Garou: MOTW Thread

You just have to hit HP 10x as soon as you can, as fast as you can. It IS possible to make all this juggle, but only under specific conditions. If worse comes to worse, you can see about investing in a turbo controller. :rolleyes:

Keep Play’n. Peace

Thanks

Thanks man.

I have been meaning to thank you for a week now but everytime i came on line, srk was down.

I have been reading this page for a min. Do you guys have any links to vids watch i can watch in order see these combos…

Try this site: http://howardarena.sakura.ne.jp/. It’s got some of THE best (jap) match vids I’ve scene. You can also find 4 VERY good match vids on http://combovideos.com under New Match Videos. If you happen to find more GOOD vids, please be sure to share with us. :wgrin:

Keep Play’n. Peace

Magican thanks. I watched the terry vs gato vid for the first time and i almost passed out. My God almighty when was terry ever that dangerous he is the shit

ok i am having a gato problem. When i try to do this combo from the first page. After a cancelled DP w/ D how is it possible to get 3 qcb b~b. Is that really possible.

It’s possible, just not very practical from my limited experience. Doing just 2 isn’t THAT hard so maybe you should aim for that instead.

DS- the think is, in the videos that i have seen they get off of a countered down ab. Then the cancel that into the 3 to 4 hit qcb b~b combos into dp w/ b into super. My point is that the character was high as hell on the screen.

Here is a VERY harsh reality: you SEE the combos, but doing them is a WHOLE 'nother story. You must pop up your opponent with the 1st launcher and pay attention to the height at which you launched them. Another thing is timing. If you don’t have these 2 things (height and timing) practically perfect, you won’t even be able to connect a 2nd launcher let alone anything after that.

Because of the difficulty for MOST players… at least in the US, I would stick to only 1 or 2 launchers for practicality’s sake. Of course you COULD practice like mad and actually get it down, but I’m pretty sure it’ll take you a little while to do so.

One thing that MIGHT help you out is to vary between starting off the qcb launcher with B and D (making sure that Gato remains low to the ground no matter which you used). Good luck.

Keep Play’n. Peace

You don’t have to hid the dp+K break off a counter to do the juggles. You can get a good aamount of hits off of it as long as you know the timing. What you should do is practing doing his B follow up after the qcb+k across the screen, when you get the timing down to do it right when you leave the ground, go try it on the opponent.

And if you’re practicing in practice mode on the PS2, make sure counter is off.

Using num pad notation: I just started getting into this game, but I can’t figure out how to do some things I see people do on kailera. When using rock (on P1 side), I see people 214+D x 789632+C then juggle them afterwards. But I can’t seem to do anything afterwards, it’s as if it wont let me, even though I’ve seen it done. How do you continue the combo?

The 360 throw (I am not doing numpad notation for a 360 degree throw)is his ‘break’ move. Every character has one, but Rock’s is one of the few that is a throw. Do the 360+C throw, (with or without the 214+D first), and hit A+B at the beginning of the throw when the opponent is still in Rock’s hands. Or just mash 360+C, A+B until you get the timing down. If Rock doesn’t do the whole ‘I am one with the Matrix’ blue tracers thing, you did it right and can follow up with a bunch of stuff while the opponent is flying through the air.

Nice one, thanks. What exactly does pressing A+B do? I’m not that familiar with the game mechanics.

Damn, work is boring today, so activate speech mode.

Every character has a special ‘brake’ (or ‘break’) move. Most of these moves are made to allow to easy comboes into supers. At some point in that special move, the person hits A+B to ‘brake’ it. The throw style break moves (Freeman and Rock) can only be broken if the throw connects, while the others can be broken on hit, counter hit, block, or whiff. Most launch the opponent up in a way that makes it easy to juggle them with a super, and all of the ones that can be ‘braked’ on block leave you at much better frame situation than they would if it wasn’t ‘braked’. Learning the characters ‘brake’ moves and how to combo them to super is pretty important for most characters, about the same time you learn their bread and butter combos, before learning feint combos.

Charge d-u+K: Kain, Jae Hoon
dp+K: Terry, Dong Hwan, Gato
dp+P: Marco/Butt, Grant
qcb+K: Hotaru
hcf+K: Freeman
360+P: Rock
qcf+K: Hokutomaru, B. Jenet

I think it’s hard coded into the game, but it you launch them with a ‘braked’ move, you cannot follow it with another ‘braked’ move. This is to avoid infinites, otherwise you could just corner juggle them to death. However, if the first one hits as a counter hit, it doesn’t count. Using Terry as an example, you can (normal hit) dp+K (brake) dp+K (not braked) for a 4(?) hit no-super combo, or (normal hit) dp+K (brake) Busta-Wolf. You can also (counter hit) dp+K (brake) dp+K (brake) dp+K (not braked) for a 5 hit no-super combo, or (counter hit) dp+K (brake) dp+K (brake) Busta-Wolf.

Outside of a character’s brake move, A+B is still important for the evasion attacks. A+B by itself will do an overhead move that is invulnerable to low attacks. down+A+B will do a move that is invulnerable to high attacks. Down A+B attacks are super and special cancelable (some caveats apply if you’re Tizoc), and A+B moves are special cancellable (I am not sure about super cancellable). So if you are B. Jenet, your Down+A+B, which is a wonderful anti-air attack BTW, can be cancelled into a qcf+K move, which can be ‘braked’ so you can juggle with her kick super. Her A+B overhead can be cancelled into a special, which because she is in the air, means her down+K moves which are one of her strongest attacks. With Rock, his A+B overhead isn’t in the air, so can be cancelled into a reppukken or 360 throw before it hits for mindgames.

And if you face a Terry player, you definitely want to be familiar with Down+A+B attacks, as it may be your only defense against a guard crush string.

EDIT: I dont know why I didnt say it to begin with, but if you are familiar with guilty gear, brake moves are like a no-meter FRCs, and down A+B attacks are like f+P attacks.
Re-Edit: Ooops, got B. Jenet’s break wrong.

nm the search thread option didn’t pick up another similar post for some reason

http://howardarena.sakura.ne.jp/

Fixed

hmmm wow

Plus there are other random breaks right?

I know kain can brake his charge b+f HK during the flame startup

Hoku can brake his qcf,qcf+p super.

Another other special brakes people know of?

also anyone know how to quick stop gato’s qcb+k, the stomp jump move?

the way I do it, is to do qcb+lk, than tap jab as fast as possible and then he just stomps and never leaves the ground, this builds disgusting amounts of meter really quick, but I can’t get it consistently and I know there has to be another way to do it so I can get it everytime.

Thanks for the info, great help. So A+B is basicaly a roman cancel? Is this built into the game or is it a glitch? I didn’t read any info on this in the book.

More like an FRC. It is only for specific specials (and a couple of oddballs Kabuki mentioned). The closest thing to an RC is the feints, but that only works for canceling normals on the ground, not specials, air normals, or supers (and I don’t think it works for command normals either.)

well it’s rc to an extent in that you can break during a huge number of frames. this is most apparent with the griffon mask you can break at a lot of points during his move. FRCs in GG are usually JF specific.