Garou: MOTW Thread

How does gato avoid rock’s super? cr AB? wtf O_o

d+AB will give you high and mid invincability for a certian amount of frames, and since its also an attack, you can cavoid the opponent and hit them getting a counter hit off it, then you can juggle.

What kind of glitch is it?

If it isn’t something that breaks Tizoc even more than Kevin is broken, or totally breaks the game, then I don’t see why it should be kept secret…

Will it be in your video?

Either way, I’d really like to know out of personal interest. Could you or Magician please PM me with details?

Yes, it’ll be in the vid, and I don’t really breaks Tizoc, it just gives him a huge advantage over certian types of players.

We shall have it on the video for everyone to enjoy :)…and it doesn’t break Tizoc. Like Giby said it gives him an advantage on certain characters and or moves. You’ll see what we mean once the video is all done…and there will be plenty of other new stuff as well. Take care.

Jaime

I can’t wait to see this vid. Despite no one else around here playing I’ve been really getting into this game. Jsut started learning my Kevin feint combos.

Well, I already knew his toward+A+C feint went under high attacks, and his taunt went over low attacks. Both of which are cancellable and move him forward. But I don’t think those are glitches. I’m dying to see what it is. Three people know it and no one will tell me? :sad:

Also, Tizoc can jump cancel his hcf+B grab during the toss. You don’t have to cancel it into a special.


A few notes on Terry’s guardbreak:

First of all, it is possible to escape it.

His f, f+C (strong Power Charge) does not connect quickly enough after a c.C or close standing C, because they don’t cause enough blockstun. Reversal supers (furys, whatever…) or invulnerable special move reversals are able to knock him out of his strong Power Charge before it connects.

So can Low dodge attacks (down+A+B) with very good hitboxes. If timed right, they are also able to blow through the strong Power Charge and hit him out of it (Gato’s comes to mind).

The timing is a bit strict though, and it seems that reversals must be timed within 4 frames of leaving blockstun (I think), and low dodge attacks must be timed within 6 frames, but it is possible regardless to weather they’re blocking low or not.

Additionally, it only works in the corner because the opponent will be pushed too far back to get a large enough string required to break their guard. Though, he is able to get a rather large string in if the opponent doesn’t reversal his Power Charge.

However, what makes it so good is that the strong Power Charge connects 1 frame after the opponents blockstun ends, so getting out of it requires fairly good timing (reversal timing). If they time their counter/reversal wrong, they’ll get hit or keep blocking 'till their guard is broken.

Additionally, if started with a jump-in, it only takes 1 strong Power Charge during the loop to break their guard.

And although the opponent can backdash through the strong Power Charge, they are backed into the corner, so they are vulnerable once the backdash ends.

The break I’m referring to is :

jump-in D, [close C, f+A+C, close C, f+A+C, c.C, f+A+C, c.C xx f, f+C]xN

break with qcf+C instead of f, f+C then, hit with: f, f+C, close C, f+A+C, close C, f+A+C, c.C, f+A+C, c.C xx qcf, qcf+B/D

Just FYI.

They are in the arcade mode, they’re selectable through a code. They’re playing the arcade mode too, if you hadn’t noticed.

How many times can you juggle an opponent in the air? It seems as though you can juggle them indefinitely as long as you have a quick enough move that knocks them up high enough (ie: gato’s kick thing), or is there a limit?

I don’t think there is a set limit. And there aere things that do allow you to juggle for awhile but, you will notice the opponent will fall lower and lower on each rep of a juggle. Plus even if you could juggle indefinetly the damage scaling can get pretty extreme in that game. Also as for broken moves, you can not re-juggle a broken move into another broken move unless of course you got a counter hit on the first one. Of course the juggle system is deeper than that but I don’t feel like going into specifics.

Does anybody know here I can find an ISO for this?

Okay so I was fucking around with Grant and have a question for anyone who cares What’s the recovery off of a blocked dive kick frame wise? How safe is it? Seems decently safe if you do it right (sort of like Yun from 3s) I know Tizoc can reversal 360 you everytime but against the comp Hotaru, I did dive kick, she jabbed and I supered and I got counter hit super everytime.

The next thing is what’s the frame advantage on a blocked rush qcf+b? I seem to be able to keep the computer pretty well locked down with cr.a and after it recovers do qcf+b (cause I can’t seem to cancel cr.a) and then rinse wash repeat it’s probably escabable with some tight just defending or something but I mean if I get frame advantage from that move that’s a deadly trap especially since you can easily hit check cr.jab to kick super with grant.

okay so my little trap sort of works with Grant (the second one) but’s not actually frame safe or anything. it just works cause you can stagger the timing alot and trick people but if he try to do too many reps of it get ready to be punched or supered because fast moves have enought time to hit you. As for the dive kicks they do work very similar to Yuns. So yeah you can combo off of them but your placement has to be right. I believe Crossup RH divekicks are very safe on block though I couldn’t find anything to punish it.

Anybody have any advice/strats for playin B.Jennet? I picked her up and REALLY like her style. Thanks.

KabukiMono - I usually use the dive kick quite sparringly because you have to hit your opponent spot on. If you don’t, your opponent can rip you a new hole granted they have a move that comes out fast enough to punish you (Marco’s uppercut super comes to mind).

And yes, when playing with Grant, one of THE first things you’ll notice is that unlike all other chars, Grant has NO regular moves that can be cancelled into specials (thus seriously limiting his combo options). The LP into K Super would technically be a link. Be careful about using his qcf LK indisciminantly against blocking opponents because you will still be vulnerable to (fast) counter attacks from your opponent.

I guess we WILL be see’n some boss battles at evo this year won’t we? :devil:

Keep Play’n. Peace

Did someone say Boss battle :clap:, your on Magician haha…EVO is a go. Later.

Jaime

KabukiMono: Grant’s air d+B and air d+D attack leave the opponent in blockstun for 24 frames after hit connection. Grant has 18 frames of recovery once he fully reaches the ground for both moves (which does not include the time it takes to reach the ground after hit connection).

Both moves can be aimed so that Grant recovers immediately after the hit connection (foot is touching opponents foot, Grant does not fall further after hit, but starts his recovery immediately), and this gives him a frame advantage of 6 frames.

Any additional frames that Grant requires to reach the ground after hit connection will reduce his frame advantage.

Cool thanks for all the Info people!!

So here are two more random things I have found

  1. Kevin’s Break Combo- I have the american DC version of Garou: and his standard break combo of Cxx qcf+d break qcb+a doesn’t seem to work. I also tried it with the qcf+b but that didn’t work either. Anyone know why?? I mean I should be able to at least to the combo once. I even tried it in the corner and couldn’t doit.

  2. Grant’s D+AB isn’t cancelable, It’s kara-cancelable though after the first hit!!! Alot like Hibiki’s fierce punch in cvs 2. Basically the first hit comes out and then as quick as possible put int he command for the next move so that you can kara-cancel the second hit of the down+ab. Not paticularly useful except it allows you to use his down+ab to actually combo into super.

Grant not having cancelable normals is crazy. I mean you basically have to just poke like mad and look for the random cr. a into super (which is a crazy easy hit checkable link) what I have been trying to do lately is just pressure people towards the corner and then walk up and go for a broken dragon punch. Then follow up with what ever the best combo is (normally if I am in the corner I do a couple of df+c until I think they are gonna fall to far and then another dp or a dash or a super.

Did you try varying which button (B or D) you did qcf+K w/? For the qcf+A juggle after the break, I think you have to do it very early. I’ve never played the arcade version, but that’s how it worked for me on the DC.

So your saying you got it to work? And yes I did very which kick button I used. What version of DC are you playing on American or Japanese, because I have a feeling the american copy might be different. I even tried it in the corner and it didn’t work.