G:MotW Combo Haven

OK Nocturnal I figured another way to do Tizoc’s combo, I do it like this:
Jumping :hk:/:hp:–>:qcf:, press :lp:/:lk:, :qcf:+:hk:
I.e.- Buffer day shit!

I think I posted this combo up but I forgot so Ill post it again. Everyone knows it though. The cool thing is you can be full screen to do it.

Dong
(214B on counter hit in air), 236D, Jump 236236A, Jump 236236A, 623C

Yeah I think you did (but did you have to write it in numbers? ^_^;;;:wink:

Doujinshi Fighters all the way yo

Another one I use with Dong alot is

Jumping Toward, :snka: chain to :snkc:, land and link to C.:snkb: link to S.:snkb: cancel to :snkc:+:snkd: (TOP)

Got a combo with Marco, but I don’t know if theres is a better veriation, so tell me.

in corner
Jump toward.:snkd:, land and link to Sc.:snkc:(2hits)xxDP.:snkc: break Qct.:snkd:

Li edit that combo with Marco with qcf+b then can do SSRK super in corner and in TOP it can get up to 90% damage.

Hmm I could never combo Butt’s 2-hi Stainging HP into anything.

Btw, when you say 90%, I guess you mean with a non-arcade top (1.5 or probably 1.75)? Just wondering because there’s something I don’t understand if it’s not the case

Oh shit, Ok

Anyone have any damaging or knockdown combos for Marco/Butt, starting with lows? We all now how buff the f+A overhead is, but I havent found any good combos starting with a c.B yet and I need to mix it up. Super combos, and combos ending with charged-release C or D attacks very preferred.

Anyone else having trouble trying to cancel into a charge-release C or D? Or with guard cancelling into one? Its beginning to annoy me.

His charge C or D into GC is pretty simple all you do is let go of it as you JD, with his d + B mid screen you can DP + C into break for a combo starter. In the corner you can do d + Bx2 into DP + C break, also d + B, dp + A into break, into your choice of specials or supers. As for doing the charge moves in the middle of combos that is all up to what your using, since I know you use a stick I feel its way easier on stick. It all depends on how you adjust your fingers when you play pretty much. I just hold down C with my middle finger and use the other fingers for beaks or pressing the buttons. For D I use my pinky when I hold it down to keep the charge going while I wait for the GC or combo opening. Its all practice pretty much once you get used to it all comes together pretty well. Hope this helps out a bit.

Regarding Butt’s charges…for anyone who owns the PS2 version & uses a PS2 Pad may I advice setting HP & HK as the shoulder buttons (R1, L1, etc.)? It’ll make charging WAY easier.
BTW dunno if this has been posted yet, BUT:
:qcb:+:snka:/:snkb: Counters–>:qcf:x2+:snka:/:snkc:
It’s also possible to combo into :qcf:+:snkb: at the corner and follow after.

w00t update to my Gato combo:
Corner: Jumping :snkc:–>Crouching :snka::snkb:–>:qcb:+:snkd:, :snkb:–>:qcb:+:snkb:, :snkb:–>:qcb:+:snkb:, :snkb:–>:dp:+:snkb:–>:qcf::qcf:+:snkc:

You need to press the :snkb: follow up of Gato’s last 2 :qcb:++:k: very quickly. I think it’s possible to add a 4th one before the :dp:+:snkb:. Of course the :qcb:+:snkb:s won’t hit your opponent, the :snkb: follow-up will.

I’ve seen someone do 3 “:qcb:+:snkb:,:snkb:” in that combo instead of 2

Yeah and I think you can do 4 too! Though I can only 2 or 3 MAX :P.

Damn

Anyway, Ok, I only have the Prototype of Garou on my Winkawaks, and Marco’s SC.:snkc: is 2 hits and the 2nd hit is cancelable to both Special and Super, is this able to be done in the arcade?

Is there a difference between set1 and the arcade?

First of all, if you can only play on emu, I don’t really care but for garou’s sake : get rid of your prototype!!! Learning on the prototype will only make you a fool when you discover that all your super tricks/cancels/infinites/glitches fail on the real game! Find yourself a set1 (or at worse a set2 since afaik there is no noticeable difference).

The set1 is basically the arcade version.

I may be completely wrong since I barely play him, but I don’t remember Marco’s s.C to be cancelable, except to a feint. Afaik, no “C” or “D” are cancelable, which is a good thing (not to mention that if i remember well, Marco’s s.C acts as an overhead)

I ment Standing Close :snkc: :karate:

well, so did I since the far away version is only 1 hit. I’m afraid I still might be wrong but I stand on my position ^^

EDIT : promise me to stop playing the prototype! (or just make bug exploit combo vids!)

sall good nigga.

sc.C and sc.D are both cancellable. As far as I can tell, moves have just a single ‘cancel’ flag. If it can be cancelled into a special, super or feint, it can be cancelled into a super, special, or feint. However, I dont remember seeing d+AB moves cancelled into feints before, and some moves can only be canceled when blocked.