Garou: MOTW Thread

With his dive kicks or super if they are below him, D at same height, C if higher. From the Howard Arena vids, the good Dong’s are basing their strategy on jumping away. The only time they try to stay in is if they have full meter, when they try for a dp+k (break) qcfx3+C hidden super, c.B (link) c.C xx kick super, or an occasional hotfoot hoping for a hit or counterhit to super. Other than that, run away, gain meter if the opponent stays away. If you’re jumping away, there isn’t much the opponent can do outside of an fireballl; you can JD those or dive kick past them if you’re not asleep. Any attempt they make to catch up with you, by jumping, running, or dashing leaves them open to a dive kick or super. Cornered? Wall jump away. Its frustrating to fight against, but there’s not much else he has at high levels. His hotfoot and qcb+K moves are pretty easy to block correctly on reaction. They are slow to come out, but perfectly safe moves (on block, B overhead is -1, D overhead is -2, B hotfoot is +13, D hotfoot is +9) The hotfoot can be good in some pressure strings because of how much block stun it puts on the opponent, but soooo slow to come out. No real guard crush strings other than some feint combos, and even his TOP attack does pathetic guard bar damage.

His supers are kind of a problem too. Very often in matches, there is a scenario I always try to pay attention to: point blank range, minor frame disadvantage. For example, my Grant dive kicks towards your Dong and you block, about knee level. I know that we are pretty close to the same frame advantage, but I am probably a frame or two behind. Same thing after a blocked bull charge, or in reverse, I block Dong’s qcb+K overhead. This sets up a guessing game very similar to the wake up guessing games in third strike, but without any chance to see them coming like in third strike. Both of our characters have only a couple of choices to win this properly. I am ignoring throws, because these are almost always just outside of throw range. Here, supers beat out attacks hard, and lose to blocking somewhat bad but not too bad (chip damage, but lose meter). Blocking beats out supers somewhat, and lose slightly to attacks. Attacks (usually low and/or quick strikes, like Dong’s c.B or Grant’s c.A) lose hard to supers, and win slightly over blocking by keeping the offensive up.

In those situations, Dong has a serious problem because his only fast ground super is the hidden P power super. His air punch super is fast, but requires him to be in the air; that is at least two frames or more extra lag before it happens, and much tighter execution required to do it asap. Jae has a definite advantage here over Dong.

Against average or less players, you can have a lot of fun playing with Dong’s mixups, but against a solid opponent, build a little meter, run away, and wait for the clock to run out. Once you hit that 15 second mark, the opponent will make a mistake trying to get in and eat a punch super, and the round is yours. You just have to be willing to annoy the opponent for the full 60 seconds or more per round.

But he is a damn fun character to play.

I dont mean to go all soap-boxy when I talk like that. Everyone is free to tell me I’m full of shit, and please point out anything I say thats wrong. This is all just my opinion and experience, which is very limited.

Toodles, you don’t sound soap boxy at all really. What you have to say has a lot of information in it and its throughly appreciated. ^^;; I dont play Dong, but I think his moves are similar to Jae Hoon’s in some ways.—save for the fire/lightening effects and the lazy goofy smile Dong give. But yeah.
^^
But I have yet to try the info you’ve given, and if anything’s wrong I’ll probably let you know ^^;; If that’s allright.

Dong’s dp attack is done with punch, not kick, and feinting is done with AC, not AB. I don’t read your posts, but a couiple of people have pointed those 2 out to me.

I know dong’s move is dp+P, but, well, he kicks. If I called it a dragon kick, thats why. If I noted it down as dp+K, let me know where. I know feints are AC, if you can PM where I said otherwise, I’ll get it edited right quick.

Speaking of which why did SNK use Punches for some of his moves instead of Kicks ?_-

Sucks that Tizoc is low-tier… :sad:

Are there any ground chains in G:MotW, or is it all Links?

There are plenty of ground chains, and self canceling moves (“rapid fire” jabs and shorts). Kain’s d+AB> C, Hoku’s s.B>s.D>s.C, s.A>s.C>s.C, c.B>c.D, Terry’s sc.C>f+C, Rock’s sc.D>f+D. I don’t have a comprehensive list though, but Howard Arena lists them in each characters page, if you dont mind wading through some kanji.

True, but it’s a bit more complicated. Usually, players rank him either as a major threat or as pure crap. But since there are only a few good griffon players (who obviously rank him quite high), most players 1) have never seen any big threat in the bird 2) don’t even know what is his potential since they don’t play him.

So yes he’s low-tier… but being very different to play AND having only a little “fanbase”, it’s quite normal all in all.

Can anyone post Howard’s Arena’s tier list? I think I saw a tier list on their web and a matchup chart, but of course I couldn’t understand a thing (everything is in japanese).

Freeman low tier :frowning:

My little brother kicks ass with Tizoc…

http://www.h5.dion.ne.jp/~h.arena/mowrank.htm
howard arena did their tier list, using that points system. Basically count up all the matches in the game (5-5,6-4,7-3, etc.), then total them up.

The order of characters on the table: from left to right. Top to bottom is the same order. The number in the table indicates how the character on the far left column does against the character listed in the row. I.e. 1st column of numbers in the table is how everyone does against rock, 2nd column how everyone does against terry, etc.

Rock
Terry
Dong
Jae
Hotaru
Gato
Jenet
Marco
Hokutomaru
Freeman
Griffon
Kevin
Grant
Kain

So you have

  1. Jenet(78)
  2. Gato(77)
  3. Tie: Dong Hwan, Grant (74)
  4. Jae Hoon (71)
  5. Marco(69)
  6. Kevin(67)
  7. Kain(64)
  8. Terry(61)
  9. Hotaru(60)
  10. Freeman(58)
  11. Hokutomaru(56)
  12. Rock(55)
  13. Griffon(46)

Anyways, don’t forget calling a matchup 6-4, or whatever, is based on personal experience. Yoshimizu(owner of the site) seems to favour Dong as his main (he’s the Dong in most of the vids on his site, ocassionally Terry, Kevin, etc.), and Kinchan favours Jenet(He’s the Jenet on the site, often plays Gato, Freeman, Rock). So the tier list is kinda slanted because of who wrote it.

A-cho 10/29 MoW tourney, Yoshimizu takes it with Dong Hwan. 2nd place is Kinchan with Jenet.

Thanks for the translation.

Now that I had picked Kevin, I’ll have to change him to keep the top tier whoring going on D:

If you want THAT much to be a tier whore, don’t change at all, Kevin IS a beast, and usually far more dangerous than BJ or DH (when I say usually, I mean in the hands of a decent player). Not to mention that picking BJ or DH because of Howard Arena would mean that you have both their way of playing AND their level (which I must say I doubt… but I’ll be glad to be proved wrong!) I’m not saying those guys are godlike, and I’d even say that they do stupid mistakes when they play with charas they don’t master. Still, their feint chains are the real thing…

EDIT : this being said, the tiers mean $h!t in 99% case as previously stated a billion times in about all garou threads ^^

Yeah even though Tizoc & Freeman are my fav. characters in the game I rank them bottom/low tiers. However, I’ve been thinking this about Tizoc- if he’s close to you you is dead!

hey, i have to beat my friend’s ass in this game so can someone give me a quick and to the point faq on how to play terry in this game?
what are his good normals?
what are his most useful/best combos?
good mixups (if he hast any)?

Terry’s only good if you’re an input nut and can do those ridiculous block strings easy as pie. Because without that he’s really just sort of average. The first step is to learn his break move . 1. How to break it, 2. How to combo it after you break it. 3. How to use it to land a super. I wouldn’t know where to find a faq. They’re hard to come by. I remember reading stuffon him earlier though. Check back and read the thread again.

Can someone gimme some strats for Tizoc? I play him the most, but i WANT TO shapren my skills with him.

the best tip i have for you and tizoc… dont use tizoc :clap: