Garou: MOTW Thread

I posted that… why is it gone? Did I flame someone without my knowledge? Seriously, I’d like to know where it went.

No, read the front page’s current news

Damn server resets.

Okeee… now wth did i say.

Dong as top tier? I don’t think so; he takes too much work to win with, especialy against opponents who can recognize his special moves.

d+AB will usually be quite a bit better than standing D, so use d+AB in your poking games.

Forward dashes are somewhat cancellable, and since I’m short on time I won’t try detailing what that means for your ground game except that it’s tons of fun.

Jae Hoon’s QCF+A/C has MID-LEVEL autoguard. Keep that in mind because it’s not going to let you reliably stop jump ins.

Learn to break his flash kick.

Learn to link d+B to d+C automatically. This is important, and not difficult at all.

Jae Hoon rush super messes up backdash abusers.

Hmm. what else.

Random Rock stuff: AB and d+AB could be cancelled at any time whether or not they hit… in the prototype version. I can’t remember whether or not that’s true in the final. But anyway, you can do funny mixups with it, many of which are of dubious usefulness.

Jabs are cool. Use them. Abuse them if need be, except against characters that can crouch under them. Jae Hoon has a nice long jab, and has a handy dandy standing B that has good reach and is quick. Terry is one of the prime jab abusers in scrubby play, because all he has to do is ram on A and towards and he gets jabs into shoulder charge chain.

What else.

I can’t remember. Bastards. I need to study now too. Maybe I’ll fill some stuff back in later.

I hope you do, that was a damn good post.

Yup, mid-tier at best. Can’t do much without meter either.

There aren’t many mid-level pokes you’ll be facing in high level play either. And that reminds me of your original post, went something like Autoguarding Grant’s Super kick and having the right to say “Hokuto Shinken knows no equal” or something like that, at which point I said “Sigged”. Too bad I lost the sig, and the actual line…

Works on all beta, version A, and version B. s.AB(unhit)xx 360+C even extends throw ranges a bit(at cost of slower start).

Jae Hoon d+AB?

Well, I’m glad someone got the Fist of the North Star joke.

Too bad about the post loss :frowning:

Random piece of advice of really dubious value:
When you are scared and your opponent is close in on the agressive, tap ub. In the air, you only need to JD in one direction…

TOP meter stuff: with the exception of very confident players and/or Tizoc trying to SPD his opponent to death in like under 10 sec., I believe that the most balanced placement of TOP is largest size, middle of life bar. While you lose the ability to have TOP early, you gain the ability to hold TOP for the longest amount of time: if you have it early, when your life gets depleted you will have to mad JD to get even close to TOP; have it late, and you will have to be in low health to use it (JD will actually work against you, b/c it will bring you OUT of TOP). Having it in the middle allows you to hedge your bet. While JD can bring you out of TOP as well when its in the middle, it would mean that you’re being brought above 66% health, a line at which you shouldn’t have to be so worried. If you are weak, JDing will bring you INTO TOP fairly quickly.
I don’t see much reason to put TOP late; considering how much damage can be done in one combo in Garou, placing TOP at a threshold where you can die in one clean hit wastes its usefulness.

Okay, other than Jae. I’m usually not on the receiving end anyway. =p

For the life of me, I want to re-sig it, but I need the entire sentence to do so…>.<

You can still die from retard death combos from Grant or Kevin at middle :p. To tell you the truth, I used to play late TOP, but then I realized how stupid that is. A lot of characters do have regular B&Bs that take off almost enough to eliminate the TOP bar without any meter. T.O.P at the beginning of the round is definitley not my favorite place though. Combos with supers are absolutely lethal in TOP, and first round you’re almost guaranteed not to have enough bar that early. So in other words, yeah, I agree :o

Okay…

Here is the list of unblockable supers at throw range in (at least against the training dummy… lol):
Rock: qcfx2+D
Dong: qcfx3+C, qcfx2+A, qcfx2+C
Hotaru: qcfx2+B, qcfx2+D
Marco: qcfx2+B, qcfx2+D
Hokutomaru: qcfx2+D
Kevin (bitch): qcfx2+D
Freeman: None
Tizoc: 360+A, 360+C (duh!)
Jenet: qcfx2+B, qcfx2+D, JD > A,B,C (maybe…)
Gato: qcfx2+A, qcfx2+C
Jae Hoon: qcfx2+B, qcfx2+D
Terry: None
Grant: qcfx2+B, qcfx2+D
Kain: None

Can someone tell me if you can use these on opponents right as they wakeup for a free unblockable super (if you time it right, that is)? I don’t have any comp that much anymore (just when I was starting to get serious at the game too) :frowning:

Misc. Crap below:

Rock has a glitch with his T.O.P. attack where it will not hit if they have an active hit frame while in the corner… not that it matters anyway because why use it in the corner…

Vaccum supers (Jae’s qcfx2+B/D, Dong’s qcfx3+C, Gato’s qcfx2+A/C… that’s it) will not OTG on CH… which is retarded IMO

Is it just me, or is Butt just a god in that game?

It’s just you. Butt’s upper-mid though… like 6th place

What SNK calls vacuum super basically means that those are zero frame supers. Except Tizoc I am pretty sure any of those supers are blockable. Computer is just being dumb on you :slight_smile: They have very small startup and no additional startup after flash. Even if they would be unblockable(tizoc) it’s easily avoided by ground rollings on wakeup.

Anyway, there’s a new set of infinites found involving counter hits.

is fierceslash back up? I can’t get there.

edit. I meant the supers can be blocked

Well… I just tested it… yep… it’s a god damn training mode glitch… :frowning: I feel dumb now… I wonder what makes it do that… that’s more bizarre than the mysterious “teching” of Potemkin’s heat knuckle in GGXX…

And I have no idea how long Fierceslash is down for. I don’t think UnCauzi even knew about what happened until I PMed him about it.

How do you win with Gato?
he’s like #3 or so, so he must be good

I mean, how is he suppoused to play, and what’s some good (or abusable) stuff for him?

I don’t play Gato, nor do I have any experience playing against him, but I DID get fortunate enough to stumble across some Japanese Garou match vids on top of some combo videos from other places.

They used his 2 hit high kick normal or command (whichever one that is) as a poke and anti-air A LOT… it seemed pretty safe. Plus, the super can follow it right after.

I didn’t see many fierces/roundhouses either.

He can build gauge by doing that qcb+K jump then doing the fireball really quick. Other than his air fireball from the jump the only other move he used was the the 90 degree kick… I dunno how to describe it… I don’t know his movelist well.

I didn’t see much of his supers other than qcfx2+P, but dp+ABx3 is good in combos because of it’s special cancel properties (IIRC, don’t quote me on that one). And it is a pretty good super. It has fast startup for its range, and as such is a lot easier to use for juggles than qcfx2+K. Does more damage too.

I saw a bit of Crouching B, qcfx2+P from this one player.

As for from the combo videos, he has some pretty long combos in the corner, not as damaging as oh, say GRANT OR KEVIN, but they can do really nice damage.

BTW… you post on the Gamefaqs GGXX forum right? I think I’ve seen you before.

I like gato.

  1. Meter whore. Just stand back and do qcb+lk to lp and if you do it fast enough he won’t even leave the ground and you get tons of meter. If they decide to stop you from trying to get meter before the full bar do qcb+lk to lk and he does the stomp and then this kick move in the air it works well as anti-air and I get alot of counter hits from it. With super just do the kick super it works really well as anti-air.

  2. Poke strings - he has really long poke strings with or with out the cancels. I like j.lk, j.lp, lp, lp, qcf+p to the forward punch followup or do the 2qcf+ punch super.

  3. Mixup, off of the qcb and k move you can get tons of different mixups beause they can never tell what your gonna do. My favorite is to throw fireballs for awhile and then when they are blocking high switch to the slide kick. I sometimes even get counter hit off of this and then do dp+kick break and then 2xqcf+k super or just do another dp+kick

Edit: oh and i forgot he has really quick overheads his UO is good or his foward+fierce punch? (I think that’s the command I always just do it on instinct so I am not sure.) That is a really good overhead.

I don’t like the dragon punch super because even though it has good range and the combos aren’t that hard if you fuck up even one dp there went your whole super bar. I like the safety of the 2xqcf and punch super better.

Thanks KabukiMono and Kouga. Quick meter building, long strings, quick overheads, good anti-airs… great.
One question, though, does he have any moves with invincibility or high priority?

Yeah, I post sometimes at gfaqs… mostly in the Star Ocean 2 board, though, I do come around to the GGXX one… not really sure why.

High priority: DP+K. Note that it goes a ways forwards and doesn’t exactly hit behind you, so clever players will try to cross you up from odd angles if that’s all you have for AA.

You can try his counter move for AA (or whatever else…), but counter moves being counter moves, I would tend not to.

QCFx2+P is an excellent excellent super… it’s like Yang’s Raishin Mahaken (spelling?) with mad fast speed and a bit less reach. Deadly in ground games, fine as a juggle, some what dubious anti-air (remember that thing about funny cross ups?).

Good things to know: you can JD or perform air specials on short jump. Hotaru short jump (any direction…) kick/dive kick can be fun.

Good, good, thanks. I’m pretty well versed in using counters… Because it’s a charge move, I tend to use Gato’s at the end of my pressure, give them a chance to take the offensive back, then countering them. I couldn’t say it’d be a great AA because of the charge, though.

Can I get a tier chart for this game?