For JDing multiple hit supers, just mash back after the first JD.
As for guard cancelling, depends on the move…you can do most of the motoin before the actual JD, then hit back, and the attack button, and it will execute the move. To guard cancel a fireball, do hcf+P as you’re about to block…the back motion of hcf+P will do the JD. Or, do qcf, back(to JD), then P.
Air JD seems a bit different though… I could be wrong however. I’ll give examples of what I mean.
JDing Hoku’s qcfqcf+p in the air has forces you to JD, then get pushed back and up, then as you fall, JD again. No mashing. (like the last hit of Hotaru’s qcb+p example)
JDing the fireballs in the air of Kain’s d,u+k seems tough because both hit you even with the JD pushback. Do I need to/can I mash out the second JD?
The thing about those type of JDs is that since those types of supers have different hit boxes when you jump in on it. JD in the air does make you go back up into the air since each hit causes a pushback effect. Mashing doesn’t work when it comes to those types of supers, since you have to actually time the JD right after that jump/push back.
Well I think this is the 1 billion post on Gatos cancel on here haha, I guess I can go through it once more. The thing to remember is that both qcb +B and qcb + D have different cancel timings. Now the cancel itself is pretty quick usually right before he’s about to jump from the stomp you hit A. Theres a animation where he has his arms spread right before the stomp but you only see it for like half a second. The qcb + B version the cancel is done quicker, while the qcb + D cancel is a bit later but not by much. Once you get the feel of it it’s really not that hard to pull off but people seem to think it is. The way to do it quick once you get the timings for both, is to switch from (qcb + B, A to qcb + D, A), then repeat. I hope that helps out, it’s all mainly practice once you get the timing for it you can get it consistant.
I’ve been able to air JD by mashing all the time. This includes Kain’s qcfx2+K, in which if you air JD it, you are hit up into the air a bit, making you land on the ball again.
Don’t forget that it can also be his battery (Doing QCB+K, then Breaking multiple times will quickly fill up your guage).
OK about Dong’s QCFx2+HK; the ONLY way I’ve ever managed to combo into it is canceling a Crouching :snkc: that Counter Hit. Are there any other ways to get all 4 hits to combo?
Also sorry if I’ve asked this already (bad memory sometimes >_<)
c.A+B in the corner into qcf,qcf+HK combos too. Non-ch gives you the non-charged version guaranteed. CH gives you the fully charged version. Hit confirming a CH can be easier so you can decide to charge or not. The damage isn’t really worth it however, so I only used the charged version for guard crushing and setting that up is still kinda tough and risky.
Because I remember one time in a Garou tourney I activated Big Fall at point-blank range against some dude when he was recovering (and on the ground) from some move and he was able to jump out of it AT VERY LAST MILLISECOND.
Big Fall with A according to the Garou mook I have in my hand says it’s 15 frames start up. While the C version Big Fall is 27 start up, I have been able to hit him out of it, back dash and jump out. You have to remember though that once the screen is black and you don’t input anything before that, he has you.
The first one won’t combo
The second one should be qcf+D, it’s stronger
The third one isn’t even a move?
OK, OK… Just jokin’ around.
Main jae stuff is to learn to poke a lot because he’s really good at that.
Master the Timing for closeA c.C qcf+D and c.B c.C qcf+D.
Anti air would definitely be d,u+B_D A+B. Far C is usually used to prevent a jump, but it can work ok if your timing is sweet.
Short jump a lot, learn to use his front and back dash all the time, and learn the trajectories of both jumps (short and regular) because he has lots of cross ups.
?? There’s no way that can be right unless I missing something really damned big. Remember when I was playing with reversal supers when you let a A+B overhead hit instead of block? Dong Hwan’s overhead leaves Dong at -1 (This number is both the ones myself and others determined with emulator and the ones Howard Arena has.) A reversal 720+P from Tizoc will connect, without fail or anything else Dong can do about it. I can test against +0 and +1 moves as well (Im pretty sure there is 2 frames ‘pre-jump’ animation when they can still be thrown) but there ain’t no way 15+ makes any sense.
I wonder if that is the window to hit the directions for the move? 15 frames to do a 360 and 27 frames to do a 720?
Noc has hit me out of Big Fall plenty of times. Usually he just back dashes out of it, he’ll be in standing animation then a back dash comes out right when I’m about to grab him. It’s possible to counter/escape that super.
So you’re saying you can interrupt or escape after Dong’s overhead? 'Cause all day long 9999 catches me even if I jump, backdash, or dp+P. You’ll even see the beginning animations of it, but I still get grabbed.
Any info that let’s me use Dong’s qcb+K or A+B when opponent has meter would be HUGELY appreciated.
Maybe the 15 frames and 27 frames is real-world frames from final input to first animation after super start-up flash?
The only other thing I could think of is if the overhead lands late. I’m GUESSING qcb+K and A+B have more than one frame where they can deal damage. If you hit on a later frame you’ve got more frames in your favor.
I first wanted to mention that I never use frame data to help me with fithting games in particular. I just figure out what beats what from my experience playing the game for so long now. I got the official jap Garou mook that came out in 99/00 don’t remember when from Arcadia magazine. I’m sure all the stuff they printed on the mook is legit, though that doesn’t mean there might be errors. Another thing that I do notice though is that with reversals the move being input usually has the advantage. But from me playing Giby and other fellow offline playerts I have been able to escape out of Tizocs Big Fall Super many times. If anything I could probably record a match VS Giby to prove that it can be done. I’ve never tried to escape out of big fall from Dongs qcb+ B/D before. Though it all depends on how quick Tizoc recovers as well wether he blocks the hit or gets hit. But again I’m not too bug on frame data I’m just posting what I’m looking at in the Garou mook.