Garou: MOTW Thread

^^^Thanks a lot for the link, but is it a torrent file? Cause it said I had to install a program to download it, and wouldnt bitcomet open it since I have that installed?

DL that program you need it to DL the file, they use filebank so once you hit that arrow going into the box it will ask you to DL their program. Once you do that it will install the program then it will pop up another window this time hit download on the bottom right to DL it.

Right, got it.

Any Freeman info that hasnt been posted in this thread already? Kicks already has a huge head start on him compared to me :sad:

why the hell do they use filebank :frowning:

Can someone try to upload these matches as ‘parts’ (WinRAR) onto Rapidshare or something plz? I tried DLing from their site, but the DL speed is at 0…

OK, regarding Dong’s :qcf::qcf:+:snkd: I tried that combo Tea gave me & all I can say is that it is most likely THE WORST super in the game!
Unless of course someone has made some use of it, so does anyone have any tips for using it?
Also regarding the BGF; do I take I have a higher chance of nailing the S. version than the P. version?

Also, can someone check Grant’s combos in the Wiki plz? I updated some of his combos.

I know for people that use firefox and opera you might not get it working since it seems to only work with internet explorer. Filebank isn’t bad I think it’s mainly so they don’t get raped in bandwith from their actualy site. They can also host more videos that way, I mean 400 mb is a lot of stuff, so far the videos are worth the DL. Lots of great matches.

The only use i’ve found for it c.HP qcf,qcf+HK.
On block, un-charged, it’s uninterruptable. You can’t even not block it^^. So a slight charge can often stuff anything they try and if they still guard, you get better guard crush. And so on with the full charge.
After a reset it can have it’s uses too. The charge can catch backdashers who try to avoid it. To be honest, I’d actually use it more often for guard crush, but building meter with him is hard.
It’s also slightly faster than qcf,qcf+B version so if you’re doing something risky, go for it!
Akutabi, if you still want those vids as a d/l, let me know. I zipped them, but didn’t upload them anywhere 'cause it takes forever. But I’d recommend the File Bank thing, it’s not that much of a hassle.

^Hit me with dat dope plz :tup:

I tried to dl the videos but i can’t figure out filebank. I used IE and downloaded filebank but i keep getting a error. Is it possible to put these videos on a torrent so that it would be easier to download?

Ok I’ll do everyone a favor and I’ll upload them on youtube, here is where you can get them at as I upload them:

I will have all the video up sooner or later, enjoy.

Thanks for favor

Very much appreciated.

Since I don’t have anything to talk about… Thought I’d mention a glitch and see if anyone else has seen it or seen others.
Dong C+D trade hits that KO’s the opponent. Dong is in his regular standing animation only like 10-15 pixels off the ground.
Also if terry throws his jacket in the air and demo cut is on, you can see the jacket come down in the character select screen.
Another one i’ve see is doing jumps that are lower than a short jump. Have no idea how it happens, could be my imagination, but sometimes I see it if I short jump during a super startup.
I’ve seen some glitches with with rock and hoku too, but can’t recall them exactly.

thank you sir:tup:

i recently fell in love with this game and terry’s Bustar WOLF! n.n i also love Hotaru’s fighting style. i want to learn how to use both of them, anyone willing to help teach me via AIM? if so PM me ore post here or IM me on aim o.o [aim sn is jushiness]

^Check the Shoryuken Wiki & Search for Hotaru & Terry in this thread (look at the top for ‘Search this Thread’)

Any tips on landing the super at the end of Marco’s corner combo? I always get the super out too late, like after the opponent hits the ground.

lol, you have more than enough time…there isn’t much that can be said about that combo, it’s pretty easy.

I assume you mean f+A, close D, dp+C(break), optional TOP, then qcfx2+K. Delaying the super as they are about to hit the ground, will get you maximum hits…but I don’t know how you can miss the whole thing.

well if I did it that way Id have no problem at all, but I do a qcf+b after the breaked dp, and thats what makes it tougher to land the super.

For the record you have to use the DP + A not C, as the A version recovers a bit faster so it gives enough time to land the qcf + B then super. With the C version the super whiffs after the qcf + B.