB and large whiff punisher. Can be started by any deep jump-in, anywhere on screen.<br>
2. sc.D xx dp+A (brake), qcf+A : First hit must be from point blank range, so the only starting jump-in that will work is a crossup D unless the opponent is cornered. Instead of the fireball juggle, releasing a charged C attack does much more damage, if available.
2. sc.D xx dp+A (brake), qcf+A : First hit must be from point blank range, so the only starting jump-in that will work is a crossup D unless the opponent is cornered. Instead of the fireball juggle, releasing a charged C attack does much more damage, if available.<br>
3. sc.D xx dp+A (brake), qcfx2+K : Super version of #2.
3. sc.D xx dp+A (brake), qcfx2+K : Super version of #2.<br>
4. f+A (link) dp+A (brake)... : Same setup as above, can be juggled with qcf+A, a released C or D charge attack, or a kick super. The f+A is a overhead attack with great frame advantage on hit or block, making it a great pressuring tool. Must be started from very close.  
4. f+A (link) dp+A (brake)... : Same setup as above, can be juggled with qcf+A, a released C or D charge attack, or a kick super. The f+A is a overhead attack with great frame advantage on hit or block, making it a great pressuring tool. Must be started from very close. <br>
5. c.B>c.B (link) qcfx2+K : Opponent must be cornered to reliably connect all of the hits of the kick super. Only reliable, hit-confirmable, combo to super that begins with a low attack.
5. c.B>c.B (link) qcfx2+K : Opponent must be cornered to reliably connect all of the hits of the kick super. Only reliable, hit-confirmable, combo to super that begins with a low attack.<br>
 
<br>
Advanced:
Advanced:<br>
6) Standing '''D''' '''''OR''''' Down+'''AB'''-->F, D, DF+'''C''' Break-->QCFx2+'''K''' '''''OR''''' QCFx3+'''C''' ['''''Lvl. 4!''''']<BR>
6) Standing '''D''' '''''OR''''' Down+'''AB'''-->F, D, DF+'''C''' Break-->QCFx2+'''K''' '''''OR''''' QCFx3+'''C''' ['''''Lvl. 4!''''']<BR>
7) Forward+'''A'''-->Standinging '''C''' (1 hit)-->F, D, DF+'''C''', Break-->QCF+'''C'''
7) Forward+'''A'''-->Standinging '''C''' (1 hit)-->F, D, DF+'''C''', Break-->QCF+'''C'''

Revision as of 05:26, 9 December 2006

Gameplay Overview

To come.

Move List

Command Normal Moves

Elbow Attack
Forward+A

"Advancing D Dance Cancel"
D, cancel with C (can only be done approximately 1/4+ screen from opponent)

Special Command Moves

Tiger Flame Punch: QCF+P
Lightning KO Kick: QCF+K
Harai: QCB+A/B
Koho: F, D, DF+P
Kyokugen Dragon Blow: Charge C for 3+ seconds then release
Kyokugen Tiger Pounce: Charge D for 3+ seconds then release

Super Moves

Haoh Sho Ko Ken: QCFx2+P
Kyokugen Koho: QCFx2+K
Ryuko Ranbu: QCFx3+C rapidly

Attributes

To come.

Frame Data

To come.

Attack Notes

Jumping 'D' is Khushnood's best jump-in, and only crossup normal. The qcf+B is high risk; be certain to confirm it will hit or you will eat a super in recovery. With that said, sc.D xx qcf+B will be your main bread'n'butter combo and punisher. None of Khushnood's light attacks (A's and B's) are cancellable. The only cancellable normals are crouching C, the first hit of close standing C, close standing D, and far standing D (on block/JD only). Two air chains: B>A, and B>C. Forget about B>C entirely; the C will whiff on all standing opponents, and attempting it will leave you vulnerable. The only reason to even try it if your opponent wants to jump and Just Defend your attack, or you are attempting a throw. The B>A chain will only connect on tall standing characters. It is recommended you stick to D for all jump-ins that aren't an attempted throw setup.

Combos

Basics:
1. sc.D xx qcf+B :Main BnB and large whiff punisher. Can be started by any deep jump-in, anywhere on screen.
2. sc.D xx dp+A (brake), qcf+A : First hit must be from point blank range, so the only starting jump-in that will work is a crossup D unless the opponent is cornered. Instead of the fireball juggle, releasing a charged C attack does much more damage, if available.
3. sc.D xx dp+A (brake), qcfx2+K : Super version of #2.
4. f+A (link) dp+A (brake)... : Same setup as above, can be juggled with qcf+A, a released C or D charge attack, or a kick super. The f+A is a overhead attack with great frame advantage on hit or block, making it a great pressuring tool. Must be started from very close.
5. c.B>c.B (link) qcfx2+K : Opponent must be cornered to reliably connect all of the hits of the kick super. Only reliable, hit-confirmable, combo to super that begins with a low attack.

Advanced:
6) Standing D OR Down+AB-->F, D, DF+C Break-->QCFx2+K OR QCFx3+C [Lvl. 4!]
7) Forward+A-->Standinging C (1 hit)-->F, D, DF+C, Break-->QCF+C

  • Above combo is a basic Bread and Butter combo

Corner only:-
8) Jumping D-->Standing D-->F, D, DF+A, Break-->QCF+B-->QCFx2+K
9) Jumping D-->Standing D OR Down+AB-->F, D, DF+P, Break-->QCF+C

TOP+Corner only:-
10) Jumping D-->Standing D-->F, D, DF+A, Break-->TOP Attack-->QCFx2+K OR QCFx3+C [Lvl. 4!]

*The Ryuko Ranbu HAS to be Lvl. 4 (Tap C 10+ times) or the combo won't work!
**You must perform the TOP Attack almost immediatly after the QCF+B so that the final punch doesn't connect & the opponent is juggled.

T.O.P. Notes

To Come.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.

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