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:
- 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.
- 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)
- 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