Garou: Mark of the Wolves/Advanced Techniques

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Advanced Techniques

Sources: JPN Garou Wiki and Yoshimizu, JPN Garou Wiki Translation, and Garou Discord Group


Reverse Guard

A reverse guard situation is when you have to block or JD in the opposite (reverse) direction, even if it looks like an attack from the front.


Cross-ups are any attack that requires a reverse guard, but usually refer to jumping attacks that hit on the other side.


Back hit animation:

When someone gets hit by a cross-up, their sprite doesn't switch to the correct side.

So you're hitting their back but their hit sprite reels back like you're hitting their front.


Cross-up Jump-In

These jump-in attacks (and less often hop-in attacks) are done at the right spacing and time to hit on the opposite side (usually side-switching after hitting).


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.


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.


Ambiguous Cross-ups


You'll sometimes see jump attacks that hit from the front, then the attacker lands on the other side.


Likewise, you'll sometimes see cross-ups hit from the back, then the attacker lands in the front.

Especially with attacks you walk forward into, end up cross-up JDing, but they land in the front.


This is because although you hit the other side, the your collision box hasn't gone far enough.


Cross-up Jump Attack JD:


When you JD a cross-up attack, throwing the opponent is a great option.

Especially if your opponent side-switches, your throw should still beat out most attacks:

  • the cross-up pushes you toward the opponent and into throw range
  • frame advantage from being [[Garou:_Mark_of_the_Wolves/Movement#Jump_Normal_Advantage hit at the top of your hurtbox]
  • frame advantage from the JD
  • your opponent's button timing may be thrown off by the JD, getting their inputs eaten by the extra JD hitlag, possibly causing a misinput or a gap in their pressure.


Corner Cross-up Bug

This is a corner jump attack that becomes a reverse guard cross-up (Also known as "Reverse Guard Throw Glitch").


A limited number of 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, you can do a specific jump attack.

Even though it looks like an attack from the front, rather it becomes a reverse guard situation.

Your guard is reversed and you have to block the opposite direction like you would for a cross-up.

Otherwise if you try to block normally, it's like you're holding forward into the jump attack.


After that, you will land in front of the opponent and the guard direction will return to normal (while still pushing the opponent back into the corner).

When the opponent is still in hitstun/blockstun, you can continue with ground attacks as a follow-up after landing.


There is a strong setplay that arises from whether you go for this.


Please see the table below for characters that can do this throw and their jump attacks that can cross-up afterwards.

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 setplay 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.


The mindgame when someone jumps at you is whether you attack on the way down or not. But with this setup you add a left/right mix to it. Most of the outcomes are favorable to you, but they can still pick the right direction and GC. You still have to weight risk/reward and not autopilot.


※ 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.


To summarize
Setup
throw in the corner > jump above cornered opponent > if they hold back, their character will be turned around therefore they will block in the wrong direction.
Escape
JD or block in the opposite direction.


Reverse Guard Glitch

Discovered by Naoyan, and shown by Kota in this link.


There is a reverse guard after a cross-up. For 1F, the guard is reversed on the first frame after blockstun after a cross-up.

It's like the character is taking 1F of animation to re-orient and correctly face the opponent.

After a blocked cross-up, it would be difficult to block such a follow-up.


Also see this video:

"MOW Reverse Guard"


Cross-Under

Related to the cross-up, this refers to walking or dashing on the ground to switch sides with the opponent, mainly while the opponent is airborne. (Also referred to as a cross-down.)


Jump Landing Recovery
You are punishing their landing recovery after side-switching.
  • Noticing a forward jump-in or cross-up, after you walk or dash under the opponent, you stop your walk or dash
  • by immediately attacking, or;
  • by adjusting your position as needed by slightly walking or dashing toward the opponent before attacking.


Rolling Recovery
You are attacking after side-switching through a forward roll recovery.


Air Hit Landing Recovery
There are other situations where you can cross-under:
  • after an air-to-air attack
  • after a ground-to-air attack on a higher airborne opponent
Depends on many factors :
  • character dash/run speed. Some characters have an easier time crossing under (Kain, Kevin, Grant, Jae, Freeman to name a few)
  • Height ! The higher they are, the easier it is to dash or run under.
  • Character height ! Hokutomaru can run under hops for instance
  • The move you use to air to air. Light normals have less active and recovery frames, allowing you to start your dash sooner
  • Jump arc, you must jump forward in most cases, so you can land as close to your opponent as possible


Example of hitting the lower part of the opponent, and then start dashing while the opponent is still in recovery.

Notice the opponent's air reset sprite. What happens is that you hit the opponent late enough during your jump that when the opponent is slightly launched up during air hitstun, you are given enough time after landing to cross-under dash. (This works for JD blockstun, although the opponent still has access to their air options.)

Click on this direct link to view the animation.


Another example, with a ground reset

Click on this direct link to view the animation.


Another example, with a dash run type character (jumping around the same time, opponent needs more time to land as he is slightly launched into the air before going through recovery animation)

Click on this direct link to view the animation.



Every cross-under situation threatens doing a left/right mix-up, a jump attack, etc.


JD-Disabling Moves at 0-Pixel Health Bar

Health for all character is at 121 life points. But you'll see only 120 of those points shown on the health bar; the last 1 point is hidden. So when you take the opponent's health bar down to 0 pixel health, they actually have that 1 hidden life point left.


When your health bar is at 0 pixels, certain special/super moves will become impossible to JD, both on the ground and in the air (i.e., defend against chip KO's).


In this game, if a player guards against a move, a singular hit, that causes a large amount of chip damage, no matter how much chip damage, as long as the player has at least 1 life point on the health bar remaining, they can withstand that move and have health bar reduced to 0 pixels (i.e., actually having the 1 hidden life point left).


There are many scenarios where you try to chip out the opponent but you might unexpectedly just put them at 0 pixels and then be open to be attacked.


At 0 pixels, the moves below become impossible to just defend:

(unless otherwise noted, the list includes both weak or strong versions of moves)


[Rock]
Reppu-ken (236A), Double Reppu-ken (236C), Crack Counter (236K),
Rising Tackle ([2]8P), Raging Storm (236(x2)P)


[Terry]
Power Wave (236P), Burn Knuckle (214P), Power Dunk (623K), Power Geyser (236(x2)P)


[Dong]
Raimei Zan (214K), Kuusa-jin (623P), Hishou-kyaku (j.2K),
Raimei Dan (236(x2)D version last level/stage only)


[Jae]
Hien-zan ([2]8K), Hangetsu-zan (214K),
Hishou-kyaku (j.2K) (The overhead and low follow-ups can be JDed)


[Hotaru]
Hakki-shou (236P), Kobi-Kyaku (214K), Weak Tenshin-shuu (623B),
Weak Sou-shou Shin (214A)


[Gato]
Shin-ga (236P) (including follow-up),
Rai-ga (623K), Fuu-ga (214K), Kou-ga (214K~A)


[Jenny]
Crazy Ivan (214P), Gulf Tomahawk (214K), Baffles (236P), D. Hind (236K)


[Butt/Marco]
Ko-ou-ken (236P), Hien Shippu-Kyaku (236K),
Dragon Flash Fist (charge [C]), Tiger Flash Leg (charge [D]),
Ha-ou Shoukou Ken (236(x2)P),
Dragon Tiger Ranbu Lv4 (Only the projectile part. The hit/strike part can be JDed)


[Hokutomaru]
Karakusa-Kiri (214P), Rakka-ki (real) (214D),
Shuriken (236P), Kuu-ha-dan (236K), Super Deadly Shuriken (236(x2)A),
Super Explosion Kunai (236(x2)C)


[Freeman]
Nightmare (236P), Crow (214K), Phobia (623P), Full Blast (236(x2)P)


[Tizoc/Griffon]
Olympus Over (214K), Poseidon Wave (421P)


[Kevin]
Hell Roaster/Rotor (214P), Hell Trap (236K)


[Grant]
Black Flame Dragon (214P), Evil Bird Blade (623P),
Weak Messhou Hisetsu (j.2B), Weak Gou Dangai (236B)


[Kain]
All moves except for TOP


Anti Guard Cancel (Guard Cancel Crushing)

On the Tactics Regarding Guard Cancels:


Guard cancel (GC) tends to be thought as this overpowered universal counter mechanic, but there is also counter play against GC.


Roughly categorized:

1. Against GC moves with slow start-up, do target combos and light normal chain cancels

2. Use invincible moves as the GC counter/reversal/response


One of the advantages of GC counter/reversal/response, is to make the opponent hesitate to GC, and one example of that is taking a counter-hit off of them -- to counter-hit a GC with a special move that acts as a GC counter/reversal/response.

Conversely, against a GC counter/reversal/response, you can counter the counter with your own GC counter/reversal/response, and that is where reading the next layers of moves of your opponent comes in.

Also, characters with only slow start-up GC moves will be crushed by target combos, multi-hit moves, and chain canceling light normals. This can make for a tough fight that you need to be careful with.


See below for a list of techniques used for guard cancels and GC counter/reversal/responses.


GCing against Jump Attacks:


In the situation of a GC done against a jump attack, a character that can cancel their landing recovery with an invincible move, against a GC move with a startup of 4F or more, can crush (beat out) that GC.

The same is true for small jumps, but in either case, the timing of the position where the attack hits (vertically) and the timing of the landing cancel is important.


See the "Jumps" section for the landing recovery of jump attacks.


Main Special moves used to Guard Cancel:



Character Move Startup Notes
Rock Howard Weak Hard Edge (214A) 11F it won't hit against a weak attack that is +6F or more
Vacuum throw (214C) 11F command throw
Terry Bogard Power Dunk (623K) 3F
Kim Dong Hwan Kuusa-jin (623K) 4F If doing as a GC counter/reversal/response, it does a counter hit
Kim Jae Hoon Hien-zan ([2]8K) 4F
Hotaru Futaba Command throw (41236D) 9F command throw
Hakki-shou (236P) 10F
Kobi-Kyaku (214K) 13F If doing as a GC counter/reversal/response, it does a counter hit. it won't hit against a weak attack that is +4F or more
Gato Rai-ga (623K) 3F
Weak Fuu-ga (214B) 6F
Strong Fuu-ga (214D) 7F
B. Jenet TOP ("Rolling Thunder") (CD) 9F
Weak D. Hind (236B) 9F
Weak Crazy Ivan (214A) 11F it won't hit against a weak attack that is +6F or more
Ennui Mademoiselle (after JD, A~B~C) 6F
Khushnood Butt/Marco Ko-ou-hou (623P) 4F If doing as a GC counter/reversal/response, it does a counter hit
Ko-ou-ken (236P) 9F
Hokutomaru Weak Kuu-ha-dan (236B) 11F it won't hit against a weak attack that is +6F or more
Freeman Weak VOD (214A) 9F
Tizoc/Griffon Justice Hurricane (360 P) 3F command throw
Kevin Rian Weak Hell Arrest (41236A) 8F command throw
Strong Hell Arrest (41236C) 9F command throw
Weak Hell Trap (236B) 10F If doing as a GC counter/reversal/response, it does a counter hit
Grant Strong Evil Bird Blade (623C) 5F
Weak Gou Dangai (236B) 11F it won't hit against a weak attack that is +6F or more
Kain R. Heinlein Schwarz Lanze ([2]8K) 6F


Strings Used for Crushing/Beating Out Guard Cancel:


Strings refers to chain cancels, target combos, light special cancel, etc.

If the startup of the move used as a guard cancel is the same or is more than the numerical value in the "Minimum Crushing GC Startup" column in the following table, that guard cancel will be crushed/beat out by the corresponding string.

About the blank space, because the string includes an invincible move, it is from the start expected to crush/beat out the GC move. It's left blank because it's unnecessary to compare a numerical value.


Character String Minimum Crushing GC Startup Cancel Situation After Move Notes
Rock Howard cl.5A chain cancel 7F +6F
Double Reppu-ken (236C) 1F - +0
j.C~B 6F - -
Terry Bogard 2B > Strong Dunk (2B > 623D) - -2F Can do after-cancel with 263B+C > D
cl.A chain cancel 7F +7F
cl.5C > C 6F × +4F Can be linked to P-power Geyser (236(x2)C)
Kim Dong Hwan 2B > Kuusa-jin (2B > 623K) - -6F Can do after-cancel with 263B+C > A(C)
cl.A chain cancel 7F +6F
j.A~C 10F × -
Kim Jae Hoon 2B > Strong Hien-zan (2B > [2]8D) - +0
2B chain cancel 8F +6F
j.A~C 11F - -
Hotaru Futaba cl.5A chain cancel 7F +5F
j.A~B 5F × -
Gato cl.5D 5F × +5F
cl.5A chain cancel 7F +6F
j.B~A 6F - -
B. Jenet A > A > A 6F × +2F
j.C 4F -
Khushnood Butt/Marco cl.C(D) > Weak Ko-ou-hou ((cl.5C OR cl.5D) > 623A) 8F - +2F
cl.5A chain cancel 8F × +6F
Hokutomaru A > B 10F +1F
j.A~B 4F × -
j.C~B 6F × -
Freeman cl.5A > A 8F × -1F
cl.5B chain cancel 7F +6F
cl.5D 6F × -2F
Strong VOD (2-stage) ((214C)(x2)) 11F - -12F If linking to Strong VOD (3-stage), it's -1F
Tizoc/Griffon Light normal > 6A+C 3F - - However, only for moves that do not have low hitbox
Grant Weak Evil Bird Blade (623A) 5F - -24F If you do j.2K follow-up, there is no such gap
Kain R. Heinlein A > lanze - +11F
2B > lanze - +11F See "Pseudo Chain Cancel" section
2AB > 5C 10F -16F +10F through doing feint cancel
2A chain cancel 7F × +4F


Ennui Counter/Reversal/Response


One way to respond to Jenet's GC-only P-power super "Ennui Mademoiselle" is to enter only the motion and then just the button after the Ennui's freeze/blackout.

For example, Rock can do a f.5A > Crack Counter response with A > 236 > freeze/blackout > B

It's possible to use the above input for supers from a weak attack, but it requires you to quickly do the motion before the freeze/blackout.


Character Moves you can respond with Notes
Rock Howard Crack Counter (236K)
Rising Tackle ([2]8P)
Terry Bogard Strong Power Dunk (623D) Don't break
S-Power Power Geyser (236(x2)A) After a counter-hit you can do a Jenet-only combo
Kim Dong Hwan Kuusa-jin (623K)
Raimei-Dan (236(x2)K) trade
Kim Jae Hoon P-power Houyoku Tenshou-kyaku (236(x2)C) Hien-zan doesn't work
Hotaru Futaba Tenshin-shuu (623K) only a part of the super hits
Ten-shou Range (236(x2)K) whiffed jump out of maximum combo into less hits
Gato Ryuu-ga (236(x2)K) only a part of the super hits
B. Jenet Weak Gulf Tomahawk whiff out of combo
Khushnood Butt/Marco Kyokugen Kohou (236(x2)K) only a part of the super hits
Hokutomaru 2AB~BC only a part of the super hits when Hoku is in mid-air
Freeman Creeping Death (236(x2)K)
Full Blast (236(x2)P) after trading you can chase after to follow-up
Tizoc/Griffon Strong Poseidon Wave (421C) only a part of the super hits
Active Tupon (623P) leaves a gap dependent on the distance
Kevin Rian Avoid Mine (214D)
Grant None
Kain R. Heinlein Lanze possible through a pseudo chain cancel


Forced Stop Moves (0F Supers) Workings and Explanation

Overview

For most supers, you start by going into the super's beginning animation -- super "freeze" or "flash" or "blackout".

When blackout (BO) ends you then go into "forced time stop" (FTS).

At the end of forced time stop, that's when you go into the super's remaining startup.


Blackout and Forced Time Stop

At the first frame of execution (when done alone, this is on the frame you press the button and complete the super command) you go into blackout.

The standard S-power blackout is 31F long, while for P-power it is 58F long.

During your blackout, the opponent unable to move. During the subsequent forced time stop, the opponent is still unable to move while only you may move through your super animation.

Supers have various forced time stop lengths.


Some characters a have a window to input follow-up button presses during their blackout and/or forced time stop
  • Holding the button press through blackout, forced time stop, and longer (Jae's super C, Rock's super C, and Freeman's super A/C)
  • Pressing buttons during blackout and/or forced time stop (Butt/Marco's hidden super)
    • This is useful, but not required, for Rock's hidden super.


Oppositely, during your opponent's blackout and forced time stop, there are some properties that dictate your buffering
  • The 1F of your opponent's blackout is the last frame of your command input buffer before that command input buffer is frozen.
  • Your current buffer is frozen and preserved through blackout and forced time stop, even if you let go of your current direction.
    The buffer resumes after you exit forced time stop.


  • Motions and other input buffer commands are not recognized and cannot be done.
  • Anything that works with an input buffer doesn't work: specials, TOP attacks, supers, feints, etc.
  • Button, simultaneous button, and direction inputs alone are recognized.
    Press any direction, normal, command normal, or evasion attack, and they come out after blackout and forced time stop.
    But it's not like you directly exit with 1F of that input during BO and FTS.
    Rather you exit in the state after the button or direction is pressed and let go.
  • Once a button attack is recognized, no other button attack or direction is recognized.
  • For example, when the input 2AB is accepted, no other button or direction presses afterwards matter. You exit FTS in the state after 2AB is pressed.
  • Directions may override other directions.
  • Up directions (7/8/9) are prioritized over other directions.
    You exit FTS in the state after an up direction is let go of.
    You hop in the direction of the first inputted up direction.
  • Back/guard direction (4).
    You exit FTS in the state after the back direction is let go of.
    You are in proximity guard state (for 2 frames).
    Regardless of whatever non-up direction you press, ending in 4 lets you block.
  • Down directions (1/2/3).
    You exit FTS in the state after the down direction is let go of.
    Will not stop an up direction, but if pressed after the 4 direction they will stop a back direction's proximity guard.
  • Forward direction (6).
    You exit FTS in the state after the forward direction is let go of.
    Will not stop an up direction, and will not stop a back direction's proximity guard, but will stop a down direction.


  • The end of blackout and forced time stop is not just a part of your opponent's super startup.
  • Your opponent's blackout and forced time stop is also considered a unique kind of recovery -- as a part of your recovery with its own reversal window.
    • This recovery replaces the end of the recovery you were in just before blackout.
      So if you were within a recovery reversal window before blackout, you exit forced time stop with the new recovery instead.
    • This reversal window is 7F for specials and supers:
      1-6F before the end of forced time stop (may include blackout frames).
      1F after forced time stop (the 2nd frame of that super).
    • See the section on after-cancel for more.


Supers and Startup

Newer games have frame data with the last startup frame as also the first active frame.

But the Garou frame data uses an old frame data style where the first active frame is after the last startup frame.

If we consider the first frame as the 0F rather than the 1F, normals can adhere to the new style. But we don't this.


However, this is different in the case of supers.

For supers, the last two frames of forced time stop are included with the startup.

They are labeled as the "0F" and the "1F" of startup.

After exiting forced time stop you go through the "2F" and the rest of the super.

Alternately, you can think of the frame freeze from the start of blackout until the last frame of forced time stop as the 1st frame.


Examples

Supers with long startup

Freeman's 11F super, Full Blast

After blackout, there are 2 frames of forced time stop, 0〜1F.

After forced time stop, there is the remaining 2〜11F of startup.

On the 12F, the attack is active.


Visually, it looks like it has a 12F startup time after blackout.

And it looks like it has 10F startup if you don't include forced time stop.

Unlike with non-super attacks, you can't move during the first 1F of a super because it is during forced time stop.

This means that the gap you have to move before a super hits is 1F less than the startup indicates (11 frames instead of 12 frames).


1F Supers

For 1F supers, after exiting the last two frames of forced time stop (which are the 0〜1F of startup), on the 2F frame there is the first active frame.

And after that frame you go into hitstop/blockstop.

In other words, the super is 1F startup, active on the 2F.


0F Supers

As for 0F supers, they are a particular move, just abbreviated as a "0F move".

With the last two frames of forced time stop (which are the 0〜1F of startup), the last frame of forced time stop at 1F possesses a hitbox -- an active frame.

After exiting forced time stop and the 0〜1F of startup, on the next frame 2F they hit like a 1F active move (like a throw).

In other words, the super is 0F startup, active on the 1F.

For such moves, even if the guard input is done after blackout, you won't be able to block and defend against it.

That's because the super is determined to hit, block, or whiff based on what you do before blackout -- or more specifically, on that freeze on the 1st frame of blackout.


List of Forced Time Stop and Startup Frames for Supers:

Character Super Forced Time Stop Startup

Notes

Rock Howard Raging Storm A 2F 12F
Raging Storm C 2F 17F
Shining Knuckle B 6F 1F
Shining Knuckle D 7F 0F
Deadly Rave Neo (Hidden Super) 5F 0F

Follow-up inputs are accepted starting at the 10F of BO until the 3rd frame of FTS. Inputs are then accepted again during the hitstop of the each hit.

Terry Bogard Power Geyser A 9F 7F
Power Geyser C 9F 3F
Buster Wolf B 2F 7F
Buster Wolf D 5F 4F
Kim Dong Hwan Super Dong Hwan Kick A 8F 0F
Super Dong Hwan Kick C 8F 0F
Raimei Dan B 2F 19F
Raimei Dan D 2F 17F All levels have the same FTS
Ore-sama Hou'ou Kyaku (Hidden Super) 3F 0F
Kim Jae Hoon Houyoku Tenshou Kyaku A 2F 11F
Houyoku Tenshou Kyaku C 2F 11F Super with follow-up has the same FTS
Houou Kyaku B 5F 0F
Houou Kyaku D 5F 0F
Hotaru Futaba Sou Shou Ten Renge A 2F 6F
Sou Shou Ten Renge C 2F 6F
Ten Shou Ran Ki B 8F 0F
Ten Shou Ran Ki D 7F 0F
Gato Rei-ga A 5F 0F
Rei-ga C 5F 0F
Ryuu-ga B 2F 3F
Ryuu-ga D 2F 3F
Tenryuu Retsu-ga (Hidden Super) (last move) 2F 14F
B. Jenet Many Many Torpedoes A 2F 4F
Many Many Torpedoes C 2F 4F
Aurora B 6F 0F
Aurora D 6F 0F
Ennui Mademoiselle (Hidden GC Super) 2F 6F
Butt/Marco Haou Shoukou Ken A 2F 17F
Haou Shoukou Ken C 2F 7F
Kyokugen Kohou B 5F 0F
Kyokugen Kohou D 5F 0F
Ryuuko Ranbu (Hidden Super) Lv 1, 2, 3 6F 0F Window to press C: 3~58F of BO, and 1~2F of FTS.
Ryuuko Ranbu Lv 4 7F 4F
Hokutomaru Chou Hissatsu Shuriken A 2F 9F
Chou Bakuen Kunai C 2F 9F
Ougi • Chou Hissatsu Tatsumaki B 4F 1F
Kyuukyoku Ougi • Chou Bakuen Tatsumaki D 5F 0F
Freeman Full Blast A 2F 11F
Full Blast C 2F 11F
Creeping Death B Variable FTS and startup (for a total of 14F) after counter is initiated.

(Dependent on the attack being countered.) Examples: 9F FTS, 6F startup; 12F FTS, 3F startup; 13F FTS, 2F startup.

Creeping Death D Variable FTS and startup (for a total of 13F) after counter is initiated.

(Dependent on the attack being countered.) Examples: 9F FTS, 5F startup; 13F FTS, 1F startup.

Tizoc/Griffon Big Fall Griffon A 5F 1F
Big Fall Griffon C 5F 1F
Daedalus Attack B 2F 14F
Daedalus Attack D 2F 13F
Kevin Rian Lucky Strike A 2F 3F
Lucky Strike C 2F 3F
Gattling Freezer B 2F 11F
Gattling Freezer D 11F 0F
Grant Majin Haten Dan A 2F 11F
Majin Haten Dan C 2F 9F
Majin Engetsu Rin B 9F 0F
Majin Engetsu Rin D 9F 0F
Kain R. Heinlein Himmlisch Atem A 9F 1F
Himmlisch Atem C 10F 2F
Himmlisch Seele B 10F 13F
Himmlisch Seele D 10F 9F


0F Unblockable

If a 0F move is performed under certain conditions, it will become unblockable even though a guard direction was input before the freeze/blackout.

This 0F unblockable, which is unique to this game and is a very important element, occurs under the following conditions:


Situation When Doing the 0F Move Avoidance Method
+4F or more advantageous normal hit unavoidable, treated as a combo
+2,3F advantageous normal hit backdash
+1F advantageous normal hit backdash, ave maria (after-cancel)
-1F normal, special move on block backdash, ave maria (after-cancel)
-2F normal on block or hit backdash
-2F or more disadvantage special move on block unavoidable
-3F or more disadvantage normal on block or hit unavoidable
Landing after receiving a mid-air hit and not getting knockdowned (air-hit landing recovery) backdash, ave maria (after-cancel)


(1) From a +2 or +3 frame advantage situation. Doing a 0F move can be avoided with backdash only, but it cannot be blocked.


(2) From a +1 frame advantage situation. Doing a 0F move can be avoided with ave maria (after-cancel) and backdash, but it cannot be blocked.


(3) If receiving a hit from an non-knockdowning attack in mid-air, then since landing it takes 3 frames (Hokutomaru takes 4 frames) before you can move again (air-hit landing recovery).

See this video showing how there is no hurtbox after an air hit and you cannot be hit during those landing frames.

However, during these frames' latter half 2 frames, if a 0F move is done, then you are able to avoid it, but not block against it. (On the 1st frame of landing, the 0F move whiffs.)



(1) has only one avoidance method, a backdash, and the prior input window is very short.

Also, the 0F reversal done after blocking a -2F normal move can be avoided with a backdash, but the 0F reversal done after blocking a -2F special move cannot be avoided.


(2) and (3) have no choice but to avoid with the techniques called prior-input backdash or ave maria (after-cancel).

However, some 0F moves (rush/charge-type, long duration) cannot be avoided by backdashing.

Some 0F moves (such as long-lasting rushes) cannot be avoided by backdash, some require a gauge, and some techniques may not be able to win depending on their compatibility.


Even if you use an ave maria (after-cancel), you may need to use a super move, and even those super moves might not be able to win depending on the compatibility with what's done against you.


For more details about this part of the section, please refer to the section about and the techniques used for Ave Maria.


List of 0F Moves (unless otherwise indicated, both S-power and P-power versions are 0F moves)


Character Move Name
Rock Howard P-power Shining Knuckle (236(x2)D), Deadly Rave
Terry Bogard None
Kim Dong Hwan Super Don Juan Legs (j.236(x2)P), Ore-sama Hou-ou Ashi (236(x3)C)
Kim Jae Hoon Hou-ou-kyaku (236(x2)K)
Hotaru Futaba Ten-shou Ran-ge (236(x2)K)
Gato Rei-ga (236(x2)P)
B. Jenet Aurora (236(x2)K)
Khushnood Butt/Marco Kyokugen Kohou (236(x2)K), Ryuuko Ranbu (236(x3)C) Lv1~3
Hokutomaru Kyūkyoku ōgi ・ chō bakuen tatsumaki (236(x2)D)
Freeman None
Tizoc/Griffon None
Kevin Rian P-power Gatling Freezer (236(x2)D)
Grant Majin Engetsurin (236(x2)K)
Kain R. Heinlein None


Regarding 1F Startup Supers

There are two 1F startup supers: Rock's S-power Shining Knuckle (236(x2)B) and Hokutomaru's Ougi・Chou Hissatsu Tatsumaki (236(x2)B).

But these moves are also a bit unique in that they'll unexpectedly not connect for some larger windows.


◯ After doing a +2F, +3F normal, a 1F startup super does not connect into a confirm. ∵ It's possible to JD the super when Rock does 2A (+3F) OR cl.5B (+2F) > S-power Shining Knuckle

◯ Against a -2F normal, countering with a reversal 1F startup super does not connect into a confirm. ∵ Freeman can JD a reversal S-power Shining Knuckle done after Freeman cl.5D (-2F).

◯ Against -3F normal OR -2F special, countering with a reversal 1F startup super can connect into a confirm. ∵ Against Jenet's 2AB on block (-3F), or Terry's Power Dunk (BR) (-2F), countering with a super S-power Shining Knuckle can connect into a confirm.


○ Landing 1F combos:

Do a non-knockdowning hit in mid-air, and 1F before the opponent lands, do one of the two 1F startup supers to hit when they land.

Unlike the 0F on landing "meaty" described above, the 1F meaty needs to be done while the opponent is in the air 1F before landing, so there is no way to avoid it (and to connect the hits)


In the case of Hokutomaru,

(in the corner) Kuu-ha-dan break (236K (BR)) > 3D, Air Shuriken. It is good to try to connect the 1F super after the shuriken, but it can be difficult.


This video "【餓狼MOW】着地前1F技コンボ解説【ロック・北斗丸】" illustrates the concept:


Jae and Dong AB against Tizoc/Griffon

Jae/Dong's AB is airborne on the first frame. This is useful for avoiding throws.


Especially for Tizoc/Griffon Super 720 A/C. You can press AB during blackout or forced time stop, it avoids the super throw.


When the super exits FTS, at the 2F when the super throw is active, the AB comes out airborne at that frame.


Simultaneous Button Press for Normals

When a simultaneous button press occurs, an attack will come out following this priority:


Buttons and Their Corresponding Simultaneous Multiple Inputs:

A A+C or A+D
B B+C or B+D
C A+C+D or B+C+D or A+B+C+D (or C+D outside of TOP)
D Cannot be done if you use simultaneous button press
evasion attacks A+B or A+B+C or A+B+D
TOP C+D while in TOP mode

Note: Simultaneous inputs are just frame: have to be pressed on the exact same frame.



Simultaneous button inputs are useful for doing throws, throw techs, throw tech option-select and other option-selects.


Particularly, it's useful for the option-selects centered around executing special/super moves.


Even if the special/super move command is entered correctly, if buttons are pressed simultaneously, the special/super move will never be executed.

Most likely, the game only recognizes commands with a single button.

(The only exception is Gato's hidden super, Tenryu Retsu Kiba (623AB)(x3).)


By using this method, you can avoid misinputs by preventing special/super moves from executing.

You can prevent normals and upper-body evasion attacks from accidentally kara canceling after doing a command motion too quickly during their startup.


And you can intentionally not do special/super moves. Do normals even after you buffered special/super moves.

For example, Kain can also use this to rush in with a light without worrying about charge time.


By not doing the buffered special/super, even if a normal comes out, the buffer can still be in effect.

This property allows you to do the "Motion Storing Technique" detailed below.


Motion Storing Technique

This application of simultaneous button inputs is known as the "Motion Storing Technique"

You "override" the special with a simultaneous input to do a button attack instead.

Therefore if you do Qcf.png + Kof.lp.png + Kof.sk.png, a normal stand Kof.lp.png will come out, not a fireball or whatever special was Qcf.png + Kof.lp.pngor Qcf.png + Kof.sk.png.


This allows you to "store" motions to make combos easier.

For example, you can avoid the mistakes prone to using chain canceling -- the mis-inputting of a QCF special move afterwards -- like the command executing after the light's cancel window and coming out as a reversal.

Canceling light attacks into supers : Kof.lp.png xx Qcf.pngQcf.pngKof.lp.png requires very fast execution, you can instead do Qcf.pngKof.lp.pngKof.sk.png(stand A) xx Qcf.pngKof.lp.png(Super comes out, thanks to the first Qcf.png previously stored)


For an overview, see "Garou : Simultaneous button presses + Throw OS" by Aerendir


Pseudo Chain Cancels

Light/Weak attacks normally not special cancelable can cancel into specials and supers using the chain cancel property.

The weak attack you want to cancel must be chain cancelable (repeatable).

The next chained attack kara cancels into the special or super.

This method is also just called chain canceling (or renda canceling) for short.


Example:

Let's use Butt/Marco's 2B > Strong Ko-ou-Ken as an example.


Usually entering the 236C during hitstop/blockstop won’t allow a special cancel and it won’t come out.


But by entering 2B > 236+C > 2B

-- by inputting the second 2B at the same time you would normally chain cancel the first 2B's recovery --

236C ends up chain canceling the first 2B.


The principle of how the cancelation is possible is that by inputting 236+C after 2B,

the command for the strong Ko-ou-Ken is completed, but the special cancelation does not take place.

The special cancelation is not applied, so naturally the strong Ko-ou-Ken does not come out.


However, after that, by inputting 2B at the timing to chain cancel from the first 2B, the second 2B comes out....


However, because the special move command's reception still remains as registered, at that moment it's like the cancelation was applied to the second 2B.

The timing of the strong Ko-ou-Ken comes out as if the 2B was canceled,

This is due to the fact that all normal moves in this game can be kara canceled, regardless of whether they can be canceled on hit/block or not.



Also, if the Special Move you wish to perform uses the same button as the Weak Attack you perform a pseudo chain cancel with, the input is slightly relaxed (easier).


For example, Butt/Marco's 2B Weak Hien Shippu-Kyaku can be done by pressing 2B > 2362B

Butt/Marco's Standing A > Weak Ko-ou-Ken can be done with A > 2364A


Kain's 2B > Weak Lanze can be done with 2B > 82B.


Ave Maria

Ave Maria is a term that covers all the techniques to avoid 0F supers.

They are the techniques and avoidance methods dealing with blackout and forced stop time. (Refer to the table in that section.)


The most notable Ave Maria technique (and synonymous with it) is the "After-Cancel".
After-Cancel allows different 0F unblockable setups to be avoided and countered with a special or super.
  • A 0F move is done on you when you the defender is at a 1F disadvantage;
  • A 0F move is done on you when you the defender returns to the ground after taking an attack in mid-air; and so on.


In addition to the defensive uses listed above, After-Cancel can also be used mainly to reduce the risk when doing okizeme (attacking on someones recovery/wake-up).


This video, "Garou MOTW 0F Showcase - Application, Escapes, Counters and Option Selects" shows some of this section in action:


After-Cancel and Super Reversal Window

Some of this is already discussed in more detail in the overview of supers in the Blackout and Forced Time Stop section.


General After-Cancel Explanation:

(1) The game does not accept any special/super command during blackout and forced time stop. However, the input reception time remains preserved during that time. And after forced time stop, the input buffer resumes elapsing.


(2) You can partially do a command before blackout and then complete the inputs and button press after force time stop.


(3) However, if you complete the command input before blackout, you are able to execute the command the earliest after blackout: the 1F after exiting forced time stop.


(4) The end of blackout and forced time stop is not just a part of your opponent's super startup, but as a part of your recovery.

The actual after-canceling is done by doing a reversal -- pressing the button during the 7F reversal reception window at the end of blackout and forced time stop.

As discussed in the Blackout and Forced Time Stop section, this window is 1-6F before the end of forced time stop, and 1F after it ends.

This recovery replaces the end of the recovery you were in just before blackout.

If you were within a recovery reversal window before blackout, you exit forced time stop with the new recovery instead.


(5) For the after-cancel reversal, because every super has different forced time stop frames, it's difficult to always have to time your button press all the time.

It might be necessary to time the button press for moves you need to hold/charge the button, or moves like break moves that need precise timing.

But you usually mash the button, repeatedly pressing throughout blackout and forced time stop, in order to ensure you press it during the reception window. Beware that even if you mash, the reception window is small enough that your mash timing could still miss it.


For an opponent's supers with 1F or more startup, you can always reversal your own special/super out of the opponent's super this way.


Ave Maria and After-Canceling 0F Supers

You will not reversal special/super out of a 0F super normally.

If you try, you will get hit or still be blocking.

See the Garou:_Mark_of_the_Wolves/Advanced_Techniques#Supers_and_Startup section on how the 0F decides to hit you before you can reversal out.


In order to after-cancel 0F supers, you have to Ave Maria.

What we call the Ave Maria is an option-select where you buffer the input of a special or a super in a normal, and then on reaction to the opponent's super flash, when they try to punish with a 0F super or try to do a 0F super unblockable, you can kara cancel that normal into an invincible special or super move.


(1) You have to complete the command input before blackout of the move you want to after-cancel after blackout and force time stop.


(2) In order to put out a normal move without activating the buffered special or super move, the simultaneous button press technique is used to do a normal move.


(3) You kara cancel that normal you did before the super you after-cancel occurs (i.e., you both kara cancel and after-cancel).


(4) So if the opponent doesn't do a super, you option-select putting out a normal.

Putting out a normal is useful coming out of hitstun/blockstun recovery, where you don't have to risk having your reversal special/super blocked by doing a normal instead.

You can even do this technique for okizeme where the opponent might wake-up super.


(5) If you are in recovery and don't expect to exit it before a super's blackout, you can forgo the simultaneous button press by using a single button, and then after-cancel with a different button than the one pressed before blackout.

(Also works if the command you're using doesn't apply to your character and/or you don't have to worry about anything coming out of recovery after inputting your command.)


In order to after-cancel out of a 0F super, you can only do that by kara-canceling out of a normal at the 1F after forced time stop.


Other Avoidance Methods

We discussed the after-cancel reversal window at the end of forced time stop here and here.


(1) For backdash and evasion attack, you buffer them during the reversal window of the recovery you are currently in. (See the "Timing For Reversals") section for the timings for backdash and evasion attacks.)


(2) This buffering must be done both before blackout and before the recovery (reversal window) ends.


(3) The end of blackout and forced time stop replaces the end of recovery you were previously in, and that results in the reversal at that point in time instead.


Air Hit Landing Unblockable Example

Situation: Hotaru's Ten-Shou Range (236(x2)K) after-cancel is done during Grant's air hit landing unblockable with Engetsu Rin (236(x2)K) on the 2nd frame of Hotaru's landing.


1. As Hotaru, input 23623+A+D within a range of 5F -- from 3 frames before landing until the 1st frame of blackout.

(Consistent with the buffer/interval of 7F for the reversal reception window of a normal, after an air hit landing: consisting of 3F before landing, 3F of air hit landing recovery, and 1F after that)


2. When Grant does his super and goes into blackout, repeatedly press B or D (S-power or P-power, whichever super you want to get out).


3. After Grant's blackout, Ten-Shou Range is put out for a counter-attack.


When your 0F super is performed, whatever the opponent is doing, the opponent becomes invincible during through blackout until the end of forced stop time.

At the last frame of forced time stop, when the hitbox of the 0F collides/overlaps with the opponent's hurtbox, that invincibility will end.

That 0F super effectively changes into acting like how a 1F-active move hits (hitting on that next frame at the 2F of the super).


Air Hit Landing Unblockable Example 2

Button presses before and after blackout need to be different:


In additon to the after-cancel method of simultaneously button pressing a normal move (also upper and lower evasive attacks) with a special/super move command as blackout and forced time stop ends, another after-cancel method is to do this special/super command with a single button, and then pressing a button different from the one pressed before the blackout to activate the special move.


This works as long as you are within such a recovery that the special/super doesn't come out immediately.


It is important to note that the button pressed before blackout and the button pressed after blackout must be different.


If the button pressed before and after blackout is the same, your special/super move won't come out and your opponent's 0-frame move will hit you instead.


Also, a simultaneous button pressing with a button is considered different from that button pressed alone.

e.g., B+D can be used before blackout and B can be used after blackout.


(Source: チラシの裏にでも書いてろ


Example 2:


To explain with the previous air hit landing unblockable example with Hotaru and Grant,

if you enter 23623AorBorCorD in the first part, and in the second part,

repeatedly press any button other than the one you pressed in the first part,

then after blackout, if it is AorC, it will activate Sou-shou Ten Renge (236(x2)P),

and if it is BorD, it will activate Ten-Shou Range (236(x2)K).


Invincible Special Example

Invincible DPing a 0F Punish of Your -1 Hit


This makes your -1 moves safe against a 0F super.

Dong does 214B which has 25F recovery, but the opponent's 24F hitstun allows the opponent one frame to try to punish with 0F super at the 25F.


1. Dong's window/buffer to do 623 B/B+D/B+C should be for a normal (7 frames) for 1F-6F before the end of his 214B recovery and 1F after (20-25F of recovery + 26F).
And with the opponent's anticipated 0F super, you'll have just 6 frames (20-25F of recovery) to do the input.


2. When opponent does their 0F super and goes into blackout, repeatedly mash A.


3. After the opponent's blackout and forced time stop, your 623A is put out for a counter-attack.


See this link for video of this example.


Backdash Example

Ave Maria backdash follows backdash reversal timing for the type of recovery you are in.

Backdash also works if 2nd direction input is done at the same frame at the first frame of blackout. (such as when super is done on the 2nd frame of landing)


Backdashing an Air Hit Landing


Gato attempts an air hit landing unblockable with Zero Kiba (236(x2)A) on the 2nd frame of air hit landing recovery.

But your backdash input is completed 1F before landing, and you backdash the super after exiting forced time stop.


Backdash reception window is limited to landing recovery and until blackout.

(1F before landing recovery, 1F-3F of landing recovery, and 1F after landing recovery, for a total of 5F)


Backdashing a +1 Hit


Gato 6A, 236(x2)A

6A is +1, and after 19F of recovery, the super hits the last frame of hitstun/blockstun at 20F.


Backdash reception window for 2nd direction input is the last 1F-4F of hitstun/blockstun, and 1F after exiting hitstun/blockstun (for a total of 5F)

In other words, the backdash window/buffer is 1F-3F before blackout, and 1F of blackout.


Backdashing a 0F Punish of Your -1 Hit


Dong 214B has a 25F recovery but 24F hitstun allows opponent one frame to try to punish with 0F super at the 25F.

Window for backdash should be 5 frames -- 1-4F before the end of 214B recovery and 1F after.

And with opponent's 0F super, it will be just be 4 frames (22-25F of recovery)


2AB Example

This method uses the startup invincibility of 2AB's to avoid supers that have 1 hit.

Gato 6A, 236(x2)A

6A is +1, and after 19F of recovery, the super hits the last frame of hitstun/blockstun at 20F.


2AB reception window is the last 1F-6F of hitstun/blockstun, and 1F after exiting hitstun/blockstun (for a total of 7F)

In other words, the real 2AB window is now 1F-5F before blackout, and 1F of blackout.


Okizeme attack on opponent's wake-up

In the case of okizeme (attacking during someone's wake-up) the same thing is basically done.

1. During the opponent's wake-up, slightly delay a normal move while putting it with the command for the move you want to after-cancel, by using motion storing with simultaneous button pressing.


2. When the opponent tries to use a blackout move to counter-attack, repeatedly press the button of the move you want to use.


3. The after-cancel will be executed and counter-attack the opponent instead.


Since the simultaneous press is done raw outside of any recovery, hitstun/blockstun, etc. there is no window/interval to consider besides your normal's recovery and the super's blackout and forced time stop.


The after-cancel is a technique that uses a whiff kara cancel, so be aware that if you completely meaty a normal move on the opponent's wake-up, you maybe not be able to follow-up with anything. (because of exceeding the whiff kara cancelable frames)

Instead, you might get a special cancel with the normal on hit/block after mashing during hitstop/blockstop.


Anti-Freeze OS

This method can be used as an "anti-blackout OS" or "anti-freeze OS" beyond okizeme when you do any advancing attack and press your advantage.

It's very useful against people throwing out random supers.


For example: Going near the passive opponent, Jenet inputs 236236 2BD. Becomes 2B.

If a S/P-power comes out, Jenet presses B again to have her S-power come out.

Here is a post with video of this example.


Adding a Backdash to Special/Super Move Input

In addition, you can input a backdash after your move command during the after cancel.


As an example, when using Terry on the 1P side to prepare an after cancel power dunk, you can insert a backdash:


Buffer 623N4N4 and at the end of blackout (and afterwards) press D repeatedly, OR buffer 62N4N4 and at the end of blackout (and afterwards) press 3+D repeatedly (N=Neutral)


If you do the input and a blackout isn't done, then backdash comes out. If blackout is done, then power dunk comes out.


It is relatively low-risk read, but to do it together correctly with the move, the input is difficult (especially in the case of supers)


Also, the reason why there are two input methods is that depending on the technical affinity/compatibility; it is not possible to counter-attack back unless you choose between one of the inputs.



Other sources: [1]


List of Usual After-Cancels

Source: Archive of original list of After-Cancels page by Yoshimizu


The moves with the text color as green can only beat the Super if the after-cancel is done from an Upper-body Evasion (2AB) and the actual kara cancel is done later (after exiting force time stop).


P-Power Shine Knuckle 236(x2)D

Character Moves To After-Cancel With Notes
Rock S-Power Raging Storm 236(x2)A
Terry Strong Power Dunk 623D, Buster Wolf 236(x2)B/D Counter hit
Dong Hwan Kuu Sa Jin 623A/C, S-Power Raimei Dan 236(x2)B Counter hit
Jae Hoon Strong Hienzan [2]8D, Houyoku Tenshou Kyaku 236(x2)A/C Hienzan both trades and counter hits so you are able to chase after it and follow-up.
Hotaru Strong Tenshin Shou 623D
Gato Ryuu-ga 236(x2)B/D
Jenet Aurora 236(x2)B/D
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru Ougi • Chou Hissatsu Tatsumaki 236(x2)B
Freeman S-Power Full Blast 236(x2)A, P-Power Full Blast 236(x2)C Slightly hold charge before you let go and hit.
Tizoc/Griffon Daedalus Attack 236(x2)B/D
Kevin Abide Mine 214D, P-Power Gatling Freezer 236(x2)D Gatling will mid-air hit.
Grant Majin Haten Dan 236(x2)A/C If you use P-Power you will counter hit and be able to chase after and follow-up.
Kain Weak Lanze [2]8B This will trade and you'll be able to chase and follow-up


Deadly Rave Neo 632146A

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, Shine Knuckle 236(x2)B/D S-Power Shine 236(x2)B will trade, so you can chase after and follow-up.
Terry Strong Power Dunk 623D (BR) Counter hit
Dong Hwan Strong Kuu Sa Jin 623C (BR) Counter hit
Jae Hoon Strong Hienzan [2]8D, Houou Kyaku 236(x2)B/D, P-Power Houyoku Tenshou Kyaku 236(x2)C Hienzan both trades and counter hits so you are able to chase after it and follow-up.
Hotaru Strong Tenshin Shou 623D
Gato Ryuu-ga 236(x2)B/D
Jenet Many Many Torpedoes 236(x2)A/C
Butt/Marco Kyokugen Kohou 236(x2)B/D, Ryuuko Ranbu 236(x3)C LV3
Freeman P-Power Creeping Death 236(x2)D
Tizoc/Griffon None
Kevin S-Power Lucky Strike 236(x2)A, P-Power Gatling Freezer 236(x2)D
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B, P-Power Himmlische Seele 236(x2)D Both moves will trade and you are able to chase after and follow-up.


Super Dong Hwan Kyaku -- Air 236(x2)A/C

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Raging Storm 236(x2)A Raging Storm counter hits.
Terry Strong Power Dunk 623D
Dong Hwan Strong Kuu Sa Jin 623C From BR you can go into Ore-sama Houou Kyaku 236(x3)C
Jae Hoon Strong Hienzan [2]8D(BR), S-Power Houyoku Tenshou Kyaku 236(x2)A Hienzan will rarely trade,
and when it does you can respond by chasing after and do a follow-up.
Hotaru Strong Tenshin Shou 623D
Gato Ryuu-ga 236(x2)B/D
Jenet Aurora 236(x2)B/D
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A Counter hit
Tizoc/Griffon Daedalus Attack 236(x2)B/D
Kevin Abide Mine 214D, S-Power Gatling Freezer 236(x2)B
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B, Seele 236(x2)B/D After Lanze counter hit you can chase after and follow-up.
Seele 236(x2)B/D will trade, but you will be in knockdown and not be able to follow-up.


Ore-sama Houou Kyaku 236(x3)C, Houou Kyaku 236(x2)B/D

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Shine Knuckle 236(x2)B Shine 236(x2)B ends in a trade but it's not favorable for you (you exit hitstun at the same time).
Terry Strong Power Dunk 623D
Dong Hwan Strong Kuu Sa Jin 623C
Jae Hoon Strong Hienzan [2]8D, Houyoku 236(x2)A/C Hienzan and S-Power Houyoku 236(x2)A trade.
After Hienzan trades you can follow-up with Houou Kyaku 236(x2)B/D.
Hotaru Strong Tenshin Shou 623D, Soushou Tenrenge 236(x2)A/C
Gato Ryuu-ga 236(x2)B/D
Jenet Many Many Torpedoes 236(x2)A/C
Butt/Marco Kyokugen Kohou 236(x2)B/D, Ryuuko Ranbu 236(x3)C LV3
Freeman P-Power Creeping Death 236(x2)D
Tizoc/Griffon None
Kevin Abide Mine 214D, S-Power Lucky Strike 236(x2)A, P-Power Gatling Freezer 236(x2)D
Grant Majin Engetsu Rin 236(x2)B/D
Kain Weak Lanze [2]8B, P-Power Himmlische Seele 236(x2)D With Lanze, both sides will trade in way that no follow-up can be done in time.


Soushou Tenrenge 236(x2)A/C

Character Moves To After-Cancel With Notes
Rock Weak Crack 214B Counter hit (S-Power version on the ground, P-Power version in mid-air)
Terry S-Power Geyser 236(x2)A (S-Power Tenrenge only),
Buster Wolf 236(x2)B/D
When Geyser trades you can follow-up with Buster Wolf.
Dong Hwan S-Power Raimei Dan 236(x2)B Tenrenge 236(x2)A/C will partially hit you in mid-air during its multiple hits, launching you upward out of the super. But you're able to use D-roll to recover closer to Hotaru and then go in to attack.
Jae Hoon Houyoku Tenshou Kyaku 236(x2)A/C S-Power version trades and you're able to follow-up.
Hotaru Tenshin Shou 623B/D Tenshin Shou 623B/D will be beat after being partially hit in mid-air by multiple hits. But air hitstun moves you upward out of the super and aftering landing you'll be able to counterattack.
If you after-canceled into Tenrenge 236(x2)A/C, the opposite will happen. The opponent would be the one to be partially hit in mid-air by multiple hits. And after they pop out of the super, you'll be the one to receive their counterattack.
Gato Houzan Sai Heki-ga [2]8C, Ryuu-ga 236(x2)B/D
Jenet Weak Gulf 214B At close range, after being partially hit in mid-air by multiple hits, you can move to counterattack after landing.
At farther out, you avoid Tenrenge 236(x2)A/C or even hit Hotaru out of it.
Butt/Marco Jou-dan Harai 214A, P-Power Haou 236(x2)C,
P-Power Kyokugen Kohou 236(x2)D
Kyokugen Kohou will be beat after being partially hit in mid-air by multiple hits,
but after you pop out of the super you're able to counterattack.
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A, P-Power Creeping Death 236(x2)D Full Blast trades.
Tizoc/Griffon Weak Active 623A After being partially hit in mid-air by multiple hits, you can move to counterattack after landing.
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C
Kain Weak Lanze [2]8B (S-Power Tenrenge only),
P-Power Himmlische Seele 236(x2)D
Lanze can win one-sidedly or it can be a trade.
In the case of a trade, follow-up attacks are not possible. Seele will trade, but you can do a follow-up.


Tenshou Ranki 236(x2)B/D

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C
Terry Strong Power Dunk 623D (BR) After both sides whiff you can counterattack.
Dong Hwan Weak Kuu Sa Jin 623A (BR) After both sides whiff you can counterattack.
Jae Hoon Strong Hienzan [2]8D(BR) After both sides whiff you can counterattack.
Hotaru Strong Tenshin Shou 623D, Ranki 236(x2)B/D
Gato Ryuu-ga 236(x2)B/D
Jenet Aurora 236(x2)B/D
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A After both sides whiff you can counterattack.
Tizoc/Griffon S-Power Daedalus Attack 236(x2)B After both sides whiff, there is not enough time for you to counterattack.
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C After both sides whiff you can counterattack.
Kain Weak Lanze [2]8B (BR) After both sides whiff you can counterattack. However, be careful not to dash in too soon,
or you'll be hit by the super's descending attack.


Rei-ga 236(x2)A/C

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, Shine Knuckle 236(x2)B/D
Terry Strong Power Dunk 623D(BR)
Dong Hwan Strong Kuu Sa Jin 623C, S-Power Raimei Dan 236(x2)B
Jae Hoon Strong Hienzan [2]8D, Houou Kyaku 236(x2)B/D, Houyoku Tenshou Kyaku 236(x2)A/C
Hotaru Strong Tenshin Shou 623D, Soushou Tenrenge 236(x2)A/C
Gato Rei-ga 236(x2)A/C
Jenet Weak Gulf 214B, Many Many Torpedoes 236(x2)A/C Even if the opponent does the P-power version, Gulf hits after Rei-ga finishes its hit.
Butt/Marco Kyokugen Kohou 236(x2)B/D, Ryuuko Ranbu 236(x3)C Lv4
Hokutomaru Tatsumaki 236(x2)B/D
Freeman Full Blast 236(x2)A/C You don't need to hold charge. You will not whiff either way.
Tizoc/Griffon Daedalus Attack 236(x2)B/D
Kevin Weak Snipe 623A, Abide Mine 214D,
Lucky 236(x2)A/C, P-Power Gatling Freezer 236(x2)D
After Snipe you are -1 and could be hit with another Rei-ga.
Grant Majin Engetsu Rin 236(x2)B/D
Kain Weak Lanze [2]8B (BR), Seele 236(x2)B/D Lanze break will occasionally whiff, but even in that case you have time to do a ground combo.


Ryuu-ga 236(x2)B/D

Character Moves To After-Cancel With Notes
Rock S-Power Raging Storm 236(x2)A
Terry S-Power Geyser 236(x2)A You will trade with each other,
but against the P-Power version you'll usually lose.
Dong Hwan None
Jae Hoon None
Hotaru None
Gato Ryuu-ga 236(x2)B/D You cannot win against the P-Power version unless you use the P-Power version.
Jenet None
Butt/Marco P-Power Haou 236(x2)C If P-Power Ryuu-ga 236(x2)D is used it becomes a trade.
Hokutomaru None
Freeman S-Power Creeping 236(x2)B You'll whiff, but then you'll be able to do a counterattack.
Tizoc/Griffon P-Power Daedalus Attack 236(x2)D You are one-sidedly beaten but it's from 1 hit for whatever reason.
Significantly reduces damage.
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C
Kain S-Power Atem 236(x2)A, P-Power Himmlische Seele 236(x2)D If it becomes a trade a follow-up cannot be done.


Many Many Torpedoes 236(x2)A/C

Character Moves To After-Cancel With Notes
Rock Weak Crack 214B
Terry Strong Power Dunk 623D, S-Power Geyser 236(x2)A
Buster Wolf 236(x2)B/D
Against the P-Power version, because the first part of Dunk whiffs,
not breaking is a safe choice.
Geyser can trade and you can follow-up with Buster Wolf 236(x2)B.
Dong Hwan Strong Kuu Sa Jin 623C It will trade against the P-Power version.
Jae Hoon Strong Hienzan [2]8D
Hotaru Strong Tenshin Shou 623D After being hit in mid-air you're able to counterattack.
Against the S-Power version if the after-cancel is done later (delayed kara cancel done after exiting force time stop) you win one-sidedly.
Gato Ryuu-ga 236(x2)B/D
Jenet S-Power Aurora 236(x2)B You'll be beat by a mid-air hit but you can counterattack after blocking the rest of the move.
Butt/Marco Jou-dan Harai 214A, Kyokugen Kohou 236(x2)B/D,
P-Power Haou 236(x2)C
Against the P-Power version, because there are less number of hits of the P-Power Kyokugen Kohou 236(x2)D,
P-Power Haou 236(x2)C does better damage.
Hokutomaru None
Freeman Creeping 236(x2)B/D, P-Power Full Blast 236(x2)C Full Blast trades.
Tizoc/Griffon None
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C
Kain Weak Lanze [2]8B, Seele 236(x2)B/D Both options trade, but with Lanze a follow-up is not possible.
With Seele the usual follow-ups can be done.


Aurora 236(x2)B/D

Character Moves To After-Cancel With Notes
Rock Strong Rising [2]8C, S-Power Raging Storm 236(x2)A With Raging both moves whiff each other and you are able to counterattack.


If the opponent does the S-Power version you could only follow-up with Shine 236(x2)B.

Terry Strong Dunk 623D
Dong Hwan Strong Kuu Sa Jin 623C From BR you can go into Super Dong Hwan Kayaku Air 236(x2)A/C
Jae Hoon Strong Hienzan [2]8D There is a trade but a follow-up is not possible.
Hotaru Strong Tenshin Shou 623D
Gato Ryuu-ga 236(x2)B/D
Jenet S-Power Aurora 236(x2)B Both finish executing with a trade.
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A Both whiff and you are able to counterattack.
Tizoc/Griffon S-Power Daedalus Attack 236(x2)B Both whiff so it is used only for avoiding the super.
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B, S-Power Atem 236(x2)A Lanze counter hits.
With Atem both whiff, so you can go in and attack as the opponent lands.


Ennui Mademoiselle JD > A ・ B ・ C

Note that with the exception of jump attacks, you can only prepare moves with a startup of less than 4F (for supers it's a startup of less than 3F).

Character Moves To After-Cancel With Notes
Rock Weak Crack 214B, Strong Rising Tackle [2]8C
Terry Strong Power Dunk 623D (No BR), S-Power Geyser 236(x2)A,
Buster Wolf 236(x2)B/D
Geyser trades and then counter hits so you can do a follow-up.
Dong Hwan Strong Kuu Sa Jin 623C, S-Power Raimei Dan 236(x2)B,
Strong Hishou Kyaku Air 2D
If you break the Kuu Sa Jin you'll receive a mid-air counter hit.
But even after your knockdown the opponent's recovery is long enough that you are able to go in and counterattack (except at the corner).
Raimei Dan trades.
Hishou Kyaku Air 2B/D can be counter hit but afterwards going in for a follow-up can still be done.
Jae Hoon Weak Hishou Kyaku Air 2B, P-Power Houyoku Tenshou Kyaku 236(x2)C
Hotaru Soushou Tenrenge 236(x2)A/C, Weak Rengeki Shuu Air 214B After using Rengeki Shuu to avoid it's possible to go in for a counterattack, even if you get counter hit in mid-air.
Gato Ryuu-ga 236(x2)B/D
Jenet Weak Gulf 214B, Weak Harrier Air 2B After using Harrier to avoid it's possible to go in for a counterattack, even if you get counter hit in mid-air.
Butt/Marco None
Hokutomaru None
Freeman Creeping 236(x2)B/D
Tizoc/Griffon None
Kevin Abide Mine 214D
Grant None
Kain Weak Lanze [2]8B Counter hit


S-Power Kyokugen Kohou 236(x2)B

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Raging Storm 236(x2)A With S-Power Raging both whiff but it's not possible to counterattack afterwards.
Terry Strong Power Dunk 623D, Buster Wolf 236(x2)B/D
Dong Hwan Strong Kuu Sa Jin 623C, S-Power Raimei Dan 236(x2)B With Raimei Dan both whiff, but afterwards you are able to counterattack.
Jae Hoon Strong Hienzan [2]8D
Hotaru Strong Tenshin Shou 623D
Gato Ryuu-ga 236(x2)B/D
Jenet Aurora 236(x2)B/D
Butt/Marco P-Power Haou 236(x2)C, Ryuuko Ranbu 236(x3)C LV4
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A Both whiff, but afterwards you are able to counterattack.
Tizoc/Griffon None
Kevin Abide Mine 214D
Grant Majin Engetsu Rin 236(x2)B/D
Kain Weak Lanze [2]8B, S-Power Atem 236(x2)A,
P-Power Himmlische Seele 236(x2)D
All options trade, and follow-up isn't possible.


P-Power Kyokugen Kohou 236(x2)D

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Raging Storm 236(x2)A Rising can trade or there will be less number of hits of Kyokugen Kohou (reduced damage).
Raging whiffs, and afterwards you can only follow-up with Shine.
Terry Strong Power Dunk 623D, Buster Wolf 236(x2)B/D Dunk trades.
Dong Hwan Strong Kuu Sa Jin 623C, S-Power Raimei Dan 236(x2)B Kuu Sa Jin will trade.
If you are close enough after Raimei Dan 236(x2)B whiffs, you can follow-up with Super Dong Hwan Kyaku Air 236(x2)A.
Jae Hoon Strong Hienzan [2]8D trades
Hotaru Weak Tenshin Shou 623B trades
Gato Ryuu-ga 236(x2)B/D
Jenet Aurora 236(x2)B/D, Many Many Torpedoes 236(x2)A/C Aurora trades. Many Many hits the opponent in mid-air but you recover later than them and can receive a counterattack.
Butt/Marco P-Power Haou 236(x2)C
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A After both whiff each other, you are able to go in for a counterattack.
Tizoc/Griffon None
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C With the S-Power version if both whiff each other, afterwards you are able to counterattack.
But usally both S-Power and P-Power versions hit as expected.
Kain Weak Lanze [2]8B, Seele 236(x2)B/D After trading it's not possible to follow-up.


P-Power Haou Shoukou Ken 236(x2)C

Character Moves To After-Cancel With Notes
Rock None Reduced damage is taken with S-Power Raging Storm 236(x2)A.
Terry P-Power Geyser 236(x2)C If it's done too close to the opponent, it won't hit.
Dong Hwan S-Power Raimei Dan 236(x2)B If the distance is slightly farther away, Dong will be hit out of Raimei Dan.
Jae Hoon P-Power Houyoku Tenshou Kyaku 236(x2)C
Hotaru Soushou Tenrenge 236(x2)A/C S-Power version can trade depending on the distance.
Gato Ryuu-ga 236(x2)B/D
Jenet None
Butt/Marco Ryuuko Ranbu 236(x3)C LV4
Hokutomaru None
Freeman P-Power Full Blast 236(x2)C You need to be in close range otherwise you trade.
Tizoc/Griffon Daedalus Attack 236(x2)B/D Short-distance only.
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C
Kain S-Power Atem 236(x2)A, P-Power Himmlische Seele 236(x2)D Trades. Unless you are very close you take full damage when doing Atem.


Ryuuko Ranbu 236(x3)C LV3

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Shine Knuckle 236(x2)B With Shine you receive a mid-air hit, afterwards you are able to counterattack.
Terry Strong Power Dunk 623D(BR), S-Power Geyser 236(x2)A Counter hit
Dong Hwan Strong Kuu Sa Jin 623C (BR), S-Power Raimei Dan 236(x2)B Kuu Sa Jin does a counter hit. Raimen Dan gets counter hit in mid-air,
but you can D-roll on your knockdown to get closer, allowing you to go in for a counterattack.
Jae Hoon Strong Hienzan [2]8D(BR), Houyoku 236(x2)A/C Counter hit
Hotaru Strong Tenshin Shou 623D, Tenrenge 236(x2)A/C
Gato Ryuu-ga 236(x2)B/D
Jenet Weak Gulf 214B, Many Many Torpedoes 236(x2)A/C After Gulf gets hit in mid-air, you can do a counterattack.
Butt/Marco Kyokugen Kohou 236(x2)B/D, Ryuuko Ranbu 236(x3)C LV4
Hokutomaru None
Freeman Creeping 236(x2)B/D
Tizoc/Griffon P-Power Daedalus Attack 236(x2)D
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B, Seele 236(x2)B/D Counter hit. After Seele trades you can follow-up.


Ougi • Chou Hissatsu Tatsumaki 236(x2)B

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, Shine Knuckle 236(x2)B/D P-Power Shine mid-air hits and a follow-up Rising [2]8C can be done.
Terry Strong Power Dunk 623D (BR)
Dong Hwan Strong Kuu Sa Jin 623C Because a mid-air hit is done, you can convert into (BR) > Super Dong Hwan Kyaku Air 236(x2)A/C
Jae Hoon Strong Hienzan [2]8D (BR), Houou Kyaku 236(x2)B/D
Hotaru Strong Tenshin Shou 623D
Gato Rei-ga 236(x2)A/C
Jenet Aurora 236(x2)B/D
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru Ougi • Chou Hissatsu Tatsumaki 236(x2)B
Freeman P-Power Full Blast 236(x2)C
Tizoc/Griffon None
Kevin S-Power Lucky Strike 236(x2)A, P-Power Gatling Freezer 236(x2)D Lucky only gets 1 hit in.
Grant Majin Haten Dan 236(x2)A/C
Kain S-Power Atem 236(x2)A, P-Power Himmlische Seele 236(x2)D Both options trade and it is impossible to do any follow-ups.


Kyuukyoku Ougi • Chou Bakuen Tatsumaki 236(x2)D

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Shine Knuckle 236(x2)B Shine trades
Terry Strong Power Dunk 623D(BR)
Dong Hwan Strong Kuu Sa Jin 623C Because a mid-air hit is done, you can convert into (BR) > Super Dong Hwan Kyaku Air 236(x2)A/C
Jae Hoon Strong Hienzan [2]8D, S-Power Houyoku Tenshou Kyaku 236(x2)A,
P-Power Houou Kyaku 236(x2)D
All options trade except for P-Power Houou Kyaku.
Hotaru Strong Tenshin Shou 623D
Gato Ryuu-ga 236(x2)B/D, P-Power Rei-ga 236(x2)C
Jenet Aurora 236(x2)B/D
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru Ougi • Chou Hissatsu Tatsumaki 236(x2)B
Freeman Full Blast 236(x2)A/C, P-Power Creeping Death 236(x2)D Full Blast trades.
Creeping will whiff, and during opponent's landing recovery you can go in and confirm into a combo. (S-Power Creeping may work just as well.)
Tizoc/Griffon None
Kevin S-Power Lucky Strike 236(x2)A, P-Power Gatling Freezer 236(x2)D
Grant Majin Haten Dan 236(x2)A/C
Kain Weak Lanze [2]8B, S-Power Atem 236(x2)A,
P-Power Himmlische Seele 236(x2)D
All options trade and it is impossible to do any follow-ups afterwards.


S-Power Lucky Strike 236(x2)A

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C
Terry Strong Power Dunk 623D(BR), S-Power Geyser 236(x2)A Counter hit. (Geyser both counter hits and trades.)
Dong Hwan Strong Kuu Sa Jin 623C (BR) Counter hit
Jae Hoon Strong Hienzan [2]8D(BR), S-Power Houyoku Tenshou Kyaku 236(x2)A Counter hit
Hotaru Strong Tenshin Shou 623D, Tenrenge 236(x2)A/C
Gato Ryuu-ga 236(x2)B/D
Jenet Weak Gulf 214B, Many Many Torpedoes 236(x2)A/C
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru None
Freeman Creeping 236(x2)B/D
Tizoc/Griffon P-Power Daedalus Attack 236(x2)D
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B, Seele 236(x2)B/D Both trade and counter hit (Lanze usually just counter hits). It's possible to do a follow-up.
But with S-Power Seele, depending on how it hits, doing a follow-up is impossible.


P-Power Lucky Strike 236(x2)C

Character Moves To After-Cancel With Notes
Rock None
Terry Strong Power Dunk 623D, S-Power Geyser 236(x2)A,
Buster Wolf 236(x2)B/D
If you do Dunk (BR) it may not beat it.
Geyser trades and counter hits. Be careful as it won't hit if done too close.
Dong Hwan Strong Kuu Sa Jin 623C If a break is done it will lose.
Jae Hoon Strong Hienzan [2]8D(BR), S-Power Houyoku Tenshou Kyaku 236(x2)A Counter hit
Hotaru Soushou Tenrenge 236(x2)A/C
Gato Ryuu-ga 236(x2)B/D
Jenet Weak Gulf 214B, Aurora 236(x2)B/D After avoiding with Gulf you can go in for a counterattack.
Aurora usually loses after only receiving 1 hit, but you have time to counterattack.
However, if you are slightly far away you might beat it outright.
Butt/Marco S-Power Kyokugen Kohou 236(x2)B, P-Power Haou 236(x2)C
Hokutomaru None
Freeman Creeping 236(x2)B/D
Tizoc/Griffon P-Power Daedalus Attack 236(x2)D
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B(BR), Seele 236(x2)B/D Lanze counter hits and it is possible to follow-up. Seele trades and counter hits, so it is possible to follow-up.
Be careful as the S-Power Seele won't hit if you're too close.


P-Power Gatling Freezer 236(x2)D

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C
Terry Strong Power Dunk 623D(BR), Buster Wolf 236(x2)B/D Counter hit
Dong Hwan Strong Kuu Sa Jin 623C (BR) Counter hit
Jae Hoon Strong Hienzan [2]8D(BR), P-Power Houyoku Tenshou Kyaku 236(x2)C Counter hit
Hotaru Strong Tenshin Shou 623D, Tenrenge 236(x2)A/C
Gato Ryuu-ga 236(x2)B/D
Jenet Many Many Torpedoes 236(x2)A/C
Butt/Marco Kyokugen Kohou 236(x2)B/D
Hokutomaru None
Freeman S-Power Full Blast 236(x2)A, P-Power Creeping Death 236(x2)D Full Blast trades.
Tizoc/Griffon None
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C Counter hit
Kain Weak Lanze [2]8B, S-Power Atem 236(x2)A Both options trade but doing a follow-up is not possible.


Majin Haten Dan 236(x2)A/C

Character Moves To After-Cancel With Notes
Rock Weak Crack 214B Crack whiffs but it is possible to do a counterattack afterwards.
Terry None
Dong Hwan Kuu Sa Jin 623A/C
Jae Hoon S-Power Houyoku Tenshou Kyaku 236(x2)A
Hotaru Soushou Tenrenge 236(x2)A/C Unless the after-cancel is done later, you'll lose.
Gato Houzan Sai Heki-ga [2]8C, Ryuu-ga 236(x2)B/D
Jenet None
Butt/Marco Jou-dan Harai 214A, P-Power Haou 236(x2)C
Hokutomaru None
Freeman Creeping 236(x2)B/D, P-Power Full Blast 236(x2)C
Tizoc/Griffon Daedalus Attack 236(x2)B/D
Kevin Abide Mine 214D
Grant Majin Haten Dan 236(x2)A/C
Kain Atem 236(x2)A/C


Majin Engetsu Rin 236(x2)B/D

Character Moves To After-Cancel With Notes
Rock Strong Rising Tackle [2]8C, S-Power Shine Knuckle 236(x2)B Shine usually wins out. But if Shine trades there is substantial damage reduction from getting hit in mid-air.
Terry Strong Power Dunk 623D, S-Power Geyser 236(x2)A Geyser trades and you can follow-up with Buster Wolf 236(x2)B.
Dong Hwan Strong Kuu Sa Jin 623C
Jae Hoon Strong Hienzan [2]8D, P-Power Houyoku Tenshou Kyaku 236(x2)C Hienzan trades and it's possible to follow-up.
Hotaru Weak Tenshin Shou 623B, Tenrenge 236(x2)A/C Tenshin Shou trades.
Gato Ryuu-ga 236(x2)B/D
Jenet Weak Gulf 214B, Many Many Torpedoes 236(x2)A/C Gulf gets hit in mid-air,
and then you can D-roll the knockdown to get close enough to follow-up with a cl.5C.
Butt/Marco S-Power Kyokugen Kohou 236(x2)B, P-Power Haou 236(x2)C
Hokutomaru Ougi • Chou Hissatsu Tatsumaki 236(x2)B After getting hit mid-air, roll on your knockdown toward the opponent
so you can time a cl.5D on their wakeup (especially at the corner).
Freeman Creeping 236(x2)B/D
Tizoc/Griffon None
Kevin Abide Mine 214D
Grant Majin Engetsu Rin 236(x2)B/D Against the P-Power version, only use the P-Power version.
Kain Weak Lanze [2]8B(BR), Seele 236(x2)B/D Seele trades and you are able to follow-up.


S-Power Himmlische Seele 236(x2)B

We're assuming that at the time of the actual situation, you are putting out either the tip of 2B as a Lanze countermove, or at a short-distance doing an Upper-body Evasion attack 2AB.

Depending on the character, 2B may not be able to counter Lanze, so only those options that are considered worth using are listed.

The ( ) after the move means whether the move is after-canceled from either 2B or Upper-body Evasion attack 2AB.

Character Moves To After-Cancel With Notes
Rock None
Terry S-Power Geyser 236(x2)A (B), P-Power Buster Wolf 236(x2)D (B) Geyser trades.
Dong Hwan None
Jae Hoon None
Hotaru Shajou Tai 41236D (2AB), P-Power Soushou Tenrenge 236(x2)C (2AB) Limited to being at around close distance, and it's bad (more difficult) to do when you're pushed to the corner.
Gato Ryuu-ga 236(x2)B/D (2AB) Short-distance only.
Jenet None
Butt/Marco Kyokugen Kohou 236(x2)B/D (2AB), P-Power Haou 236(x2)C (B) Kyokugen Kohou is done short-distance only.
If you're not close, S-Power version likely trades.
Oppositely, if Haou Shoukou Ken is too close it trades.
Hokutomaru Weak Kuuha Dan 236B (2AB) You both trade and knockdown and prevent Kain from doing any follow-up.
Also somewhat guarantees Lanze countermove options.
Freeman S-Power Full Blast 236(x2)A (2AB), P-Power Full Blast 236(x2)C (B) S-Power Full Blast trades but wins out in damage.
Tizoc/Griffon Strong Justice 360 rotation C (2AB) The input is 632142+AB > (blackout) > ↑+C.
If you are too close when putting out the Upper-body Evasion attack,
you will not counter Lanze, because you need to be at a slightly farther distance.
Kevin Strong Hell Arrest 41236C (2AB), P-Power Lucky 236(x2)C (2AB) With P-Power Lucky you are limited to being around close distance, and it's bad (more difficult) to do when you're pushed to the corner.
Grant Majin Haten Dan 236(x2)A/C (2AB)
Kain S-Power Atem 236(x2)A (2AB), P-Power Himmlische Seele 236(x2)D (2AB) Both sides trade.


P-Power Himmlische Seele 236(x2)D

Character Moves To After-Cancel With Notes
Rock None
Terry S-Power Geyser 236(x2)A (B) Trades.
Dong Hwan None
Jae Hoon None
Hotaru None
Gato None
Jenet None
Butt/Marco None
Hokutomaru None
Freeman None
Tizoc/Griffon Strong Justice 360 rotation C (2AB) The input is 632142+AB > (blackout) > ↑+C.
If you are too close when putting out the Upper-body Evasion attack,
you will not counter Lanze, because you need to be at a slightly farther distance.
Kevin Weak Hell Arrest 41236A (2AB)
Grant Majin Haten Dan 236(x2)A/C (2AB) Trades.
Kain S-Power Atem 236(x2)A (2AB), P-Power Himmlische Seele 236(x2)D (2AB) Both sides trade.
P-Power Seele for some reason wins out in (substantial) damage.


TOP Hit Confirm

Your opponent's TOP activation puts you in a time-stopped state, similar to the freeze/blackout when your opponent does a super move.


TOP Activation
  • When your opponent's TOP activates, the "T.O.P. In!" message appears as you enter TOP mode.
  • TOP activation starts on the 2nd frame of hitstop/blockstop, an extra 10F of hitstop/blockstop is added before the rest of the hitstop/blockstop elapses.
  • Usually, this "TOP freeze" is just you staying on the active frame that connects, just 10F longer than usual.
  • Like usual hitstop/blockstop, command input buffers are accepted.
    • So you have this extended window in which to do a special cancel or feint cancel.
    • And if you are doing a link you have to time it carefully in consideration of the extra hitstop/blockstop.
  • Otherwise, especially with "disjointed" attacks like projectiles, "TOP freeze" has you staying on whatever frame you are in during that extended hitstop/blockstop.
    • Command input buffers are accepted such that you can exit "TOP freeze" with an attack.
    • Trying to hop just before TOP activation -- during pre-jump or early airborne frames -- ends up having your hop "momentum" stopped.


The idea behind a TOP Hit Confirm is to greatly reduce (ideally, eliminate) the opponent's TOP area and get them out of TOP mode.

You can use the extended hitstop/blockstop to special cancel to do this.

However, there's a technique to connect a single-hit check move to a special move that would normally be impossible to hit confirm like that.

Take the opponent's health bar down so that they enter TOP with a single chainable normal attack.

When you attack and they enter TOP, enter a special move command during that time. (You can buffer it whenever you put out the chainable normal as a check.)

When the extended hitstop/blockstop ends, the special move can be pseudo chain canceled with the right inputs.


Example of using psuedo chain cancel... with Marco:

1. Hit a Standing A to get the opponent into TOP

2. Enter 236 during the "freeze"

3. After the "freeze" is over, if you piano the C and then A, the chain cancel A into kara cancel Ko-ou Ken 236C will appear.

(If you do 236236 instead at the 2nd chain attack, you can pseudo chain cancel into P-Power Ha-ou Shoukou Ken 236(x2)C.)


It is especially effective if the normal move you use to put the opponent into TOP is a weak/light, because the subsequent special move (either done as a special cancel or a pseudo chain cancel) will connect as a combo even if you do a mid-air hit.

(Of course, if the special move's startup is too long, it won't connect into a combo.)


Also, if you re-enter TOP after recovering health by JDing, you can still enter input command buffers at the point of activation.

As expected, you have an extended window of an additional 10F of JD blockstop.

Although this won't happen often, you will have leeway to input guard cancels.


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