Garou: MOTW Thread

What you are doing with Kevin is his A+D cancels which he can only do in the game. It’s not a feint move but more like a faster break move, his break move is qcf + B or D then hit A+B to cancel as it hits. The button layout is up to you really, I have mine in L SNK style latyout which is:

BCD
A

I use the L style more since I have my sanwa stick setup for Capcom fighters as well, you can also do the box layout like yours. That is what most US SNK cabs these days have them as, but it all depends on the cab. Again though you can setup the buttons however you like it I suppose but if you plan on playing in the arcades expect either:

ABCD or

BCD
A or

AC
BD or

BCD

A

Kevins feint moves are:

fwd + A+C or down + A+C (Everyone in Garou has these same feint moves)

Kevin can feint cancel his:
close/far stand/crouch A
close stand B
close stand/crouch C
close/far d + A+B when it hits

Hope this helps.

Along with some killer Dong and Hoku strats, I need some anti Grant and Butt. They give me a lot of trouble-Kain is a bit of a problem as well.

hey are any of you garou players gonna be at ts6?
we should have a side tourny if enough ppl come…

I wish I could go but work has got me shutdown for it, not to mention I’ll be going to Japan in May so I need to save up for that. THE ANSWER plays Garou or at least I think he still does :confused:, Toodles is also going to be there as well. I’ll post some Hoku and Dong stuff when I get a chance to again, have to go to bed right now. Later.

I was going to go, but I’d be flat broke if I did. I saw vids from TS5’s Garou tourney, and it was garbage, so I wanted to go with some of the SOCal guys, but none of us are going due to time and or money.

I’m not good with Dong, but something I do know is that Dongs, mainly runaway Dongs which seem to be getting more common now adays, get killed by Grant, Kevin, Jenet and Kain. My tips for fighting against Grant: Stay on the ground, JD his qcf+K and punish him for it. If you’re close and he does a qcf+D, do not GC into anything, he’ll just end up behind you leaving you open for an attack. Try not to let him control the fight, if he’s rushing you and you’re having problems stopping him, you’re in trouble. A good way to stop his qcf+K, if you don’t like to or don’t JD that well is to do his dp+P. It’ll knock grant out of it, just make sure he’s close enough for you to do it, if you do it too soon, it’ll count as a counter hit leaving you open to lose up to 80% of your life.

Ill be there, with a video camera. I got a $20 MM with JWong in Garou. Win or lose, should be fun. If theres a side tourney, I’d be all for joining.

Nocturnal-

thank you for clearing that up. and i think i’ll just keep my button layout as it is, i’ve already gotten used to it.

thanks for posting Kevin’s feint-able normals. that really helps.

edit: after spending about an hour in practice mode, just messing around, i’m beginning to see how amazing feints are. i know this is a scrubby combo (but i’m still learning, so whatever), but i did jump-in C --> standing close C --> feint move --> crouching C --> qcf + D (breaked) --> Gattling Freezer.

i know it was scrubby, but that one combo showed me the value of feint moves and what it can do, and the value of break moves.

Wow, Garou is my number 1 fave now. 3S jst got demoted.

Like, in Garou, there are regular cancels, then 2 different kinds of command cancels… that’s awesome.

So I’m starting to learn B. Jenet guys. I wanna know if this is possible.

I know backdash xx down + D, D, D xx kick super works in the corner, but I was wondering if this also worked in the corner: backdash xx down + D, D, D xx qcf + b(braked) xx kick super.

Can anyone test this?

It might be possible but the timing might be pretty strict, maybe doing it on agaisn’t Jenet herself might work. I think the main thing is getting the d + D kicks come out just right so you have enough space to break the qcf + B then super. I’ll try it out to confirm if it does work 100%, take care.

Does Garou have anything like 3S’s Red Parrying?

Also, what is the standard tourney setup for Garou? 60 second rounds, best 2/3 matches? Cuz on Howard Arena vids, they do best 3/5 matches. Just wanted to know…

There is nothing like red parry in Garou. Once you’re in block stucn, you can’t JD until you recover from it.

The tourney format we do here in SoCal is 3/5 90sec. 2/3 goes by way too fast. I’ve heard in most parts of Japan, they do this game 3/5 as well.

yeah, 3/5 seems better. but i’ve seen 60 secs used as the round timer. does 90 seconds get used in tourneys as well?

It’s all preference but 90 is a lot better than 60, since 60 tends to go by pretty darn quick. If you really like playing long sets then do the 3/5 with 90 sec time, it can get a lot more fun that way. Take care.

word. thanks for the advice, i just didn’t want to be playing illegal increments, cuz it could ultimately mess my game up.

also, this game’s backdashes are a bit too much for a newb like me to handle. what’s the proper way of dealing with a backdash-happy opponent? i’m using Kevin, btw.

I was gonna say throw fireball, when I read last paragraph, but then at the very last sentence you added Kevin, haha. I’m not a Kevin expert, but I use backdashes a lot with Janet. People either seem to be anticipate and do walking jabs, or jump and attack. Depends on what character you’re facing.

Throwing is a good way to deal with them. You can use his command grab hcf+C. there’s a point in the back dash where they’re able to get hit and thrown without being able to do anything about it other than counter throw.

wow, thanks. that’s good to know, cuz i seriously couldn’t do anything about backdashes besides get lucky and hit them when they stopped.

With Kevin if you think they are going to backsdash his qcb+LP works well too.

When I first started I teched a lot until I got crossed up. So I stop, but then I learn you can throw people out of it unless they’re far away. That’s ok 'cause it’s obvious which side they’re on. I’m having problems baiting a cross up so I can throw them only then I get hit with c.lk. No matter who I’m facing, c.lk seems to beat out a throw. When I try it I still get thrown. Any tips?

Thanks for the Grant advice, i’m not necessarily a keep away dong, but I do jump a lot. And staying down has helped. His rushdown wasn’t a problem, it was that he could control space better, and I always prided myself in conrolling space well with dong, but now I learned to be a bit more patient.

Certain characters like Jae for instance if you try crossing them up and he crouches your crossup at times will whiff if you time it to his standing position. Since the hitbox changes so the jump in whiffs, then he gets to land the d + B as you land for free. I’ve learned this after sometime so the best thing is to time your jumpins as late as possible. Makes it harder for most people to react on knowing whether your going to cross them up or not. Also small jumps are a great tool for fake jump in or fake cross-up attemps. Most people can’t deal with small jump as well unless they super on wake-up or backdash, JD, etc. Small jumps are risky as well though since you can’t JD when you small jump so use it wisely. Another thing is that with Dong both his A and B cross-up both hit at different angles so use both depending on there position as you attemp a cross-up. Hope this helps.