G:MotW Combo Haven

Either or ha…should have been more clear.

Just checked, those are links, not chains.
I know there are two hit air chains for Dong, Hotaru, Gato, and Hokutomaru, but I dont know what they are off hand. The only ground chains I know of are Hokutomaru’s cs.B>s.D, Rocks cs.D>f+D, Terry’s cs.C>f+C. Im sure there are more, but those are the only ones I know off by memory.

Im sure you can find them on Howard Arena

Hokutomaru’s links are kinda funny. The one I use a lot is: Standing LK, Standing HK.
For Tizoc players here are some combos:
Jumping HP–>Crouching LK
Corner- Jumping HP–>Standing HK
HCF+LK–>QCF+LP in the air (keep holding UF while doing HCF+LK)

Good way to get 720+P to connect:
F, D, DF+HP (Gets you close but whiffs), do BIG GRIFFON FALL!

I decided I really wanted to know the air chains, so here’s what I’ve found after some time in practice mode.

Those with no air chains: Kevin, Freeman, Tizoc, Terry, Grant

Rock: C>B, A>C
Dong: A>C, B>C
Hotaru: A>B, A>C
Butt: B>A, B>C
B. Jenet: D>A
Gato: B>A
Jae: A>C, B>D

Kain: D>A

Notice someone missing? That’s right, Hokutomaru. The reason is because EVERY move chains into any other move in the air. What’s better, is that it keeps chaining from there. Im sure if I could find a cheat code that reduces the bounce from air JD, I could keep doing air chains all day with him, but the bouncing limits the number of hits I can test to 3. Any three. Pick any three buttons. A>B>C, C>D>C, D>A>D, whatever. It chains as long as you don’t do the same button twice in a row.

If anyone knows of any I’ve missed, let me know and I’ll add it.

Air chains are as follows:

Rock: HP, LK or LP, HP
Marco: LK, LP or LK, HP
Hoku: LP, LK or LK, LP or LP, HP or LK, HP
Hotaru: LP, LK or LP, HP
Kain: (jump up only) HK, LP
Jae: LP, HP or LK, HK
Dong: LP, HP or LK, HP
Gato: LK, LP

Those are all the possible air chains in the game, all the other characters don’t have air chains. Hope this helps.

Jaime

Edit: Toodles beat me to it ha…sorry must have been typing in the air chains while you were.

15 minutes early and got ones you missed :nunchuck:

o

Organized the data so that somebody can put it in the first post for convenience
(or I’ll just make a brand new thread and have it stickied) and this thread can be used as a resource for new players. I’m relying on everyone’s credibility for their combos since I haven’t tested any but the ones I posted. I also didn’t standardize notation or check for repeat combos. Anyone really interested can do that. Cred to all posters who’ve provided info. you know who you are.

Notation:

A=LP
B=LK
C=HP
D=HK
c=crouching
s=standing
j=jumping
feint = f+AC_d+AC

Basic Chains:

Those with no air chains: Kevin, Freeman, Tizoc, Terry, Grant

Rock: C>B, A>C
Dong: A>C, B>C
Hotaru: A>B, A>C
Hoku: LP, LK or LK, LP or LP, HP or LK, HP
Butt: B>A, B>C
B. Jenet: D>A
Gato: B>A
Jae: A>C, B>D
Kain: D>A

Combos:

Terry

(corner) j.D, s.C, Feint, s.C, Feint, c.C, Buster Wolf
(corner) ff+C, s.C, Feint, s.C, f+C, Triple Geyser

Kevin

Jump D, Crouch C, qcfx2+B, Jump D, Crouch C, qcfx2+B, Jump D, C, qcf+K(Break), qcb+A(hold)
qcf + B into break, qcfx2 + B S super, qcb + D, qcf + B into break, qcfx2 + B S super, qcb + D, qcf + B into break, DP + A
Jumping HP–>Standing HP–>QCFx2+HP
[Jumping HP–>Standing HP/D+LP+LK–>QCFx2+LK] (x2)–>Jumping HP–>D+LP+LK–>QCF+K, Break–>F, D, DF+LP

(corner) sC, qcb+A(hold)CD, sC, qcb+A(hold)CD, sC, qcb+A(hold)CD, cC, qcb+A(hold)CD, cC, qcf+D, AB, qcb+A, qcfx2+D, qcf+D, qcb+A

(corner) Jump D, C, qcf+K(Break), qcfx2+B, qcfx2+B, qcb+A(hold)
(corner) Jump D, C, qcf+K(Break), qcb+A(hold), qcfx2+D, qcb+A(hold)
(corner) Jump D, C, qcf+K(Break), qcb+A(hold), qcfx2+A, qcb+A(hold), qcfx2+A, qcb+A(hold)

Jae Hoon
anytime you get the launch off qcfx2+lp you can land qcfx2lk afterwards chaining both s level supers this does more damage and either P power super

Bnb:
c.C xx qcf+D
c.C xx qcfx2+lp ->qcfx2+lk

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

(Corner only) Jump in A, (sD into d + AC faint, dash in quickly)x 11, cC, qcfx2 + D P Super
(corner) jA, C, cB, d,u+D, AB, qcfx2+A, qcfx2+B
(corner) jA, C, cBx3, qcfx2+K
(corner) sA, cB, sA, qcfx2+K
(corner) cBx5 qcfx2+K
(corner) jA, C, cB, cC, qcf+D/qcf+P/qcfx2+K

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

(Cross up) jA/B, sA/cB, cC, qcf+D/qcf+P/qcfx2+K

Marco Rodriguez (Butt)

BnB:

f+A, DP+C. (break) QCF+C
f+A, DP+C, qcfx2+D
f+A, DP+C, qcfx2+B (8 hits)

(corner)F+LP–>F, D, DF+LP–>QCF+LK–>QCFx2+K
(corner)F+LP–>F, D, DF+LP–>TOP Attack–>QCFx2+K/Lvl. 4 QCFx3+HP
(Mid Screen) Hold down the C button, cross-up D, sD, dp + A into break, release C.
Corner: Jumping HK–>Standing HK–>F, D, DF+LP, Break–>TOP Attack–>Lvl. 4 Ryuko Ranbu
Corner- Jumping HK–>Standing HK–>DP+A, Break–>QCF+LK–>QCFx2+K

Hotaru

(Corner) Jumping HK/HP–>Crouching HP–>QCB+LK, Break–>QCFx2+HK
(Corner) Jumping HK/HP–>Crouching HP–>QCB+LK, Break–>TOP Attack–>QCFx2+HK
(Corner) Jumping HK/QCB+LK, Break–>QCB+K in the air–>QCFx2+K

Rock

Corner: 360+HP, Break–>QCB+LP–>QCFx2+HK–>Charge D then U+HP
(corner) QCB+D, 360 break, Dash onto the other side, QCB+A, QCFx2+D, Rising Tackle.

Gato

(Corner) Jumping HP–>D+LP+LK–>QCB+HK then LK–>QCB+LK, then LK–>F, D, DF+LK–>QCFx2+HP
(corner) jC,sC,dp+D(break),(qcb+B,B)4,dp+B,qcf2+C
(Corner) Jump in- j.B,j.A / s.D(2hits),c.A xx qcb+B(whiff)> B, dp+B, qcfx2+C.

B.jenet

qcf+D, AB, jump d+D, D, D, jump d+D, D, D, qcfx2+K

Grant

VERY meaty or CH A+B, c.A (link) c.A (link) qcfx2+K
dp+P (break) dp+C xx d+D
dp+P (break) qcfx2+P
d+AB(1st hit) xx qcfx2+K
ground CH anything: qcfx2+K
air CH anything: qcfx2+P or dp+p xx d+K
(midscreen, pointblank)CH s.A (link) f,b,f+C, d/f+C, qcfx2+P
(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

D.Hwan

let [QCFx2+A land sj.QCFx2 A {optional: if close enough to corner DP+C}] be known as air super combo x2

QCF+D sj air super combo x2
CH DP+A (break) DP+A break sj air super combo x2
DP+C (break) -> QCFx3+C
QCF+B-> QCFx3+C
QCF+D-> DP+C
c.B, c.C xx qcfx2+B
c.C (deep) xx qcfx3+C
qcf+D. qcfx2+b

(mid screen with S super stocked) cross up B, land, stand A, d + C, qcfx2 + B
(corner with S super stocked) jump in A, C, land, stand D, faint (f + AC or d + AC), walk up, stand A, d + C, qcfx2 + B.
(corner with P super stocked) jump in A, C, land, stand D, faint (f + AC or d + AC), walk up, stand A, dp + A or C into break (A+B), qcfx3 + C.

(corner) qcf+B -> walk up D(1hit) -> feint f+AC -> D(1 hit) -> dp+C(brake) -> qcfx3+C
(Corner) j.Axxj.C land j.A xx air super combo x2
(corner) j.Axxj.C cl.A, cr.B, cr.C

CH cr.C xx qcfx2+D (hold D)

Tizoc

jHP–>cLK
Corner- Jumping HP–>Standing HK
HCF+LK–>QCF+LP in the air (keep holding UF while doing HCF+LK)
Corner: B, D, DB+P–>Crouching HK
(anywhere with P super stocked) jump C or D, stand or d + A, qcfx2 + D.

Freeman
(corner with S or P super stocked) jump A, land, stand B, stand D, faint (d + AC), dash in quick, stand D, faint ( d + AC), dash in quick, d + C, qcfx2 + A or C .

(corner without super but with TOP mode) jump A, land, stand B, stand D, faint (d + AC), dash in quick, stand D, TOP.

(corner with S or P super stocked) jump D, standing B x 4, qcfx2 + A or C
Jumping HP–>Crouching HP–>QCF+LP
Jumping HK/HP–>D+LP+LK–>QCB+P (x3) or QCFx2+P
Corner only: Jumping HP–>Crouching HP–>QCB+P (x3) or QCFx2+P

Looks I’m a bit late with these :stuck_out_tongue:
Hotaru:
Corner: Jumping HP/HK–>Crouching HP–>QCB+LK, Break–>TOP Attack–>QCFx2+K

Tizoc:
Corner: B, D, DB+P–>Crouching HK

For Tizoc’s combo it will ONLY work if you did the lariat alone

D.Hwan

c.B, c.C xx qcfx2+B
c.C (deep) xx qcfx3+C
qcf+D. qcfx2+b

For some reason Im having a hard time cancel normals to supers.
I play 3s alot if that helps at all O_o
Do you have to buffer like SF2?

Cancelling a normal into super is definitely more precise than 3s. Garou doesn’t have those ‘late cancels’ 3s has. It feels like CvS2 style rules, where you have to cancel the normal on the animation frame that hit. You’re inputs are probably fine, you just have to do it FAST. You want to be hitting the button for the normal, buffering the qcfx2, and hitting the button for the super RIGHT when the normal connects or a hair after. Try to practice off of crouching C’s or something; doing it off of a character’s close two hit normal (hotaru’s sc.D, Terry’s sc.D, etc) is insanely hard.

Fuck. That means I have to use a pad for this game. Damn it. I can cancel shit insanely fast on a pad.

yeah, just think of it as cancelling Ken’s c.LK into SA3. you pretty much ahve to buffer. Dong Hwans c.C qcfx2+b is a really really early cancel. I practically slide input the buttons after buffering. However, with the c.B, c.C chain, you can hit detect. Don’t buffer to early though, or qcf+b comes out.

ok, thanks

Marco’s BnB mixup. f+A is an overhead, how gay is that?

BnB:

f+A, DP+C. (break) QCF+C
f+A, DP+C, qcfx2+D
f+A, DP+C, qcfx2+B (8 hits)

is T.A for butt confirmable?

It doesn’t need to be. If you brake the dp, you have frame advantage on block, and free fireball or super juggle if hit. Even if you don’t want to do the uppercut, t+A leaves you at +6 on hit or block.

You mean ‘hit, wait, special/Power Attack’? Nope it’s in here. Try these for Grant:
Jumping HP–>Standing HK–>QCFx2+K
Jumping HK–>Standing LK–>QCFx2+K

@Callmeanewb: Does this work:
F+LP–>F, D, DF+LP–>QCF+LK–>QCFx2+K
OR
F+LP–>F, D, DF+LP–>TOP Attack–>QCFx2+K/Lvl. 4 QCFx3+HP

I assume the first one, you mean standing close D. Both of those are links, not cancels. Timing for canceling into a super is much more strict than canceling into a special. Just practice Hotaru’s c.C xx qcf+P, and compare it to her c.C xx qcfx2+P

Link - Two moves comboed together, where the first one hits and causes so much frame advantage that you can wait for the first move to completely end, do the second move, and the second move combos because the opponnt is still reeling from the first hit. Example: Terry’s f,f+C (link) sc.C; Grant’s c.A (link) c.A (link) kick super; Dong’s c.B (link) c.C

Cancel - Two moves comboed together, where the first one hit, and the animation is cut short by going straight into another move instead of finishing normally. Example: Hotaru’s c.C xx qcf+C; Terry’s c.C xx qcf+C; B. Jenet’s, Terry’s, or Freeman’s c.B, c.B xx punch super; any feint move.

Hit Confirm - Any combo that allows you time to decide whether or not to complete it. can be links or cancel’s or any combination. Some require great reflexs, some don’t. Grant’s c.A (link) c.A (link) kick super is super easy for anyone. Grant’s c.A (link) kick super is dificult, but hit confirmable if you’re paying enough attention. Any brake combos are very hit confirmable, and some others are pretty difficult to hit confirm, like Freeman’s c.B, c.B xx punch super.

Dong’s c.B (link) c.C xx kick super is a good example of all three. If you have the timing for the c.B (link) c.C down already, you’re going to be doing both of those moves whether they are hit or blocked. You do the c.B, paying attention if it hits or not, and link the c.C afterwards. If the c.B hit, you know the c.C will too, so as soon as you hit the C button, you do the qcfx2 as fast as you can and hit the kick button for the super when the c.C connects. If the c.B was blocked, you dont do the super and don’t waste the meter.

Yep, but only in the corner. Added them to my compilation post, I think I’ll make a new thread at some point.