Garou: MOTW Thread

Hcb+C combos are for when you don’t have meter.
All the c.A+B combos are there on regular hit except qcf+D. Like all characters, c.A+B only cancels on hit, not on block so you get guaranteed hit confirmation (unless they’re in the air).

If you’re somehow crazy good at getting meter (or don’t mind wasting it), you can use qcf,qcf+D along with qcf,qcf+B for guard crush mixups. The guard crush can happen anywhere, but the mixup between the two supers works in the corner. Two j.AC c.C qcf+D plus qcf,qcf+B is a guard crush. One j.AC c.C qcf+D plus qcf,qcf+D is a guard crush.
So if you have two meters, get them in the corner, then get them to guard j.AC c.C qcf+D. Here they can jump to avoid the attack string again. Know that you can use c.A+B to stuff the jump, but then they have the advantage if they block that. Here you can use one of the two supers. They have a different startup speed, so if they fear the guard crush, they can backdash the avoid the qcf,qcf+D, but the slower startup qcf,qcf+B will catch them at the end of the backdash. You can, of course, charge the D version as well. Remember that they can jump forward, over Dong, to avoid both supers as well. Expect that and keep close A, dp, jump back D, qcb+k, and super jump>air throw ready.
A good thing to remember is that, while landing a guard crush is totally sweet, the idea is to just damage your opponent. Don’t get too caught up in landing that crush and worry more about winning your mixups.
Alternate string is j.AC c.B qcf+D c.C f+A+C. This string allows you to jump in again more effectively. This is because c.B has less pushback, but less guard damage than c.C, but with qcf+D afterward, you can land the c.C>feint. c.C cancel into qcf+B will whiff 'cause c.C has giant pushback.
Another similar one is j.D close c.B c.C qcf+D (walk up slightly after jump in). This is nice because you don’t have to use j.AC (you can sneak in a walkup close A if you like, but this creates lots of push back and the qcf+D can whiff).
Remember that qcf,qcf+B can guard crush even if they aren’t blinking red. Two of any of the strings I listed will guard crush after the qcf,qcf+B.
Make sure you’re fairly close after the guard crushing with qcf,qcf+B or you won’t have a strong followup like hcb+C or c.C qcf,qcf+B.
Another fun one is c.B qcf+B c.B qcf+D. You may have seen this one before, two of these plus super crushes too.
Another! shortjump D c.B qcf+B. Takes three of these, but the pressure is incredible! You can substitute with c.C and qcf+D for long range pressure. This is nice because you’re in a better position if they jump.
Remember! Qcb+K is an obvious mixup with qcf+K. However, it is better to catch them in the air with qcb+k instead. You’re way more likely to get both hits, plus it will knock down, that way you’re not eating a free super.

About close D feinting… Not a giant fan of this, generally it will only add 10 damage to a combo. It also requires a ton of these to guard crush. I find it works best with pressure strings (although a ton in the corner is sweet looking, it doesn’t do much in the end)

Wow! Thats a lot of info! Thanks man.

I question the use of qcfx2+K for guard crushing when pretty much any character (I’m not sure about tizoc) can MASH s.LP on reaction to stop the supers cold in their tracks.

Cancel it from c.HP or another normal.

s.LP wins even then.

Umm… I tested this pretty well, and I’m pretty sure c.HP into qcfqcf+b cant be interrupted.

That would be the only one. If it combos normally it can’t be interrupted.

What about c.A+B, close D and close C?

feel free to blow your supers trying to guard crush.

Dude! What the heck? I’m not trying to argue or anything. I’m pretty good with Dong, a few would contest to this (I hope ^^;), so I’m not just spewing random garbage. My philosophy is that the more you know about a character the more chances you have to win during some crazy matchup. You can use a pot to hammer a nail, but if you have a hammer and a pot, you can do both boil water and hammer a nail at maximum efficiency. It may be one in a hundred matches that you need to use an obscure tool, but it could cost you or win you the match.
In my experience, I have gone through many matches without landing a super, the opportunity never presented itself. The fact that qcf,qcf+B CAN guard crush before they’re even blinking red is something not to ignore in my opinion. It gives you another use for a move when you know how to use it. Guaranteed 40+ damage without meter off of a guard crush is hardly a waste in my opinion.

Here are some new tourney match videos from a recent 1 on 1 tourney from the HA peps. Heres the link for the matches:

http://www.filebank.co.jp/guest/haraheriwolf/haraheriwolves

password: haraheri

About 300mb big all together, enjoy.

I couldn’t get it to work at first, but if you’re using Firefox switch over to Internet explorer. That worked for me. Then, if you already had Filebank on your CPU, don’t open it, just use the link and keep clicking after you input the password.

no prob with firefox on my end.

Maybe it’s me then!

Anyways… just did something crazy.
So I jumped in with Dong and my opponent, Jae, did qcf+P. My jump in was blocked with qcf+P, but then I jumped to avoid the kicks. Maybe I was ghosted or accidentally I hit f+C and I air threw him crazy close to the ground and stuffed the kicks.
Does Jae’s qcf+P have a jump in it? It was pretty sweet though.

What are some options I can do with Grant when I block opponents moves midscreen?

qcfx2+d on any blocked move pretty much.

Dangerously cheesy.

D super only does a little more damage than the B super, and they have the same startup. Plus Grant needs meter, so stick with the B super.
Kick super anything with even minor frame disadvantage. c.A if they don’t have meter and you want to poke back into control. A personal favorite when trying to get back out to Grant’s sweet spot is an instant jump back B. Instant overhead and hard to punish. Or dp+C xx late d+K to fly away.

Yeah, you’re right. S power.

Shows how long I haven’t played this game. Forgot all about S/P shit, haha.

This Filebank stuff is difficult to figure out… I might’ve gotten it, though.

Oh, word, I did.

Any tips for JDing multiple hits, like Kain’s super? Tips for getting GCing down pretty good as well? Like with Marco, when someone is throwing fireballs or whatever, Id like to be able to GC a fireball back at the oppenent fairly easy.

Anyone know the good/bad matchups for the characters in this too?