^Hmm from my experience- Don’t do QCFx3+C rapidly on Grant or Tizoc cuz the damage would be crap (dunno about Lvl. 4 though, Lvls. 1-3 on Tizoc & Grant= forget it).
Also, Butt’s most damaging combo in TOP-
Corner: Jumping :snkd:–>Standing :snkd:–>:dp:+:snka:, Break–>TOP Attack–>:qcf::qcf::qcf:+:snkc: (Lvl. 4).
IIRC Giby was the one that informed me of this combo.
Couple questions:
How useful are Marco’s qcb + A/C and his charging B/D?
With Griffon, whats the best thing to do when youre waking up, and your opponent is just out of grab range?
For Tizoc, I tend to use Standing A.
What is the timing on the Hotaru TOP corner combo?
(normal)xxqcb b(breaked), TOP, p power orgasm super.
Everytime I do the super, it’s late. What is the timing? Am I hitting the TOP too early/late, or am I supering late?
Simple answer? Don’t
I use Marco’s qcbA/B counters for building super on wakeup. But I find it lags too much, preffer simply dashing then a c.A mixup. Even then dp+A (break) builds faster and safer. His charge moves are simply for style. If I do it’s, always charge D or C. Cause I spam c.A a log, and f+A OH mixup and c.B dp+C low combo. The move itself combos most everytime anything else combos, but isn’t worth the effort.
Marcos qcb + A/B are good at times for dashing in on downed characters, though use them wisely as you can be thrown out of it easy. You can also get hit out of it from using the wrong upper or lower hit version, it does help build a bit of meter which was already mentioned. With his charge moves they are good for combo enders if you want to be flashy and also you can Guard Cancel out of them as well. Good for people that love spamming fireballs, though I would use the full charge for those. Since the longer you charge it the farther and more hits it does. If you only charge it for 1 second it isn’t really worth the GC into it. Again just see the persons patterns and use those moves to counter hit tactics if you can. Marco has a lot of great options so learn to use all of them in certain situations and you should be fine with him.
As for Tizoc again it all depends on what the person does at that range on wake-up. Most people rush Tizoc or play keep away games with him, look at the patterns they do and see what moves you can use to counter. For instance Tizocs TOP move is great for backdashers, if they tend to back dash a lot on wake-up or if they back dash away from Tizoc. Most people watch out for his command grabs since most of Tizocs game revolves around landing them. Though he does have other tools like his RDP + A/C, or qcb + B/D, use those to mix it up at times. Instead of just trying to land 360 or 720 all the time. Also Tizoc has some great normals to use like his stand or crouching A is a great tool for pokes. His stand B can be used in the same manner, though his crouch B isn’t as usefull as his crouch A. Things to learn with Tizoc is first be patient with him, thats the first thing to learn. If your patient and counter the opponent correctly you’ll win the match easy. Most Tizoc players get desperate and try to mash into his command grabs as they are being comboed. Unless the person messes up a lot and you land a command grab from doin that. Even stil; that isn’t such a great idea, counter hits tend to happen at times from mashing his command grabs. I think Tizoc is best played as a defensive character, even though he can rush in on people in certain ways. It all depends on the person you are playing, not a lot of people know about most of Tizocs command specials. Sorry for going out of sudject there but I figured I’d put this stuff up for those that want to know what to do with Tizoc. as for your answer to that situation:
-If they back dash as you get close use TOP attack if your in TOP mode
-d + AB them if you think they plan on dashing in with an attack
-stand C has a decent range to it and most people don’t expect it from Tizoc if they get close. Thouh it does have a bit of recovery behind it, use it wisely.
-His stand D as well is somewhat decent for certain situations, use it if you think they plan dashing in.
-RPD + A/C is great since the RDP + A is quicker hits most character out of the air fairly quick. Also you can break his RDP + C incase they try to counter you with a fireball or jump in.
-qcb + B/D, Both these moves are overheads but B is quicker, though it’s not safe if blocked, same for D. You can break the D version of this move to throw them off. Also both the RDP + A/C and qcb + B/D have the same starting animations, so it is hard to tell which one you will use on them. Also since you can break the C and D version it’s a great way to make them keep guessing at what you will do. Also it builds meter for Tizoc fairly well as well, so use his breaks to build some meter.
-If you think they will jump at you either AB then qcf + A or jump up/uf with A/B into his qcf + A air grab. You don’t need a counter hit to land the air grab after a A/B hit in the air. Just remember to go back to neutral to land the air grab after it right away.
Hope this helps.
I need some serious tips on Kain vs Dong Hwan. Ive been playing Tea for the past few hours, and the only times I can decisively beat him is when I go pure rushdown. The only problem being all the options Dong has to get out, over and aerial DM me to death. Also, Dongs dp beats damn near everything I throw at him when he realizes Im staying in close, so keeping him pressured, especially after he wakes-up, becomes nearly impossible. Its either I rushdown and get DP (break) x2 into a double DM, or I try keep away and get crossed-up to death. Teas kicking my ass all over Kaillera, and I cant figure a way around it with Kain.
Nocturnal, help a nigga out.
because noone answered …
In Garou deep hits don’t give you always better juggle options …, so try to make the Top attack hitting as early as possible. So the opponent stays a tad bit longer in the air then you do. If you hit the top attack to late and deep, Hotaru and the other char fall to the ground kinda at the same time. But hell, I just think this could be the case, I nearly only play Terry, if I play the game every few months …
For starters Kains AB if done meaty enough on wakeup beats out most wakeups in the game, you have to start it right before they get up so the second hit hits them instead of both. Also Kains jump D beats out a lot of stuff even Dongs DP, best thing is small jump D him as he wakes up I’m sure he will rethink about doing DP on wake up after that. Kains d, u + B/D into break is also another good tool to use, it beats and or trades with a lot of stuff. Sounds like hes jumping a lot on you, use Kains b, f + C if he likes to jump a lot. Also Kains jump B is his best air to air move, has nice reach and beats out a lot of other air to air normals. Sine I prefer rushdown Kain myself don’t let Dong breath pretty much. Learn to do the charge tricks to keep him locked in the corner especially, though most Dongs tend to mash on his DP move a lot. If he does that, on wakeup situations either JD it on wakeup or backdash then punish. Also dashing under Dong as he super jumps or jumps is great for mixups as well. Just look at his patterns and learn to JD most Dongs moves, especially his cross up b + C move. It’s really easy to JD it but sometimes tricky to counter it on reaction. I just takes a bit of patience but in the end if you read him better you’ll win the match. Hope that helps.
1- Do the TOP Attack after breaking her :qcb:+:snkb:
2- Input the :qcf::qcf:+:k: as Hotaru’s landing from the TOP
That’s how I do it anyways.
OK I just remembered something I want to ask about Grant:
When does his :dp:+:p: do more than 3 hits? Sometimes when I do this against a juggled opponent, I get 4 hits.
BTW found this neat Kain combo:
Corner- Jumping :snkb:–>Standing :snkc:-Feint->:d:+:snka::snkb:–>:qcf::qcf:+:snkb:–>:qcf::qcf:+:snkb:–>Charge :d: then :u:+:snkd: OR TOP Attack
Tea’s gameplay does not work in the arcade. You cannot jump like he does and expect to be taken seriously, since you’d easily be anti-aired if there was no input delay…the best way to take care of jumpers online is to just crouch AB all day, if you have a fast enough reaction speed to bypass the input delay…If not, just don’t bother…or use someone with a more reliable anti-air. I’m not sure what possessed Tea to jump at my Kevin when he had P Power (since his P Power anti-air is the best in game), so it’s obvious he is taking advantage of the online lag to win. It doesn’t work in the reality, so don’t get frustrated if he beats you…
Wait, you ppl nickname Kain as ‘Tea’?
…no, that is a person on kaillera (and SRK).
Oh sorry ^_^;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Awesome advise Nocturnal. I havent been able to play Teas Dong yet, but Im able to keep the pressure up with that a+b (second hit) and short hop D on my opponents wake-up. Very few things can beat either of those, and the standing a+b on wake-up has yet to be snuffed if I can nail the timing for the 2nd hit.
Much appreciated. My rushdown game with Kains gone up a few notches :tup:
Came across the most peculiar thing tonight.
First I play on DC. Second it was in practice mode.
I’m screwing around with D Hwan and put counter hit on in the practice mode menu. Then I do c.B c.C xx B super. However, the B super didn’t knock down, instead it left the opponent as if he had just been hit by counterhit B super (standing and stunned). Also, I notice that if I do CH c.C xx B super I get knock down animation. This is incredibly interesting, as the stun means I can land a dp+C afterwards. For some devastating CH combos.
- Is this arcade normal?
- Is this known about?
- Can anyone test it out in arcade?
- Can someone explain?
It works but I cannot land anything after the super…but they are stunned. Also, crouch B, crouch C, qcfx2+B results in the DM counterhitting, but if you do jump D, crouch B, crouch C, qcfx2+B, the DM knocks down. Also with counterhit on, I was able to do crouch B, crouch C, qcf+D and have it combo, which doesn’t seem to work normally.
I consider myself a Garou expert, and this is my opinion, with JD and all that considered.
Top (In order)
- Jae Hoon
- Terry
- Gato
- Butt (where’d they get that name)
Middle
5) Freeman
6) Kevin
7) Hokutomaru
8) Jenet
9) Rock
10) Grant
Low
11) Tizoc
12) Dong Hwan
13) Kain
14) Hotaru
God
1: Kevin - incredible combos, mixup, gets P-Power in seconds if that, no weaknesses. He’s separate. He’s not used much, but there’s no excuse not to have him top.
Below there, things are a little muddier (especially the mid tier), but here are some general sections.
Top
2: Jae Hoon
3: Marco/Butt
4: Gato
5: Grant
Mid
6: Jenet
7: Terry
8: Dong Hwan
9: Rock
10: Hokutomaru
11: Kain
12: Hotaru
Low
13: Freeman
14: Griffon
Why the hell would you place Jenet above Terry?^^ He has more gc potential, better combo and single hit damage, a better low with his extremly good c.B, a tad bit better anti air selection of moves … So please explain why you think Jenet --> Terry. Btw, I also think you tired Rock to high …