Yes, you can only juggle a break twice in a row off a counter. And no, GC’s don’t register as a counter hit unless you GC the first of a multi hit special.
I think
Yes, you can only juggle a break twice in a row off a counter. And no, GC’s don’t register as a counter hit unless you GC the first of a multi hit special.
I think
Alright, thanks alot, this helps me quite a bit with knowing this. =3
actually a counter hit will occur with a GC if a move is being cancelled or chained as well.
Like if I do c.HP qcb+K with Dong and the c.HP is GCed.
Or if I do j.A j.C air chain and the first hit is GCed, then I receive a CH.
Anyone know/have a list of moves that when are blocked, you can get them with a justice hurricane?
http://www.h5.dion.ne.jp/~h.arena/garoumowrock.htm
Click on the links above to go to each character’s frame data. If it’s -1 and you’re close, and you can bust it out fast enough, it’ll be guaranteed many times on hit not just block.
But since you were playing my Dong the other day I shoulda mentioned that qcb+K and air d+K are both punishable by it on hit or block!
Most short jump attacks that landed too close are vulnerable as well-on block at least.
Some other things to note…
backdash buffered into it is sweet.
and like Nocturnal mentioned. f+A+C into it is awesome even if you don’t cancel from a normal because that evasion is there.
EDIT:
Well according to the same site Justice Hurricane is 3 frames. Maybe -1 wouldn’t cut it, but of course super version is 0 frames. Maybe check for -3 on block and experiment!
Hey, maybe the answer is buried in the thread, but MotW has always been an interesting game but I don’t have anyone to play in OH – are there huge differences btw the DC ver and arcade? Is the DC tournament ready, basically, or is it better just to use MAME (or have a NG :P)
The answer is buried many times in the thread
NeoGeo or dedicated hardware MAME > ps2 or fine tuned emulation on normal hardware > basic emulation > DC >>>>>>>>>>>>>> Prototype rom emulation (typically under neorage but not only)
If you want some legal version for organizing a tourney and can’t afford neo, go ps2 and in the worst case dc. If it’s just for training, go neo (obviously) or if you can’t ps2 or a good emulation (FBA-XXX Pro on xbox or some MAME on PC. Kawaks and Nebula are acceptable if you fine tune a few things like the cpu rate finely)
Very basically, the DC version is good but it’s slower than the neo, slower enough to be hardly acceptable if you just play the neo version and very disturbing if you go from DC to Neo. Better go for the PS2 version if you want an affordable good version.
Thanks man. I’ll try and pick up the PS2 port – didn’t even know one existed.
according to this frame data, Dhwan should theoretically be able to do c.C qcf+B infinite guard stun.
c.C xx qcfx2+B combos, that means an early cancel c.C reduces recovery by 16 frames or more. Effectively adding +16 to the block stun if you cancel. That means c.C qcf+B should connect with at most 2 frames for reversal timing. qcf+B is +13 on block so you can run forward c.C for 8 frames and land a c.C to repeat
qcf+B whiffs after crouch C.
even in the corner?
Yep, and even against Tizoc.
However, I’d say D(1 hit), feint f+AC, repeat is a fairly good guard crush string…the D does not push you back that far, allowing you to do about 4 or so.
Edit: close D(1 hit), qcf+B does connect…it is very hard to run up after the qcf+B hits and have another close D combo…so I’m not sure how good this is for guard crushing.
So uhm I downloaded this version of Garou for DC. It’s speed is much much faster than the legit version (which I had never played til this weekend). If anyone’s curious , you can always go out of your way to get an illegitamate version that has proper speed.
Woah, woah, woah- hold the phone here- you tellin’ me you can combo Crouching :snkc:–>:qcf:+:snkb: with good timing?
Read what I said after, it doesn’t work since qcf+B whiffs after crouch C, even against Tizoc in the corner.
Got a quick question about a minor game point.
I do a lot of guard cancelling in regular play, and I was looking to extend it to Kain. I can pull off a guard cancelled down to up charge with a bit of trouble (just rolling down to up by way of back at the right time seems to work) but I was interested in the possibility of throwing a guard cancelled fireball back in their face on a just defend. Kain’s fireball comes out pretty quick so I figure it might be worth a shot to learn. I believe I’ve done it on accident before, but only once in a long while and I haven’t really been able to repeat it.
I suppose in the meantime I will just look through the thread for frame data (I see the link on this page but forget wading through all that japanese garbage) and see if it’s at least theoretically possible. The game does have a lot of weird quirks, after all. That’s one of the reasons I like it.
How can I fight DHwan’s crossup kicks with Marco and Tizoc?
With Marco, dp+A in the opposite direction…or with any character, just backdash/run out of the way.
You can also JD it as well into GC whatever if you spot it quick enough.
You guys should read the wiki sometimes as at times it does have most of the answers on there. For Kains Guard Cancel fireball it’s pretty simple once you learn the trick to it. What you have to do is charge up for a second then hit foward then hit back to JD. All you do then is hit A/C depending on which fireball you want to GC into. Also you can GC into his charge back, foward + B/D, use B since the D once has a lot of start up to it, which makes it slower.
9999…
Some of the obvious setups is after a sweep or throw because a throw can’t be tech rolled (maybe a sweep too). Anywho… After that it’s super jump into cross up kick. Mainly a scrub killer because it can be easily seen. When you do see it, try rdp+p with tizoc GCed. Qcb+HK or rdp+HP can work as the startup is evasive.
With Butt try any of his specials. Mapping in the game can be crazy so if you input qcf+p as your being crossed up you’ll end up getting a ‘back’ and then a JD. However a fireball will still come out (qcf not qcb). Also try qcb+lp NOT as a GC. A plain ol’ uppercut or anti-air super works here as well.
(if i sweep or throw you and i super jump forward i’m probably going for it ^^;)
Also after a sweep or throw however will be run up, short jump cross up kick or dive kick creating a mixup. Backdashing can stop this.
http://howardarena.sakura.ne.jp/
In case you sorta forgot about this site because they hadn’t updated in a while (like me^^). They’ve recently updated! Viva La Dong!