Garou:Mark Of The Wolves

I didn’t see it mentioned anywhere, so this is for everyone who has a copy (legit or otherwise) on the Dreamcast:

Change the music from Arranged to Original.

Thats it. The whole sloppy sound effects problem is fixed.

Episode_667 - Alright, all my damage stats come right from the practice mode in DC (this is for Marco’s Hidden Super).

Max Button Tap = Cx 10+
(Marco starts off w/ fireballs)
12 hits
Basic Damage = 85
Corrected Damage = 61

2nd Most Button Tap = Cx 7-9
(This yeilds the most HITS)
22 hits
Basic Damage = 94
Corrected Damage = 55

In theory, what you actually want to pay attention to is the Corrected Damage. You will notice VISUALLY, that the Max Button Tap will take off more health, eventho it has a lesser number of hits and lower Basic Damage. As far as combos go, you MAY be able to connect from a chain altho it’d be REALLY hard. You can connect SOME of the hitz from this super off of a juggle, but I HIGHLY doubt you can connect them all, esp on the DC version. If I rem right, you CAN connect all of it off of at least one of the emu versions.

The Beholder - did you try input’n in the boss codes? You should be able to find these on gamefaqs. Let me know whether it works for you or not. I know it works in the arcade.

Master Giby - Big Fall Griffon (360x2+P) EZ? Shieeeeeeeeet, I can hardly do Justice Hurricane (360xONE!+P)… w/o jump’n like some freak’n idiot. See, this is why they call YOU Master! I’m one of those scrub asses who cried bloody murder when they decided to go “cap” w/ 360 commands instead of hcbx2+P. :crybaby: Itz just a difference in opinion. Some feel the execution of certain moves is far ez’r than for others.

For those of you in Suth’n Cali, keep your eyes and ears open for possible upcome’n events! Keep Play’n. Peace

The code for Grant is to highlight Jae Hoon, hold start and do up,up,down,down,up,down
The code for Kain is to highlight Dong Hwan, hold start and do down,down,up,up,down,up

I think those are right…

Corrected

I showed you when you came to my place, remember? All you need to do is hcf,uf, and it’ll register as a 360. that’s the easiest way to do it with Big Bird.

We all need to get together again and throw another kick back.

MG - Even w/ the shortcut I SUCK! (Just not meant to use the bird I guess) :shake: Hopefully we can get someth’n together by the end of the month, otherwise hopefully some time in Jan.

Time for some more stats and combos w/ your fav low tier - Freeman.

Damage is read as follows: Basic/Corrected

Combo 1 (5 hit) = 72/60

  1. j C/D
  2. Bx2
    (*buffer a qcf w/ the 2nd kick)
  3. qcfx2 C

Combo 2 (4 hit) = 65/58

  1. j C/D
  2. D (1 hit)
    (*buffer a qcf w/ the 1st kick)
    (*you can use C instead of D, but it seems a bit harder to do)
  3. qcfx2 C

*corner combos:
*Combo 3 (5 hit) = 31/23

  1. Bx5
    Strangely, w/ a turbo controller I was only able to get in 3 knees and one kick. Itz not about speed, itz about timing. You SHOULD be able to get in 4 knees and one shin kick.

*Combo 4 (6 hit) = 74/56

  1. Bx4
    (*buffer a qcf w/ the 4th kick… hell, go for the 5 kick… if you can!)
  2. qcfx2 C

*Combo 5 (4 hit) = 61/53

  1. B
  2. D (1 hit)
    (*stall slightly before hit’n D)
    (*buffer a qcf w/ the 1st kick)
  3. qcfx2 C

I know it can probably get a little meaner than this w/ feint cancel’n to increase number of hits and damage, so please let me know what you guys find.

Keep Play’n. Peace

sup guys…

hehe,cool stuff with freeman…lool,i think that are his only cool combos (plus this one >> qcf+C CH, into qcfx2+C) :smiley:

Anyways,i’ll try to do a vid for gato,cause seroiusly i discovered some nuaghty shit for this dude…seroiusly his insane.
also,everyone said he’s gonna post combos and at the end he did not!

come on guys…more garou stuff

festival: Hey dude,thanks for the infinite…just like the others infinities (Boss and Gato)

Kouga:Thanks for the codes dude ^^

anyone for kevin?? this guys combos are really cool

Well, if you’ve got god-like input control, you can always add at least 2 hits by adding feints… though it’s a bad idea in a match since 99% of the time you show off… but deal less damage due to the damage limiter!

Insane, yes. God-like, definitely no! Unfortunately, Kevin is the only god-tier in this game… (but who else can kick anyone’s ass so bad with a single combo, be it a counter or not.

Damn, that’s quite true… I gotta sleep less to find some time to post :stuck_out_tongue:

By Boss, you mean Grant or Grant and Kain, cause I’m not sure I know one with Kain. I’m sure for Grant, JH, Terry, Hokutomaru. I believe you easily for Gato’s (though I don’t remember what it looks like), and I think BJ’s got one too. As far as I remember, Grant & Hokutomaru both have (at least)two different infinites each (but I wouldn’t bet my head on this one), and in fact,I’m pretty sure that with a good use of feints and dashes, everyone has at least an infinite on the prototype.

No, They are the reason I lost so many matches… so I can’t call them cool (or cute or whatever). They are SICK, and Kevin is just an oily bastard with a bad fashion taste who deserves to be taunted to death everytime you KO him :devil:.

Shieeeeeeeeet… I usually don’t mess around w/ this fool, but since you guys asked, this is pretty much the last combos/strats that I’ve found w/ Freeman. I’ll move onto Kev pretty soon.

Both of these combos do over 60 points of CORRECTED damage! (which looks like around 50% health)

Damage Notation: Basic/Corrected

Combo 1 (6 hit: 78/61)

  1. j C/D
  2. Bx3
  3. qcfx2 C

Combo 2 (5 hit: 76/64)

  1. j C/D
  2. C
  3. f(/d)+AC (feint)
  4. B (buffer a qcf w/ the kick)
  5. qcfx2 C

Even beefier feint combos are probably possible. Well, thatz pretty much it w/ this guy for me. More combos and strats to come soon.

Keep Play’n. Peace

Freeman combo part 2

cr.b, qcfX3 a
st.a,qcfx2 a(S power not sure if u can also combo it the P power)
st.c, CD (TOP)
st.a x3( crapiest combo ever)

In few words his combos are based over qcb a or c moves and his qcfx2 super. Only use the counter super when u know that ur opponent will strike at u example of this is a burn nuckle done stupidly.

Set up for using his shity qcf k

Only one I know becuase the others are bs

st.d and then qcf b

No more set ups since this moves sucks!!! People can dash back quickly and dosen’t even work for a cross over.

qcb k??
I only use it for overhead since some people that are crouching thinks that u are gona use a st. attack. Even so try to mix it up with AB overhead.

Another thing is when u are in range grab ur opponent foward C.

That is all about freeman that I can remember.

Short answer: always go A, A, C
Long answer: There is not a reason I know of to go any other order. The first qcb+A is for speed (5 frames faster than C), the seconds A has to be blocked low, and if its blocked and you stop, you’ll be at dead even frame advantage, versus qcb+C which would leave you at -12 frame advantage; that’s a free super/sweep/ground combo for your opponent. The third qcf+C leave you perfectly safe if blocked at -1 frame advantage, while qcf+A would leave you at -24 frame advantage, which (Im pretty sure) is enough to short jump-in combo. To have fun with the rekka’s, practice delay’ing them as much as possible.

To easily cheese the cpu: Knockdown, [dash to point blank range, hcf+B with no brake]xN. Time the hcf+B so it connects right as they get up, and the AI just doesn’t cope.

Aye so in resume u have to outhink ur oponent when using Freeman.

Agreed.

freeman has one other good quality : he’s (very) easy to control for a beginner. That does not mean the beginner will win, but that means he will not feel helpless !

Btw, I’ve re-read the thread and I truly want to say once for all:

(This is going to be quite a long post so skip it if you’re lazy :p)


  1. About JD and DC Garou (I scream once and stop forever after!)

YES, JD is basically easy. YES it’s always too easy on DC. YES, all the timings are too easy on DC!

I mean, everyone’s been saying for years that Garou sucks because of that. That’s partially true. But hell, begin to play on a MVS for your own sake! The game has its downsides, but first, one has to play it in good conditions.

What I mean (precisely) :

The DC version is faaaaar from being arcade-like. (To compare: the DC ver. of 3s feels arcade-like when you have tested MOTW on DC, and most of you probably know how far 3s DC version is from being arcade-like).
Basically, the game is WAY too slow, and ALL the timings differ from the arcade ones (and I’ve even tried to play on my VGA box in case it had been the TV converter which messed the speed).

The AES and MVS ver. are basically identical. Though, I sometimes feel that the MVS is slightly faster (which could be explained, but is unlikely to be true afaik, so it’s likely to be a wrong feeling from me)

The AI has major flaws, even in levels 7 or 8.
For example, try this simple SF-like trick : take DH (works also with others, but might be a little trickier) and just do [air d+B/D] so that you will hit the feet of the AI chara… you win easily against everyone. Of course, there are many many other funny things with the AI, like playing hokutomaru against an AI-kain and be depressed that the AI is beyond stupidity…
N.B: I’m not saying that the AI is beyond redemption. It’s not that bad (it can kick my ass if I do not play wisely after all^^). But it has major flaws.

So if you have never played a (very) good human player on MVS/AES, please stop telling me you can JD everything anytime. (except if you have god-like execution, which also means that you are god-like on almost any game… in that case, I’ll just sigh and put you in my beyond-human players list!)


    1. About the PS2 port and that kind of things *

About the PS2 port : nobody knows… I’ve been praying for YEARS to have at last a good garou which on a non-neo hardware. But, the situation

the good :

  • a good garou on PS2 may have the same effect as the PS2 3s : bringing (back) lots of players, and offering a simplier way to set up tournaments
  • KOF 2003 is way better or ps2 than on neo since it’s almost bug-free(in fact it’s quite good on ps2 while it’s beyond bad on neo due to the insane glitches/bugs like the grab on wakeup). One good PS2 version means : they CAN do a good port.

the baaaaaad :

  • Except KOF2003, I’ve found the fighting games ported by playmore to ps2 ranking from could-have-been-worse to crap-in-a-(ps2)box .
  • I’m stupid, selfish [you’ve been warned] and tired of waiting for Legacy of Might: a good ps2 MOTW would be awesome, but would still be light-years worse than a good Legacy of Might on any hardware (you Playmore bastards, gimme something, even the mvs alpha! Complete it, damn it! Even on PS2, AW, anything but stop the torture and do something!)

Sorry for getting out of track (and quite a bit rude). Let’s get back to business


    1. About Videos *

I forgot to reply for everyone, but it took a looong time for Maker to make the vid, mainly because some of the combos are very difficult to input (when you want to show off, you add feints everywhere…and soon you realize that you know the combo, you know it works, and you’re unable to input it correctly more than once every lots of minutes). Basically, using kawaks for combo vids is a real relief :stuck_out_tongue:

Only one vid with only JD and guard cancels exists afaik: it’s old, it’s short, it’s LQ in rm format… but it exists ! It’s called “The style worth the whistle” or something like that.
But on the other hand, a few vids feature a mix of combos and JD stuff.

That’s about it. Sorry if ever I offended some of you (cause it was not my intention).

Just wanted to drop a line about Freeman and other ways to fish for super: critical hit AB attack, and critical hit qcb+K will can both hit confirm to punch super, on ground or air CH. On ground, they spin around long enough to connect, and in the air it pops them straight up. For ground qcb+K to link, only one hit from the qcb+K can connect; if both connect, deals off. If the d+AB attack critical hits with the opponent in the air, it pops up for an easy punch super; on the ground you can cancel to d+AB to super, and I have yet to have it be blocked. I’m thinking the d+AB -> super cancel may only activate on hit, which makes for a nice psychic link. A CH TOP attack will link to super in the air, but not on the ground.

In a match video I saw, there was a Rock who did c.B xx B super, and it was damned fast, and didnt look like there was time to hit confirm. I’m pretty sure from the speed it was a cancel, not a link. Every time I try to do it, I end up c.B xx crack counter, instead of c.B xx qcf,qcf+B. Does anyone know the trick to the motions to get this to work?

Do the montion corect. I am telling u this because that something also happens to me even CvS2.

Toodles - I think I know what you mean on the Rock execution thing. My bro has the same probs. I run into it occasionally too. Not all too much you can do about it. It pretty much just takes practice unfortunately. You CAN try buffer’n a qcf w/ a feint. That MIGHT help.

ex: d LK, qcf LP+HP, qcf LK

Well… I know I said I’d work on Kev, but one of my peeps inspired me to work on Kain, so here are some MEAN ASS corner combos w/ him.

As usual, these were performed on the DC while NOT in TOP. (Damage Notation: Basic/Corrected)

Note: eventho the last move is worth 5 hits total, when doing a juggle, the max hits you can get seems to be 4 (I THINK the 1st hit of break moves dur’n juggles won’t register to help prevent juggle infinites… UNLESS there was a critical hit involved).

Combo 1 (REALLY SEXY :devil:)
14 hits = 105/78 (this does about 2/3 damage)
13 hits = 100/75

  1. j HP/HK
  2. d HP+HK (high dodge attack)
  3. d, u LK (break after 1st hit)
  4. qcf x2 LK (must be done asap after break)
  5. qcf x2 LP
  6. d, u HK

Combo 2
16 hits = 92/66
15 hits = 87/63

  1. j HP/HK
  2. d HP+HK
  3. d, u LK (break after 1st hit)
  4. qcf x2 LK
  5. qcf x2 LK
  6. d, u HK

Combo 3
20 hits = 110/77

  1. j HP/HK
  2. HP
  3. qcf x2 LK
  4. qcf x2 LK
  5. d, u HK

Combo 4
14 hits = 103/77
13 hits = 98/74 (6 hits of super, 4 hits on last move)
13 hits = 97/73 (7 hits of super, 3 hits on last move)

  1. j HP/HK
  2. HP
  3. qcf x2 LK
  4. qcf x2 LP
  5. d, u HK

Combo 5
5 hits = 32/24 (I’ve only pulled this off 2x so far… :razzy: )
4 hits = 26/21

  1. d LK x3-4
  2. d HP

If you manage to get a critical hit and your opponent is downed, granted you’re close enough, you CAN connect a qcf x2 LP. :cool:

And just a tad bit more strat info w/ Freeman:

After a critical hit, it is best to try to hit a popped-up OR grounded opponent w/ a stand HK as opposed to the jump or sweep variation, for the standing inflicts the most damage. Qcb w/ HK (not sure about LK) CAN connect for one hit, but like most of his special moves, I wouldn’t go w/ it to get the extra hits off of a critical hit cuz of itz consistancy. Lastly, you CAN NOT hit downed opponents w/ his TOP move.

Keep Play’n! Peace

Good stuff Magician let me just add some of the new stuff I found with Kain :clap:. Also Toodles just takes some practice it is tricky at times, but once you hit them with it theres room for the super. I was going to save this for our next meet Magician but I have to let everyone know about Kain ha. I didn’t take any of the damage or hits down sorry about that, here goes:

Anywhere
Jump in close with LK
Down LP + LK into standing HP
Qcfx2 HP Super
Dash in TOP or LP fireball if no TOP, the fireball hits them on the way down.
(I know if you pull this off in TOP it’s pretty much lights out. Also if you do this in the corner just use a jump HK instead of LK. Only reason I use LK midscreen is cause the down LP + LK hits but the standing HP follow up whiffs. You can also just do a qcfx2 LP super if you dont have P power super. I think on Tizoc or Grant it might be possible to do a jump in HK midscreen. I’ll have to double check that.)

Corner
Jump in HK
Down LP + LK into standing HP
Qcfx2 LP super
Qcfx2 LK super
charge down, up + HK
(You can also do a qcfx2 LK super first then a qcfx2 LP super after as well instead.)

Corner
Close standing LPx2
Standing LK
Qcfx2 LK super
Qcfx2 LP super or LK super
Charge down, up + HK
(Kinda tricky on connecting the LK into qcfx2 LK super, just takes some practice. You can also do a Jump in HK, then standing LP, standing LK, then qcfx2 LK super, etc. as well.)

Anywhere
Crossup HP or HK
Standing LP or LK
Charge down, up + LK into Break
Quickly qcfx2 LP super
(You can also just do a jump/crossover HP or HK into his charge down, up + LK into break then qcfx2 LP super instead. The trick here is to hold down while doing the crossover/jump in HP or HK. When you land go to neutral then hit LP or LK, as soon as LP or LK hits then press up + LK. Just one of easy ways to pull of charge moves with Kain pretty much the same way it works for Guile in SF.)

Corner
Jump in HK
Down LP + LK into standing HP
Charge down, up + HK
(Another tricky one with the charge move, again the same trick applies here like I explained above.)

As you can see Kain is my main ha…I love the guy. Theres some other small things I’ve found as well but I haven’t gotten those to work well yet. If I find anything else worth mentioning I’ll post it here. Well I hope everyone enjoys this stuff as much as I had fun finding it, take care.

Jaime

Heh heh heh… speak of the devil “Mr. Inspiration himself… Noc ladies and gents!” Kain was one of the 1st chars that I used in this game. Eventho he was a boss and people would be quick to cry foul, I still had to give him a go cuz he looked so freak’n cool (I guess I’m a sucker for purple flames).

Since my execution isn’t all-that and it kind of kills me to play w/ set’n chars too long, I kind of moved away from him. As many of you already know, my main punisher is the “horny” bastard, Grant!

Herez damage info for some of Nocz combos done on 1.25 damage while in TOP mode. (Damage Notation: Basic/Corrected)

Combo 1
7 hits = 109/107

  1. j HP/HK
  2. d HP+HK (high dodge attack)
  3. HP (pops up opponent when chained into)
  4. qcf x2 HP (try buffer’n 1st qcf w/ step 3)
  5. HP+HK (top move) (wait for opponent to fall a bit 1st)

Combo 2
14 hits = 99/83

  1. j HP/HK
  2. d HP+HK (high dodge attack)
  3. HP (pops up opponent when chained into)
  4. qcf x2 HK (try buffer’n 1st qcf w/ step 3)
  5. HP+HK (top move) (wait for opponent to fall a bit 1st)

Combo 3
12 hits = 112/102

  1. j HP/HK
  2. d HP+HK (high dodge attack)
  3. HP (pops up opponent when chained into)
  4. qcf x2 LP (try buffer’n 1st qcf w/ step 3)
  5. qcf x2 LK
  6. HP+HK (top move) (wait for opponent to fall a bit 1st)

Combo 4
4 hits = 45/48

  1. j (LP/)LK
  2. d HP+HK (high dodge attack)
  3. HP (pops up opponent when chained into)
  4. HP+HK (top move)

Combos 1-3 are to be done in the corner, but IN THEORY can be done start’n w/ a cross-up.

Combo 4 can be anywhere on the screen. You can start off w/ LP, but it seems to inflict less stun than LK thus mak’n it more difficult to connect the hit that comes after.

Noc - some REALLY great stuff! I’m a freak’n scrub compared to you. :razzy: I THOUGHT I had seen the pop-up chain in a vid before, I just TOTALLY forgot about it. Thanks for share’n your combos. Oddly enough, I was JUST mess’n around a little w/ Jae and was reintroduced to the “standing blade - Guile” shortcut (kind of tricky like you said).

Some Jae strats and combos a bit later perhaps… we’ll get to Kev… eventually.

Keep Play’n. Peace