The thing to remember about Gatos stomp move is that you have to hit A as soon as you see his arms spread. Its kinda hard to see cause he does it really quick…but as he does that animation in the move is when you should be pressing A exactly. That is the way I do it then after a while you get used to it. So you can just keep doing it with qcb + B then A really quick. The fast way to do it is to switch from qcb + B press A, then qcb + D then press A repeat. Its all timing so once you get that down it shouldn’t be too bad. Though every version of the game has different timings so depending on which version you are doing it on, might also be another factor. I hope this helps.
For someone using kaillera, somebody in here said to use set 2 instead of set one. Why is this? How can I find out what version I have on my neo geo aes?
God, learning Rocks 360 throw combo doesn’t half hurt your hands. I’m having a few problems with it though, this is where I’ve got. d, d/b, b+D, u/b, u, u/f, f, d/f, d+C x A+B, (walk forward) qcb+A. This is as far as I get, I can’t connect the super after this unless they’re in the corner. Is height my problem? Also, the last rising tackle I can’t connect. I’m guessing it has to be kara’d with D but I’m unsure. How do I get it to connect?
Most people use Garou (Set 1) on Kaillera…I don’t really think there is a difference though from Set 1 and 2. I could be wrong though but everyone that plays online uses (Set 1) its the most legit arcade version. To see if you have the real version of Garou try these things: With Grant try to faint cancel his df + C and with Terry do his standing D for 2 hits then try canceling into a fireball. If you can do any of those 2 then you have one of the funky rom versions.
For Rock it’s possible to do that setup mid screen, but the elbow with Rock tends to knock them back a bit far at times. So the timing to get the super gets a bit tricky. The best thing to do…instead of doing the qcb + A, especially when you do that setup mid screen. Do his charge down then up + A after instead…its a lot easier connecting the super after it. I also believe the rising tackle does a bit more damage but I will have to check on that again. Don’t remember off the top of my head, I’ll add it to this post when I test it again. Hope that makes it easier for you.
So I’m getting a little better at Garou. My comboing, execution and mix-up game’s improving and I’ve developed a few strategies for punnishing, but I get owned for free when I get rushed down. Once I’m in the corner and they get on top of me that’s it, I’m a gonner. I try to retaliate on wake-up with pokes, specials, supers you name it, but I keep getting countered, juggled and then rushed down again. My guess is to stop trying to retaliate on wake-up, but I can’t stay in the cormer and get guard crushed. I had the idea to try and guard cancel one of their attacks and punnish, but I’m not at that level yet so it would be very risky. What can I do to get out of this?
It all depends on the player really…when in the corner you have many options, one like you said is Guard Canceling. Something that I think really makes a big difference in the game, since Guard Canceling can be very simple if the person you are playing is predictable. Then again if you do it too much they might just empty jump at you for a throw opportunity. Another thing to remember is if the person jumps a lot…try jumping at them in advance with a quick poke, with Rock I usually use jump B. Has great reach in the air, comes out quick and beats a lot of things out of the air as well. Another option is to back dash as they jump at you since back dashing has invicibility in this game. Though you have to time it just right or you might get hit as you finish back dashing. Also down + AB is a great anti air usually depending on the angle and time you use it at. Also has upper body invicibility so you can almost abuse it if the person likes jumping in a lot. You just have to time it as they attack and at times you get counter hits from those. Also supers are good for people that jump in a lot…unless they can Just Defend really well though. Hope this helps…take care.
Yeah that helps a lot, thanks. How long does just defend give you to guard cancel? In 3s it’s parrying is very lenient, but Garou seems to be more restricted. Is it?
Characters I’ve been using are Terry, B. Jenet, Hotaru and Rock. Although I’ve found rock a bit harder to learn in a real match.
One thing I’ve been trying to sort out is on their wake-up. Like I mentioned before when I wake-up I get punnished, but when I try to attack them on wake-up, most of the time I get punnished. Overheads I’ve found useful here but I can’t use it all the time. I like to try and catch them with a simple C/D+super but I usualy get countered. Mabe I’m becoming too predictable. Any thoughts?
Guard Cancels if I remember correctly is the first 3 or 5 frames of the JD when you have to input the special or super…but I could be wrong on that…I’m not good at frame data stuff. I just do it by eye, since I play this game like almost everyday with friends offline or online at times…its all practice. With Guard Cancels the shortcut and easiest way to do them is to do the motion of the move you want to do then you press back to JD. After that all you do is just press the button of the super or special for the motion you did and it should GC as soon as you JD. Garou is the same as 3S where when you do motions it stores them for a short amount of time. Well wakeups are pretty good in Garou…like doing Rocks rising tackle is probably his best wake up move. Though unless the person thinks you’ll go for that and will probably just back dash or wait to JD it. Again its all depending on who you are playing…but if rising tackle doesn’t beat their move it will at least trade hits. For Terry his DP + B or D are both really good for wakeup one of the best DP moves in the game I would say next to Dong’s. Epsecially since you can break it and it has a lot of priority. As far as catching people with supers…you can catch them if they like poking at times…since most S supers and P supers have invicibility on start up. Though in Garou some pokes if timed right can stop both supers or trade hits…it all depends on the timing. The best best is to combo into supers which is the best option for getting them to land. I would just say practice up combos then learn to poke well as well…since some poke you can combo into supers. With both Rock and Terry you can super after a down B, though it seems tricky its pretty simple after a while. Also another thing to learn is small jumping as well since you can super after a small jumps with most of the characters. Again it’s all practice since I’ve been playing this game for a long time now. I hope this answered more of your questions. Take care.
What are you trying to wakeup with? You should be waking up with an anti-air that can be braked (such as Terry’s dp+K, then brake with A+B). If you get hit before you wakeup, it’s probably due to the input delay, so you have to do the input earlier. You shouldn’t be waking up with anything other than brakable fast anti-air type moves, because they are safe and fast.
Sometimes it is also useful to wake up with d+AB for Terry. It is an ok anti air and also crushes a lot of standing normals. But it all depends on the situation and if you can dp+k brake for 99% go for this of course when someone jumps at you. Especially, because you can get some nice counter combos out of it …
It’s not really an infinite combo but its possible to do more faints, its very very hard to pull this off. I’ve only been able to do 7 faints before with Jae…I think they more than likely used a programmed controller for that. Well here it is if you wan’t to check it out…the video quality sucks. You can still make out what is going on though:
I do self-created 17 hit Rushs with Gato in combat, which is nothing to brag about. He is very versitile and is a good hitter. A quick and hard fighter. Abuse his Telekinetic Fist.
I find him to beast during jumping-in attacks, then I work down and cross to upper by finishing with a Palm Strike withfollow up or Strong Tiger Leap >:qcf: :hp: (which is C on your pad) with Foot Thrust (B) as a follow up launcher. Gives you enough time to make the POTENTIAL Pheonix Rise on a good land!
Gato could be played as a ninja character since Hokumotaru is not as user friendly. Hoku moves are borrowed from both Mai and Andy, but playing as him is nothing close to them.
I think this was asked before but I can’t find it. Anyway, in that Kevin vs Rock video at combovideos.com, Kevin cancels qcb+P into a jab to build stock…how does this work? I know you can cancel qcb+P with D, but he actually does a D right after.
qcb+A to cancel you do a combo of D and any other button other than A, with the C version, you do a combo of D and any other button other than C. He can cancel it into any attack he has.
One of the many reasons why Kevin is top tier ha…but I wouldn’t say it’s that broke, it does build meter and can be used in combos. But mainly it’s for building meter since its simple and you recover really fast from doing it. Gato has a similar way of doing it but its a bit more trickier to do consistant, so Kevin wins in the meter building department. But just cause Kevin has that doesn’t mean its game over ha. Garou is still fun and nothing can really brake the game so bad that people start deciding to ban certain characters. Take care.
My friend and I were arguing over which version of MotW to play, and upon the advice of Nocturnal (and a few others) I said it should be the PS2 version, but he’s dead set against it because of the way the rom allows him to cancel / link c.b, c.b into super, mentioning that it doesn’t feel right on the PS2. Is there any flat out proof to make him SHUT UP that the PS2 is the console we should be playing it on?
Also, let me get this straight.
A+B = the break for specials.
A+B = overhead, invulnerable to lows.
down A+B = attack invulnerable to highs?
Another thing, does B. Jenet really have any feint combos, or does she primarily use those for guard strings? Are all her normals feint cancellable?
I’m trying to get B. Jenet, Hotaru, and Dong under my belt, though I enjoy playing B. Jenet most.