Garou: MOTW Thread

Practical? If they pop-up, go for it. Unless I have a full P level bar, or absolutely HAVE to try and kill them right then and there, I will do the dp+P xx d+K for a finisher instead of the punch super; Grant HAS to have a bar of meter for a A super, because its the only worthwhile, reliable anti-air attack he has.

I won’t try for a f,b,f+A (faster than the C version, a little less range, but in my experience, youll only be trying for it at point blank range, such as on wake-up or after a A+B overhead.) unless I KNOW I have the opponent nervous. If I do this more than once per game, I’m not taking the game seriously, or Im trying for a last ditch effort before I die.The risk is just too great if they block or interupt it. The counter-hit bull charge is much better (B version is safe against almost every non-zero frame super, D version is completely safe.) but you have to have it counter hit. The closest thing to a ‘set-up’ for it I have is after a kick super pushed the opponent into the corner. The end of the super switches sides, so YOU are in the corner. I usually do a D bullcharge or a dp+P xx d+K to get over their corpse and out of the corner. Once on the other side, depending on timing and away from the opponent (just outside sweep range. Grant’s ‘sweet spot’), maybe a little fake like a brake’d whiff dp+p or whiff c.A, and then bull charge. You’re trying to get them to twitch after seeing the whiff from far away, so it counter hits, but since the bull charge is safe on block, and you’re far enough away they wont get you in the startup, you’re in a good position. Youll have them on the defensive, in the corner. and you would have built meter with 2-4 specials while they were down. If it counter hits, flex 'em to death.

This isn’t something I implement in my play often though. Keeping control of the distance, staying the hell of the corners, and remaining in TOP are the priority.

I really need to break down and just make the grant tuorial vid I want to make. I just got to get over the amount of work involved, and get over that I’d be telling everyone in plain terms EXACTLY how I play and why.

EDIT: If you’re timing and breaking skills are good, and the opponent doesn’t have meter, you can try for a brake’d dp+P when they wake up in the corner. I forgot about that one. Even if they block, you’ve got great frame advantage to continue to put pressure on if you want.

That’d be great Toodles !
And thanks for the info

And just for the hell of it, a couple of Grant tricks I havent seen anyone else using; these were going to be some of the gems in the video I wanted.

  1. Kara-splash. Grant can’t cancel ground moves into specials or supers or feints, but he can Kara cancel (cancel a move before it connects.) The best and easiest use if with s.D. s.D moves him forward by a bunch. If he had a command throw, Grant would be uber-tier. But it is handy with his qcb+A splash move. It gives you added range to the splash, without the super long startup qcb+C has. Just make sure the stick is in neutral, hit D, then quickly qcb+A. One very fun pressure string I like to use in the corner: (move to get to very close range, such as a jump in, dive kick, A+B overhead, bull charge, whatever), c.A, s.B, kara-splash. At the tip of s.B, a qcb+A won’t connect, and qcb+C can be cleanly jumped over. But a kara-splash (s.D kara-cancelled into qcb+A) will. Youll be far enough to be safe from just about anything if blocked, and they’ll be knocked down if they tried to jump out of the corner. This does NOT combo, its just a pressure string. Make some other pressure strings and alternate between them so you don’t get predictable. Or just hang out and wait after the kara splash and react to the opponent, since you’ll be in that ‘just outside of sweep range’ sweet spot. They jump towards you? jump back D or dp+P xx . Projectile? Short jump D, c.D. Use pressure string on wakeup or bait wake-up super. Dragon Punch? haha, let it whiff and punish. Super? block and punish. They stay cool and build meter? D bull charge.

  2. Option select throw. This one is absolutely beautiful in theory, but hard as hell to input properly. This is NOT like a 3S kara-throw; you’re not going for additional range, but makeing it safe to try a throw. You RARELY will see me throw because the rules for throwing make it just too risky. If they are just out of range, or it is still too soon after they leave blockstun or hitstun, you’ll do a sc.C, which leaves you wide open for counter attack. So, you want to kara-cancel it into a dp+C. when trying to throw, do the f+C, and while holding C down, QUICKLY finish the dp motion by going to down and down/forward. Just think of it as doing a dp with C hit and held at the beginning. If the throw succeeded, those other motions won’t matter. If the throw DIDN"T succeed, you’ll want to have those motions done before the sc.C connects, so it gets kara cancelled into a dp+C. Whether you choose to break the dp+C, or do a divekick into them, or a divekick over them, you will be in a MUCH better situation than letting the sc.C connect.

Other things come to mind, but are match-specific.

Woah thanks for the tips Toodles, never knew I should use his :r::d::df:+:p: a lot and about his cancel! Gonna re-read to stick that info into my mind, thanks bro!

Somethings I wanted to add that Toodles didn’t mention, Grant cannot grab crouching opponents mid screen. Whether they are blocking or not, only character that can be grabbed mid screen is Tizoc. Though you can grab crouching characters in the corner for some odd reason, thats for every version of Garou. Grants TOP attack is good use it at times since it has gets them in Guard Crush from 2 blocked TOP attacks. Its pretty save even from up close since it leaves the in block stun long enough for Grant to recover. Though I think it could be possible to super right after it but I’ll have to test it out to make sure. Grants d + A + B attack can be cancelled from the first hit into specials or supers. Even if they block it you can still cancel it, so its pretty good for pressure strings, especially in the corner. Grant can cross up with both jump B or D, D is a bit more tricky to crossover with depending on the character your opponent is using. Grants qcf + B or D are good for getting close to your opponent to keep the pressure going. Its also good to use it after a breaked DP + A or C if your mid screen and have no super. I’m not Grant expert though but I’m sure Magician or Giby could give you guys more good info with Grant. They are both great Grant players. Take care.

Hey Nocturnal do you know how to display inputs like in Thongboy’s General Tutorial at CV? Cos it would be really cool feature to add. It really made a difference.

Yea on the tutorial I’ll have something like that yes, we will even try doing slow motion for certain parts that go kinda quick. Like explaining Gatos cancel and stuff like that, that is why it might take a while to get it all done right. I’ll keep everyone updated on when the video will be almost complete. Just give me and Giby sometime since we both have differen’t schedules so its kinda hard to meet up like we used to now. Take care.

How do you do Gato’s juggles in the corner? I was messing around by doing, qcb+D x B, qcb+B x B, but I can’t juggle any more than that. Watching a video the guy done, d+A+B, qcb+D but it looked like he canceled with the fireball first, then continued with the qcb loop. Rather confusing to figure out.

One thing that has been pissing me off, sometimes when I do the qcb and D I get a throw, even though I’m blatantly doing the qcb. Anyone else get that?

Gatos juggles take precise timing in the corner…email me your situations and I can help you out more with it.

Pm about the juggles D. Geese ;). Cool Looks like my Grant knowledge is getting better!
Now help me with Freeman, plz, cuz I forgot how to play with him >_<.

Here are some Tizoc info I wanna share:

Combos:
Jumping :snkc:–>Crouching :snkb: [12.5% damage]
Corner- Jumping :snkc:–>Standing :snkd: [18% damage]
:l::db::qcf:+:snkb:–>:bdp:+:snka: [22.5% damage]
:l::db::qcf:+:snkb:-Jump :uf:->:qcf:+:snka: [25% damage]
Corner: :bdp:+:p:–>Crouching :snkd: [23%/26% damage]

Jumping :snkc:/:snkd:–>(on ground) :qcf:+:snka:,:qcf:+:snkd: [48% damage]*
:l::db::qcf:+:snkb:–>Instant :qcf::qcf:+:snkb: [24% damage]**
:l::db::qcf:+:snkb:–>:qcf::qcf:+:snkb: [29% damage]***

Some setups I use:
:dp:+:snkc: whiffs, 720+:p:****
:snka::snkb:xx:qcf:+:snka:

*His standing :snka: does 1 point extra damage a distance away from the opponent. You CAN use :snkb: instead if you want
**Requires timing, as you must do the :qcf::qcf:+:snkb: immediatly (or almost) after the H. Throw.
***This one requies timing
****One of my fav. setups for the BGF. First, knock them down (TOP or Lariat, or anything). Wait a spli second then do the A. Tupon. As Tizoc is landing enter the 720 then press :p:. Your hapless opponent is doomed!

Also i would like u to consider this

Found a bug?
That’s uncommon. Do you have the exact requirements?

1- Opponent’s health HAS to be 5% or less
2- Opponent’s back HAS to be at the corner (i.e. corner opponent)
3- Do Hercules Throw (:l::db::qcf:+:snkb:) then IMMEDIATLEY do :qcf::qcf:+::k:

…but you gotta admit it’s a nice funny bug ^_^.

In your on time mate! I personally can’t wait.

Freeman 101 plz.

c.B (link) c.B xx punch super
sc.D (feint) c.C xx rekkas (Practice timing on the c.C xx rekka so you don’t kara cancel the c.C)
sc.D (feint) c.C xx punch super
Always use A, A, C for your rekkas; any other combination is inferior (possible exception for C, A, C, I seem to have an easier time with that connecting after a c.C xx rekkas). If blocked or JD’ed, delay, delay, delay. Delay those things like mad, and unless they hit,keep alternating between two and three hits to keep the opponent guessing. Frame advatange on the second hit A is the same as third hit C [-1].
d+AB for anti air; dp+P is usually too slow, especially against short jump.
Watch for counter hits, especially d+AB and AB, because an A super can be linked after.
Get very good at guard cancelling, because you’ll be taking some hits.

I just got this game for dreamcast and so far I’ve mess around with who’s my character and so far Hotaru fits my style.

so what are some general strategy to consider when using her?

Thanks for the combos Toodles, got any strategies?
A good combo I just found at the corner: Jumping :snkc:, Standing/Crouching :snkc:, Feint, Crouching :snkc:xx:qcf::qcf:+:p:

Some Freeman info:

-Jump B is your friend. His best low jump and regular jump poke, beats a lot of other jump ins.
-His qcb + D can cross up waking opponents, you have to time it just right as they get up.
-His jump C can cross up most of the characters.
-His dash in stand D has great reach and pokes well, comes out pretty quick.

Things to remember with Freeman is you have to learn your pokes with him, learn what beats what with his normals. You have to know how to Just Defend and Guard Cancel well in order to win over certain characters. Learn to combo from his stand/crouch + A/B into his qcfx2 + A or C, since his qcfx2 + B or D counter hit super is a lot more risky. Also the fact that he can even be HIT out of his qcfx2 + B or D counter hit super makes it more weak. Its not totally useless though unless you know you’ll land it for sure is when you should use it. But if they expect it then prepare to take damage, since he stays wide open right after it its done. Also another thing to really have down with Freeman is feint cancelling almost always with him. Since he has great pokes with feint cancels added it makes them even better.

I already posted combos for Freeman before as others have, so just search the older pages for some combos. Hope this info helps out.

Thanks for the info Nocturnal, now I can maim some people.
BTW, how goes the Tutorial vid?