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Yatagarasu JET L.G.J. tutorial

Jan 14th, 2016
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  1. Yatagarasu Genei Jet (L.G.J) notes:
  2.  
  3. Notation: 214214K (no difference between kicks)
  4.  
  5. Lasts for: 6 seconds/7.2 seconds
  6.  
  7. Invulnerability: F1-5 invul. Activation has a period where you can't block and get punished.
  8.  
  9. Changes:
  10. - Changes normals frame data.
  11. - All normals are cancelable into specials (except 3HK).
  12. - All normals and specials juggle. Normals (except for 3HK) cause air reset that can be combo'd with but can be parried. Specials have infinite juggle, except for 236K~LK, 236K~LP and 623K, which air reset., same as
  13. - Walkspeed is left unchanged.
  14. - EX specials are not accessible during Genei Jet.
  15. - Specials are changed:
  16. - - 236HP now does two hits. 236LP gets a damage increase (3500 -> 3569).
  17. - - 214P launches, both versions. LP version does 4079 (from 4800), HP version does 4589 (from 4800).
  18. - - 236K goes farther and faster, both versions. ~LP does 5099 (from 6500), ~LK does 1529 (from 2000), ~HP does 4589 (from 5000), ~HK does 4589 (from 4500).
  19. - - 214HK now launches. 214LK does 4589 (from 6000) and is now special cancelable, 214HK does 5099 (from 6500)
  20. - - 623P goes farther for both versions. 623LP does 4589 (from 5500), 623HP does 5099 (from 6000)
  21.  
  22. Starters:
  23. - 5HP: Links to 6HP (hard, max damage) or 214HP (easier, juggle combos). Main chain cancel (eg LP HP, LK LP HP, 2LK LP HP)
  24. - 2HP: Strongest cancel. Links to 6HP.
  25. - Anti air normal: This starter can be parried but if you mix up your timing you might have success with it.
  26. - 623HP: Not a cancel. 623HP into activate can lead to combos midscreen or corner.
  27.  
  28.  
  29. Frame data:
  30. Note: Startup data includes the frame the normal hits (ie 6 frame normal hits on the 6th frame of startup)
  31.  
  32. Notmals Startup |Block |Hit |Damage
  33.  
  34. LP 3 | | |1800
  35. HP 7 | | |
  36. LK 6 | | |
  37. HK 6 | | |
  38. cr. LP 4 | | |
  39. cr. HP 7 | | |
  40. cr. LK 4 | | |
  41. cr. HK 6 | | |
  42. df. HK 11 | | |
  43. (how to test jumping normals frame data?)
  44. j. LP |-- |-- |
  45. j. HP |-- |-- |
  46. j. LK |-- |-- |
  47. j. HK |-- |-- |
  48.  
  49. LP+LK 4 | | |
  50. LP+HP 17 | | |
  51. HP+HK 22 | | |
  52. f. HP | | |
  53.  
  54. Specials Startup |Block |Hit |Damage
  55.  
  56. 236LP | | |
  57. 236HP | | |
  58. 214LP | | |
  59. 214HP | | |
  60. 236LK | | |
  61. 236HK | | |
  62. ~LP | | |
  63. ~HP | | |
  64. ~LK | | |
  65. ~HK | | |
  66. 214LK | | |
  67. 214HK | | |
  68. 623LP | | |
  69. 623HP | | |
  70. 623LK | | |
  71. 623HK | | |
  72.  
  73. Combos:
  74.  
  75. Keeper Jin:
  76. Similar to Yun's Keeper Jin combos (where he keeps you on the ground and does far HP over and over). It basically goes like this:
  77. - confirm to L.G.J, 6HPxx236LK (2HPxx236LK)xn (L.G.J runs out) 2HPxx623HP 236HPxx214HP
  78. (n is ___ when you have L.G.J. picked as your super, ___ otherwise)
  79. It's the most optimal L.G.J. combo but it has a few problems:
  80. 1) The 6HP may not always hit due to range of your confirm. If you do a point blank confirm this is not an issue but for whiff punish confirms such as 5HK 236HK~LK LP HP it may be a problem.
  81. 2) It's relatively difficult to confirm when your L.G.J is running out so you can squeeze as many reps of 2HP 236LK, so you might end up doing one extra and not be able to get your ender. This can be solved by switching your ender to 236LK~LK LP LK 623LP.
  82. 3) It's really frickin' hard. 2HPxx236LK, 2HP link is quite difficult and there are several motion overlaps you might get, such as getting 2HPxx236HP or 2HPxx236236HP, due to negative edge. You can fix the negative edge problem by holding HP and letting go of HP after you've done the motion and let go of LK, but that's not easy. You can make this loop easier by doing a baby Keeper Jin combo and instead of looping 2HPxx236LK, do the following:
  83. - confirm to L.G.J., 6HPxx236LK (5LPxx5HPxx236LK)xn (L.G.J. runs out) 5LPxx5LKxx623HP 236HPxx214HP
  84. This is much easier and if you can't do the big boy Keeper Jin combos it's better to stick to this. You still get a fair bit of damage so don't be too mad ^_^
  85.  
  86. Juggle:
  87. These are much easier than doing Keeper Jin combos. There are a few routes to this:
  88. 1) confirm to L.G.J., 214HP, 623HPxn, (L.G.J. runs out) 623HP 236HPxx214HP
  89. (n is 8 when you have L.G.J. picked as your super, ___ otherwise)
  90. This is the easiest good L.G.J combo. 214HP has quite a bit of range so practically any L.G.J confirm within reason should let you do this.
  91. 2) confirm to L.G.J., 6HPxx214HK, 623HPxn, (L.G.J. runs out) 623HP 236HPxx214HP
  92. Slight optimisation over the first one, note that 6HP might not always be in range after your confirm so it's slightly harder, but the juggle part is identical.
  93.  
  94. Overall, Keeper Jin combos do more than juggle combos, but juggle combos are easier to execute, aren't as situational and the damage differential when the opponent is standing is not that big, only 1k or so, and Keeper Jin combos are easier to reduce the damage of due to their rhythmic nature, while you can vary the timing of juggle combos a fair bit to make it harder to reduce the damage of. A benefit Keeper Jin combos have over juggle combos is that if you catch an opponent crouching, they do significantly more damage than juggle combos due to crouching damage bonus. Also each 236LK in a Keeper Jin combo can be used as a reset point where you might choose to throw in a UOH to catch your opponent off guard and get more damage. If you're new to L.G.J I would recommend doing juggle combos at the start but if you want to really make someone pay with flashy high damage combos feel free to move on to Keeper Jin combos.
  95.  
  96. Also note: Unlike Yun's Genei Jin in 3S, L.G.J. gets hit hard by damage scaling, so in the end most L.G.J combos (save for crouching opponent Keeper Jin combos) don't actually do a lot of damage, only 6K or so (crouching Keper Jin combos can do at least 10k damage if you do the LP HP loops). IF you're new to JET they're not really worth the effort. I would recommend focusing on F.H.J. if you're a new JET player.
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