Garou: MOTW Thread

http://www.h5.dion.ne.jp/~h.arena/mowrank.htm

Howard Arena again! The previous post is the movie page, but… now it’s gone!! However… there’s an updated tier list, which is quite interesting.

  1. Gato/Jenet
    2.Jae/Grant
    3.Dong (!!)
    4.Kevin (?)
    5.Marco(Butt)
    6.Kain
    7.Terry
    8.Hotaru
    9.Hokutomaru/Freeman
    10.Rock(?!)
    11.Griffon(Tizok)
    I believe this is very controversial compared to what most in this community think.
    Jenet and Gato I understand, but Dong higher than Kevin? What are your thoughts?

You got to move around alot with Dong to be really effective, whereas Kevin can rush your ass like no tommorow. I think Kevin a Dong need to switch places in that list.

Wow, I had no idea Jae was so high up there, yet I rarely see many people that play him, although I like playing him myself. I don’t see why Rock is so low though, he is awesome! I saw a really spiffy match video of Rock vs. Kevin on youtube.com and it was just amazing how they both fought so hard.

Should Kain really be that high? Above Hotaru?

They base their tier list off of the matches they play. So if Kev wins 1 he’ll gain a point, if he loses one he loses a point(or doesn’t lose a thing). If you notice, their tier list is constantly changing.

Above Hotaru is a maybe. What’s surprising is Kain above Terry. WTF?? They create some super secret Kain techniques?

Kain has a lot of great tools to take out most of the cast, most people don’t know how to use him correctly. I also believe that Kain has better mixup options as far as the wakeup game goes than Terry.

Really, I can’t belive that …, please explain this to an old veteran (sure no pro but not to bad as a player in the past) of the game.

get an account, then give feedback.

Is lp or hp better for breaking with Marco? I noticed lp pushes you back while hp brings you towards the opponent.

lp or hp what? you mean standing A vs standing C? C does more guard bar damage than A and you can fake cancel your Cs. But if you mean dp (break) C vs. A, C is still better cause it moves forward more than A.

He only has one brakable move, right?
Like the moves themselves, it depends on the spacing. If you really wanna rush them down stick with the HP version, but if you’re too close they could throw you after the brake. With LP you can’t keep the pressure as well, but you can bait attacks differently. Also remember that if you don’t hit them deep, they won’t get knocked down and you could end up wide open.

As for me, here’s how I use them…

Since the damage is pretty equal (maybe exactly the same), the spacing works well for anti-air situations. If they’re straight ahead, use LP, but if they’re farther out or are about to jump use HP.
On wakeup I use LP braked because it’s the safest because of the pushback. I’m not really aiming to land a dp combo, just get them off my back.
If I have them in the corner, then I tend to use HP braked version more so I can stay in close.
As for baiting with the LP version… I’ve seen you do this already, 9999. Just toss a fireball. It covers the gap you made, plus has lots of priority. To put it together, rush a bit with HP version, then let off with a LP version. Then fireball, c.A+B, dash, or qcb+lp/lk to get back in.
When pressuring with HP version, I’ve seen people use c.LK 1-3 in between braked dp+HP. The c.LK seems to beat throws pretty well.
Also remember that after f+lp, dp+HP probably has a better chance of comboing.

I’m impatient, cause I really want to hear feedback.

Feedback on that post? Don’t wanna sound too mean, but most of that stuff was kinda obvious.
Don’t use hcb+C or c.D?
It’s not everyday you’ll land it, but the damage from hcb+C is silly to ignore, especially Guard Cancelled where it can really shine.
Short Jump D hcb+C combos in the corner. (short jump UP C works too ^^;)
c.D is his longest ranged normal and is pretty fast. It also causes a knockdown where you can run up and do ground/short jump crossups.
j.b+C combos with C+D and c.C. Short jump b+C C+D is crazy good.
If you like j.AC j.A super, why no j.AC hcb+C? Pretty sweet in my book.
That’s one thing I didn’t know… I use it a lot, but didn’t realize that j.AC chain has such a sweet advantage on hit. You can land j.A and c.A+B after! (hit late though)
Also close D qcb+B combos.
c.A+B is a great way to land every super and qcf+D on CH.
at max range… c.A+B qcf,qcf,qcf+C
mid range… c.A+B qcf,qcf+D
short range… c.A+B d+A+C… j.A qcf,qcf+A or c.C qcf,qcf+B.
Lot’s more missing, just covering some outstanding ones.

I always thought Dong Hwan’s P-Power QCFx2 +D was pretty tight, it guard crushes nicely.

until people start beating it with a s.A everytime. In fact they can probably interupt it with bigger stuff, but if it doesn’t combo, I ain’t using it.

In fact, generally, P supers are awful. 2 S supers (or do I have the P and S backwards) do way more damage than one 2 bar super.

Tea:

Thanks for feedback though. The thing was meant to be a FAQ, read by new d.hwan players. I can add your combos, though they aren’t exactly BnB.

I don’t know why you’d do jump in -> hcb+P though, when you can do jump in -> sc.D qcf+B c.C mixup/super. It’s as much and potentially more damage.

your c.AB combos are they CH only? if so c.AB (regular hit) fake cancel j.A super is fucking nuts.

I can’t see comboing into qcfx2+D ever worth it. First, it’s easier to land j.qcfx2+A j.qcfx2+A dp+C and second it’s approximately 5x as much damage for just as much bar.

about c.D, I don’t use this move too much, cause if you’re predictable with it, your opponent can land a CH s.AB combo for free.

With Dong Hwan, Corner, you can do:

qcf+B, Close D(1 hit), feint, Close D(1 hit), feint, early jump A, qcfx2+A(air), qcfx2+A(air), dp+C

Edit. You seem to be missing alot of the qcf+B combos…but I guess you can just mention you can start any combo off of them. And yes, if you feint cancel without counterhit, you can still land a jump A.

Anyone know any good pressure strings for both Dong and Jae?

BTW hows that Garou Tutorial going?

With Dong, learn how to feint cancel his close D(1 hit), with f+AC. You can get in about Close D’s this way, mixup with crouch B after a feint, or feint into low jump A. Crouch B, Crouch C is also good for pressure. Crouch B, qcf+B, followed up by any pressure string works too.

Cool thanks. I like Garou especially for its pressure strings which really opens the game up unlike any other imo.