Yatagarasu: Attack on Cataclysm/Jet

From SuperCombo Wiki
Jet face.jpg

Introduction

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

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

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

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

Colors

YataLP.png or YataHP.png YataLK.png or YataHK.png YataHBL.png or YataLBL.png
JET Punch.png JET Kick.png JET Parry.png

-- Gongfuren

Move List

Command Normals

Name
Command
Notes
Sweep
Df.png + Hk.png
Low.png Launch.png
Lunge Punch
F.png + Hp.png

Target Combos

Name
Command
Notes
Lk.png ---.png Lp.png ---.png Hp.png
Supercancel.png

Special Moves

Name
Command
Notes
JET Blow
Qcf.png + P.png
Hp.png version special cancelable into other hard specials
JET Knuckle
Qcb.png + P.png
Hp.png version special cancelable into other hard specials
JET Ducking
Qcf.png + K.png
JET Straight
Qcb.png + K.png
Hk.png version special cancelable into other hard specials
JET Upper
Dp.png + P.png
JET Shot
Dp.png + K.png
High.png Hk.png version special cancelable into other hard specials

Super Special Moves

Name
Command
Notes
F.H.J.
Qcf.png Qcf.png + P.png
L.G.J.
Qcb.png Qcb.png + K.png

Move Analysis

Normal Moves

Standing Lp.png

<Description here>

Crouching Lp.png

<Description here>

Jumping Lp.png

<Description here>

Standing Lk.png

<Description here>

Crouching Lk.png

<Description here>

Jumping Lk.png

<Description here>

Standing Hp.png

<Description here>

Crouching Hp.png

<Description here>

Jumping Hp.png

<Description here>

Standing Hk.png

<Description here>

Crouching Hk.png

<Description here>

Jumping Hk.png

<Description here>

Command Normals

Sweep (Df.png + Hk.png)

<Description here>


Lunge Punch (F.png + Hp.png)

<Description here>


Target Combo

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

<Description here>


Special Moves

JET Blow(Qcf.png + P.png)

<Description here>

JET Knuckle(Qcb.png + P.png)

<Description here>

JET Ducking(Qcf.png + K.png)

<Description here>

JET Straight(Qcb.png + K.png)

<Description here>

JET Upper(Dp.png + P.png)

<Description here>

JET Shot(Dp.png + K.png)

<Description here>

Super Special Moves

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

<Description here>

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

<Description here>

Frame Data

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

Df.gif + Snkd.gif

6000 L - 16 1 25 -6 0 41
Throw

Snka.gif + Snkb.gif

6000 - - 4 2 23 - - -
Overhead

Snka.gif + Snkc.gif

3000 High - 17 11 6 0 0 33
Guard Crush

Snkc.gif + Snkd.gif

6000 - - 22 2 16 +14 +5 39
Lunge Punch

F.gif + Snkc.gif

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

Qcf.gif + Snka.gif

3500 HL - 16 2 20 -10 -9 37
H JET Blow

Qcf.gif + Snkc.gif

3500 HL - 18 5 21 -14 -13 43
EX JET Blow

Qcf.gif + Snka.gif + Snkc.gif

3000x2 HL - 13 2*3 20 -11 - 37
L JET Knuckle

Qcb.gif + Snka.gif

5000 HL */su 11 3 20 -11 -10 33
H JET Knuckle

Qcb.gif + Snkc.gif

6000 HL su 13 2 17 -7 -6 31
EX JET Knuckle

Qcb.gif + Snka.gif + Snkc.gif

7000 HL su 8 2 24 -14 - 33
L JET Ducking

Qcf.gif + Snkb.gif

- - - - - - - - 20
H JET Ducking

Qcf.gif + Snkb.gif

- - - - - - - - 22
EX JET Ducking

Qcf.gif + Snkd.gif

- - - - - - - - 16
LP Follow up

> Snka.gif

6500 HL * 12 2 14 -4 -3 27
LK Follow up

> Snkb.gif

2000 HL * 9 2 11 -1 +0 21
HP Follow up

> Snkc.gif

5000 HL * 8 5 13 -6 -5 25
HK Follow up

> Snkd.gif

5800 L - 12 1 24 -5 - 36
L JET Straight

Qcb.gif + Snkb.gif

6000 HL - 19 2 14 -4 -3 34
H JET Straight

Qcb.gif + Snkd.gif

6500 HL * 23 2 14 -4 -3 38
EX JET Straight

Qcb.gif + Snkb.gif + Snkd.gif

- - - - - - - - 23
L JET Upper

Dp.gif + Snka.gif

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

Dp.gif + Snkc.gif

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

Dp.gif + Snka.gif + Snkc.gif

6600 HL - 13 3 17 -8 - 32
L JET Shot

Dp.gif + Snkb.gif

4000 H - 15 3 14 -5 -4 31
H JET Shot

Dp.gif + Snkd.gif

3500 H * 20 10 9 -7 -6 38
EX JET Shot

Dp.gif + Snkb.gif + Snkd.gif

3500 H - 14 8 10 -6 +5 31
F.G.J.

Qcf.gifQcf.gif + P.png

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

Qcb.gifQcb.gif + K.png

- - - - - - - - 8

Combos

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

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

Compared to other characters he is a great rushdown character and his combos are listed by ender instead of Meterless,1 Meter,etc.

Midscreen

Target Combo (LK>LP>HP)

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



Blow>Knuckle (236P>214P) enders

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


Upper>Blow>Knuckle (623P>236P>214P) enders

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


EX Blow (236AC) Combos

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


Ducking (236K) Setups

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


Shot (623K) Setups

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


F.H.J. (236236P) Ender

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

Corner

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


L.G.J. (214214K)

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

Combos To Transcribe

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

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

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

Strategy

Matchups

vs. Azure

(No strategies)

vs. Kotaro

(No strategies)

vs. Aja

(No strategies)

vs. Kou

(No strategies)

vs. Hanzo

(No strategies)

vs. Jyuzumaru

(No strategies)

vs. Dark Jyuzumaru

(No strategies)

vs. Hina

(No strategies)

vs. Shimo

(No strategies)

vs. Jet

(No strategies)

vs. Chadha

(No strategies)

vs. Crow

(No strategies)

Yatagarasu: Attack on Cataclysm
General
Characters

AjaAzureChadhaCrowHanzoHinaJetJyuzumaruKotaroKouShimo