It works in every version, you have to get the qcb+A out right when your done with the break animation, then when you do the qcb+A, you have to hold it in for a split second, then release it.
Took the words right out of my mouth. Fairly hard to time in other words, but CAN become a bread and butter with practice. I have tested this out on BOTH jap and US (legit) vers on the DC (which I didn’t notice any differences).
This combo can be done using either LK or HK for the break move ANYWHERE on the screen. The two hard parts to do are to:
- IMMEDIATELY qcb w/ LP (RIGHT after break) and…
- MAKE SURE that you stall just SLIGHTLY.
Timing is tight. Have fun.
Btw, I’m sure you noticed that you can connect a P K Super afterwards. For prettiness, you really jack your opponent with an almost unecessarily hard combo:
Cornering your opponent:
- j HP
- HP
- qcf x2 LP
- qcb LP (need perfect timing to allow the next move to juggle)
- qcf x2 LP (forgot if it was all or MOST of the hits can connect, at least you can get it so that the launching portion will connect to allow one last juggle)
- qcb LP (timed for max damage)
Keep Play’n. Peace
Yeah, I just always go for the dp+A or a super after Kevin’s kick move, always works for me. I’m having a heck of a time getting C xfeintx c.C xx qcf+k to work though, that’s what I’d love to be able to use as a bnb.
…I wish someone around here played this besides me.
Okay, well I will try some more than.
A better combo from anywhere when you have two meters though is
J.C C feint C Kick Super Repeat again. Then do the first string into that bnb.
That combo won’t work anywhere, only in the corner, cause after the jC, sC, they’ll be too far to hit with the super.
Heh oh, sorry that’s what I get for posting from what memory instead of actually trying it first. Damn now I look stupid. Anyway…
Yeah, besides, for some reason I cannot buffer anything into the kick super… I have no problem with the punch one, but for whatever reason I never get Freezer to come out. You gotta be so freakin fast.
u can do qcf+c, qcf+b… it’ll register as c, qcfqcf+b. I do that on the keyboard cause keyboard sucks >_>
Are there any situations in which one can JD something but not block? Well I know you have to JD in the air, but I was wondering like during hit stun/recovery there were situations one might JD but not be able to block.
Me and a friend dano just started playing this game last night for 8 hours, and I gotta say. After years of quitting fighting games Garou just ignited my flame. We both fell in love with our first chars and the game itself. :tup:
I’m trying to learn Dong because is Fierce McTwank, and dano is learning Jenet…Which I think I got him onto hentai or something because he told me about how he’s never been so attracted to pixels and what not, then started looking for hentai links.
I’m starting to read this thread from page 1 right now, but if anyone has some Dong knowledge or basics of Garou at all. I’d love to learn. =)
I posted roughly the same combo on the first page except I added a slightly charged qcb+lp before the first super. If you wait just long enough it knocks down and still combos off the HP, after which you can juggle with the level 1 punch super to make it even harder.
General Dong Hwan stuff, most of it taken from Howard Arena:
startup/guard/hit
close standing
A 3/+6/+6
B 4/+4/+4
C 5/-5/-5
D 4/-6/-6
far standing
A 3/+6/+6
B 4/0/0
C 12/-10/-10
D 13/-1/-1
crouch
A 5/+2/+2
B 4/+6/+6
C 5/+4/+4
D 7/-8/down
high dodge 10/+4/-1
low dodge 25/+5/-1
qcf+B 22/+13/+13
qcf+D 25/+9/down
Moves:
air throw: direction+C in air
super jump: down, up (or uptoward/upback)
Wall jump: press a direction away from the wall, in the air
Backwards jump kick: back+C in air
air dive kick: in air, press down+B or down+D
uppercut: dp+A/C
flip kick: qcb+B/D
foot stomp: qcf+B/D
funky kick: hcb+C
supers:
qcf,qcf+B/D
air qcf,qcf+A/C
qcf,qcf,qcf+C (P power only)
The air dive kick is considered a special move, so you can guard cancel with it in the air. You can also cancel his jump attacks into the air dive. You can also air guard cancel into his air super.
Air chains:
jump A -> jump C
jump B -> jump C
combos:
brackets are optional
jump A/B/D -> down+B/D
jump A -> jump C -> land -> jump A -> air super -> [air super] -> [dp+C]
crouch B -> crouch C -> [S/P super]
close A -> crouch C -> [S/P super]
crouch B -> crouch B -> [qcf,qcf,qcf+C (P super)]
dp+A/C (break) -> qcf,qcf,qcf+C (P super)
close D -> hcb+C
close D -> qcb+B
close D -> dp+C
close D -> feint cancel first hit -> crouch C -> [S/P super]
close D -> feint cancel first hit -> jump A -> air super -> [air super] -> [dp+C]
close D -> dp+C (break) -> qcf,qcf,qcf+C (P super)
anti-air dp+A/C (break) -> air super -> [air super] -> [dp+C]
low dodge attack (down+A+B) -> dp+C
low dodge attack (down+A+B) -> qcf,qcf,qcf+C (P super)
low dodge attack (down+A+B) -> dp+C (break) -> qcf,qcf,qcf+C (P super)
low dodge attack (down+A+B) -> feint cancel -> crouching C -> [S/P super]
qcf+B -> far crouch D
qcf+B -> qcf,qcf,qcf+C (P super)
qcf+B -> dp+A/C (break) -> qcf,qcf,qcf+C (P super)
qcf+B -> walk/dash close A -> crouch C -> [S/P super]
qcf+B -> walk/dash close D -> dp+C
qcf+B -> walk/dash close D -> dp+C (break) -> qcf,qcf,qcf+C (P super)
qcf+B -> walk/dash dash close D -> feint cancel first hit -> crouching C -> [S/P super]
qcf+B -> walk/dash dash close D -> feint cancel first hit -> jump A -> air super -> [air super] -> [dp+C]
qcf+B -> low dodge attack (down+A+B) -> qcf,qcf,qcf+C (P super)
qcf+D -> qcb+B/D
qcf+D -> dp+C
qcf+D -> air super -> [air super] -> [dp+C]
qcf+D -> qcf,qcf,qcf+C (P super)
in the corner:
(close D -> feint cancel first hit -> dash close D)xN -> [crouching C] -> [qcf,qcf,qcf+C (P super)]
^ Exactly like Jae Hoon’s
^Looking at that frame data, it looks like all the stuff we got was exactly four frames off of theirs when it comes to startup… I wonder why…
^ – I don’t know, I’ve noticed that some emulators have a 3 frame input delay, though. And maybe you were just off by 1 frame, plus the additional 3 frame input delay?
The 3 frame input delay applies to everything, by the way. Blocking, chaining, attacking, everything… If you subtract those 3 frames, the frame data looks accurate.
[Edit]: And it’s not just MotW, this applies to other games run in the same emulators (like SFA3)
Xeno is officially, my hero.
:wow:
Thanks, bro! :tup:
Ya, I mentioned the same thing in the vids thread in FGD. Look on the bright side, we got the frame advantages perfect, and we can both stop procrastinating getting to Gato
Xeno, can you point me to where those BnB combos for everyone are listed? I know Freeman’s is on the front page, and I can find the frame data page, but I cant find the BnB page.
http://www.h5.dion.ne.jp/~h.arena/garoumowtop.htm
First click on one of the characters on the top menu. Then click the link at the top of the frame data page (listed as ??? “Capture”).
They have one for: Rock, Terry, Dong Hwan, Jae Hoon, Hotaru, Gato, Marco, Freeman, Tizoc(griffon), and Grant.
Ones that are missing are: Jenet, Hokutomaru, Kevin, and Kain.
So anyone know any infinites?
Man why do people keep using numbers they drive me CRAZY!
Anyway, here are sme Dong combos (but I think you know em):
Corner: QCF+LK–>Standing LK–>F, D, DF+HP, Break–>QCFx3+HP
Corner: QCF+HK or Jumping HK–>QCFx2+LP in the air–>QCFx2+LP in the air–>F, D, DF+HP
Xeno do you know which emulators have the 3 frame delay and which don’t?
Bump this shit.