G:MotW Combo Haven

Thanks for that awesome vid bro, 31 hits is ridiculous…

Does anyone here have the PS2 version of MOTW? Just wondering if someone could answer a question for me. Since the PS2 controller has more shoulder buttons I was wondering if they put in a shortcut for A+C possibly. I know the DC version just has shortcuts for A+B, C+D, and taunt. If A+C could be assigned to a shoulder button then those feints would be a lot easier…

TwinDrags: On Ps2 you can only have shortcuts for a+b, c+d, and taunt. Just like the DC version, I guess. (Didn’t play that one.)

Hey Giby wassup? TtG here, um I couldn’t undertand the combos, the way you wrote them is complicated to me, can you explain it plz?

@Nocturnal: Sweet Jesus Jamie you found an infinite!

Which combos would you like me to explain?

A=LP
B=LK
C=HP
D=HK
c=crouching
s=standing
j=jumping

Giby, the secret to do 2-3 flying kicks repetitions in the Jenet combo is the delay of the third D? Even when you delay it a lot getting a second repetition is still kinda hard +_+

The Kevin combo is also impressive… I thought doing that many sC’s and cC’s would leave you too far =P Even in a combo like jC, sC, f+A+C, d+A+B, f+A+C, cC, qcf+D, A+B, etc, in the corner, sometimes you’re too far for the cC to connect =/

Thanks a lot.

Yeah, really.

I’m pretty much a MotW scrub, too, but I was watching some vids, and I saw a few things that were like :wow: when I thought about the way to do them.

Things like Terry cancelling standing C (feinting, whatever) like 900 times into itself, then a super.

Or I saw a Gato do his stomp-jump move, cancel it, instantly do it again, rapid-fire to build his meter REALLY fast.

EDIT: That Jae combo was freakin’ top tier. :tup: Hahahaha, I love that super, too.

“AAAAHTATATATATATATATATATAT… OH GOD!!”

,this is what im talking about

Yo…

Not sure if this is new but try this out with Gato.

(Corner) Jump in- j.B,j.A / s.D(2hits),c.A xx qcb+B(whiff)> B, dp+B, qcfx2+C. Timing is HARD, works best on Kevin.

Rock Howard, a flashy way to get out of corner.

QCB+D, 360 break, Dash onto the other side, QCB+A, QCFx2+D, Rising Tackle.

All of em -_-;

I just got the game yesterday, so im sure my combos are as old as time but I dun think they have been posted… (also note that opponent in the corner, and jumping)with jae hoon…

bb+lk,qcfX2+lp, qcfX2+lp, down up+hk, down+hk

counter hit stand hp/bb+lk, stand lp/lk, down up+lk, qcfX2+lk/hk

I think for the above combo you should be able to get a qcfX2+p/hp after the stand punch or kick… However I always only get one hit of it… But im sure if you timed it low enough you could get teh full one then go into a down up+hk, or if it was level 2, the flameing sweet chin music ender or whatever shrug…

Anyway yea fear my shitty combos…

Anyway question though… Umm whats up with the randomness of the cancleing in this game? Moves only being able to be cancled if they arent comboed into etc. Say jae hoon stand close hp, or hk, now you can cancle ethier hit of these right… However if you combo into it or get the first hit of it you can no longer cancle the second hit? Thats pretty random… Also sometimes you can cancle jae hoons far stand fierce, but sometimes you cant? I cant figure out when and why you can cnacle it, i just know sometimes you can cancle out of it for no reason and other times you cant.

Also I think with marco or something theres something like you can cancle his weak attacks into a shoryuken , but the game will not let you cancle out of them with a regular ol’ fireball. @_@

note im playing the ps2 version, and again i just got the game yesterday so I know jack shit about it… But yea whats the story with the randomness of this game?

I don’t think it’s random at all. I bet you just aren’t expecting it to react the way you don’t know you’re telling it to.

The biggest problems I had when starting with Garou is the lack of negative edge, and how long the buttons remain ‘active’ if held down. I’ll use Freeman as an example cause I know him pretty well. If you want to c.B xx qcb+A , you need to tap the B button and have it released before you do the ‘qcb+A’. If you hold it down, it will cancel into his qcb+B before you have a chance to hit A. From a Capcom background, most people would hold the B down to prevent negative edging, but this messes you up in Garou. To make things even more confusing sometimes, almost every special cancel-able normal can be used to kara-cancel. You can cancel the move into a special before it even has an active hitbox. Freeman’s c.C xx qcb+C takes timing, because if you do it too fast, the c.C will be canceled before it connects with the opponent.

So, tips for quickly adjusting from a Capcom background:

  1. There is no negative edge, and held buttons will activate specials for a long time. Practice brushing the buttons so they are released quick, in particular when cancelling.
  2. Most moves can be kara-cancelled into specials. Pace yourself to make sure you aren’t inputting your combo too fast, because a whiffed normal is almost always enough to have the opponent leave hit/block stun, and release buttons quick (#1)
  3. Super cancel’s seem to follow the same rule as CvS2: a super cancellable (I’ll say MOST just to cover my ass) move must be cancelled on the same animation frame as the one that hits the opponent. This is when you ignore #2 and usually have to do inputs FAST to get the super cancel. Practicing Hokutamaru’s s.B xx s.D xx qcfx2+P should show this.

With those tips in mind, all it takes is practice.

Grant:
VERY meaty or CH A+B, c.A (link) c.A (link) qcfx2+K: If you can’t do the “jab jab super” 98% of the time, do not play Grant. A+B attack is optional. Easy if A+B is a counter hit, but the meaty one has to be DAMN meaty.

(corner) CH s.A or CH c.A (link) f,b,f+P, hold d/f and mash C like mad for another 4+ hits, and after you bounce them from about waist area, qcfx2+P : the CH s.A or c.A is optional. f,b,f+P is an overhead, but slow and has massive recovery if blocked. This is a once-in-a-blue-moon combo because of the risk, and should only be used after you instilled the fear of god in them. If you don’t want to use the meter, just use f,b,f+C, dp+C xx d+D. Similar damage, better positioning at the end for wake-up games. f,b,f+C won’t link from a CH c.A, only a CH s.A. f,b,f+A will link off of either.

(midscreen, pointblank)CH s.A (link) f,b,f+C, d/f+C, qcfx2+P : CH s.A is optional. Same risks with f,b,f+C. If you don’t want to use the meter, just use f,b,f+C, dp+C xx d+D. Similar damage, better positioning at the end for wake-up games.

dp+P (break) dp+C xx d+D: Extremely short range on dp+P, but leaves you with frame advantage if blocked, and a combo if not. Still, I don’t use this too often; if blocked, you aren’t close enough for real pressure like c.A (link) kick super, and you aren’t out far enough for Grant’s “sweet spot” which is just outside of sweep range.

dp+P (break) qcfx2+P: See above.

d+AB(1st hit) xx qcfx2+K: I havent found a real use for it, but it can combo. d+AB is usually used as a defensive move to try and beat out incoming attacks, and there isn’t much time to hit confirm.

ground CH anything: qcfx2+K

air CH anything: qcfx2+P or dp+p xx d+K

ok then if its not random at explain to me how you cancle jae hoons far stand fierce. I dont care about kara cancleing thats in all kof games and other games as well i understand it. I want to know how when it hits I cancle it, as ive only done it a few times…

Also explain to me why certain moves can only be cancled if they werent hits before. How does that work?

Not a Jae Hoon player, so thanks for having me look that up. It was fun.
Howard Arena site has a chart for each character showing which moves are cancellable. O’s for ‘can cancel’ and X’s for can’t cancel. For a handful of moves, like Jae’s far standing C, there is a triangle, and since I can’t read kanji, this will just have to be my best guess for now. I loaded up training mode, and can’t cancel far standing C to save my life. Not to special, not to super, not to TOP, not to feint, not in the air, not after a counter hit. Eventually, I found one situation where it is cancelable: Just Defend. If the opponent JD’s the far standing C, it can be canceled into special, super, TOP, or feint very easily. Unless someone has more information, its the only time I know of that those triangle moves are cancellable.

Gimme an example like above, and I’ll find out.

Hrmm i just tried it, and yea it works with regular blocking to… Now thats pretty random as fuck, never heard of a game that you can only cancle moves if they are blocked and not when they hit… anyway thanks…

as for the other, a lot of multiple hit moves, kim bros stand hp/hk and say marcos stand hp for example. You can not cancle the second hit into anything… However if onyl the second hit hits, you can… How the hell does that work?

Who happen to be the best 3 pepole im MOTW?

I know I asked this in the other Garou thread, but it wasn’t answered sufficiently enough.

Out of the DC and PS2, which is the “best” version? Also, are there two different DC versions out there? I’ve seen two different cover arts, but I don’t know if that means the ACTUAL GAME is different.

Anyone with vast, accurate, knowledge of versions differneces (mainly DC and PS2), PLEASE EXPLAIN.

Thanks.

Unknown Japanese players from Howard Arena, and whoever the players in the Garou vids on combovideos.com are (Those HAVE to have been played slow, emulated, or recording controllers.Terry’s [sc.C xx feint]x3 just don’t happen that easy with human hands)

aznconflict: Ps2 is better than DC (‘better’ to me meaning closer to the arcade or AES version).

Two different cover arts are for the different regions they were released in. I don’t know of any gameplay differences between them, but guarantee the PS2 version is better than both.

For the inevitable ‘why’ follow-up: The overall timing of the game is off in the DC versions. Its hard to describe, but the feel of the game is just off, especially compared to the real Neo hardware. If that isn’t enough reason for you, then also note that the PS2 has a much more useful training mode with the ability to character record (Yes there are a couple of minor bugs in PS2 training mode), and isn’t plagued with the ‘Would you like to save? Where would you like to save? There is a file there, should I overwrite? Are you sure?’ annoyances that the DC version has. Those prompts come up automatically after beating the game or losing and nor continuing, as well as boot up. Garou for PS2, you set up autosave, and forget about it. Menu’s are nicer on the PS2 version. Game AI, music, sound effects are identical between DC and PS2, but the graphic options for PS2 help make them look their best for you TV. Same base sprites and backgrounds in both games, but the graphics options make the PS2 version look better and cleaner.

thanks for the complete answer.