Garou: MOTW Thread

http://fierceslash.com/forums/showthread.php?threadid=142

Gato’s counter is great AA for one reason, this guy hit me with it a couple of times this weekend and after that what did he do??? 2xQCF+P super tricky timing but it will hit and man the damage is defintetly worth it.

KabukiMono - did you see the counter to super during Evo?

Yeah, I like Gato too. :stuck_out_tongue: Lots of tricks. And some PRETTY combos.

For those that are interested in Suth’n Cali local tourneys, check this out:
http://www.shoryuken.com/forums/showthread.php?t=69759

Im sure others have done so already, it’s not hard, but lately I’ve been playing around with garou in nebula frame by frame to try and gain some insight into the engine. I have never seen a mook with frame data on it, and I dont know if its available anywhere, so I was looking into doing it myself.

I also realized what an undertaking doing a full scope of frame data would be. I don’t have that kind of patience so please don’t ask. However, I am willing to try and figure out questions if anyone has any good ones. Ask for full frame data for insert character: denied. Ask for some cool bit of curiousity about a move: granted. ‘Can Freeman’s bait super connect with a meaty attack that was already out before the super activated?’ ‘Can this super be blocked after the flash if the stick wasnt already back before the flash?’ Those sound like cool questions.

Some details you all may or may not know:
Window for JD’ing is 7 frames. Same as CvS2, but the reason JDing in garou feels, well, sloppy, is that you cant block 3 frames before the impact. You have to hit back 4-10 frames before it hits, while CvS2 (i think) you can do it 1-7 frames before impact. (I havent tested the timing of JD’ing multihit moves, so I cant say authoritatively whether the timing window is the same).

During the last few frames of hitstun (last 9 frames of the attack animation for the attacker, and last 5ish(?) frames of hitstun for the opponent specifically for Hotaru’s close standing A) normal moves can be buffered and come out soonest possible opportunity by both attacker and attacked.

All moves (including throws) have two dead frames after the frame the input was entered where nothing happens. A normal buffered during the recovery of another normal still has these same two dead frames at the beginning even if the button press was way before hand. However, a cancel (rapid fire weak attacks, or special or supercancels) do NOT have this two frame beginning.

I found a couple of weird things that I think have no relevance whatsoever, so I wont mention any of those. But, if anyone has anything cool I should look into, please ask. If you can come up with an easy way to test, put that in too.

You should look into JDing Gato’s Counter. If you can do it everytime or if it’s very specific cause I have done it sometimes but can’t seem to do it everytime. I have even had people block it on the ground.

Thanks Toodles!!! very cool stuff.

I get it now. The “unblockable” supers I posted are all only blockable BEFORE the flash; why the training dummy doesn’t block it is because they block on reaction to an attack coming out. The vaccuum supers all come out in the 3 frames you can’t block before impact.

That certainly raises their power as random supers.

For those who didnt know: The Fierceslash forums are back online; We’ve gotten basic frame data for half of the cast, and it won’t be long now until its complete. Im not trying to pitch another site, but theres a lot of good Garou info there for the taking.
www.fierceslash.com/forums/

Yeah, www.fierceslash.com/forums/ is a very good place for Garou: MOTW discusion. :tup:

Btw, does anybody know how long Freeman can counter in his qcf+B/D supers? I sometimes hit him out of these with normals. Even as he was in the walking towards my char animation!

Fierceslash is DEAD… or not…

…:xeye:

Warning, long post of frame data ahead. It’s either here, gameFAQs, or SNK-Capcom.com… gee I wonder which one people are actually going to check for stuff like that…

Gato STILL isn’t done. I’m working on him right now though! :karate:

The values are from standing/crouching/jumping. If you’re buffering from a normal you subtract 2 frames. I might fix it someday but not right now.

And here’s what I’ve got done of Gato so far in case you want to see… not finished yet though!

P.S. And don’t bitch at me or Toodles if something’s off. This took a while to make and should be fairly accurate.

I don’t like Dong being that low on the list. I don’t play him much, but almost everyone I know does, and he’s really, REALLY good. He outpokes a lot of people and just has generally annoying attack strings.

Kevin is still the man though. He makes you say ouch.

@Kim

Also his cross over (in the air lp) is damn annyoing plus the abilty to break 2 of his moves.

Why is Hoku so low the same goes for Kain.

good faker for Rock!

a really good, and fast way to knock your opp off guard is this, after a knock down, before they get up short kick into fierce shift style dunk, (the one where u teleport behind them,) what will happen is that the game registers the short and the dunk so if anyone tries to get up anything it will happen on the other side. and if u cancel that ( after the shift) into evac toss its easy damage, this also workings in cvs2, and kofmi. also if your good, after u throw the evac toss use his p-power shining knuckles, it connects if you time it right, and its nothing but ass from there. i mean u could use the fire ball at the end of it, but u want to do the most damage u can, and look good. oh and for people that like to throw out c.rh, run up, c.s, c.j, wait or a spilt second, and throw shorts crack counter, and mix it up so u can use it a lot, throw in a c. rh the crack counter will still grab them in most cases after that. if you have any more q’s about mofw or cvs2 concerning terry rock or geese hit me back, i know alot. i remember a unstoppable chain with bogard as well.

As a Hoku player myself, I can agree with this one. He just has so much to mix people up with and is one of the ultimate in terms of head games. His throw alone is enough to make people cringe, with it’s annoyingness and super range. And even if you tech it, most of the time he dosen’t get pushed far enough away so he just grabs again.

Yup that correct Hoku has some wicked mind games plus I think his one of the few people in Garou that can win with ease long range battles.

Has for the Rock thingy I don’t understand could u put the squence of movement ex. qcb D, 360 C, AB

In terms of why Hoku is ranked so low, I think it goes something like this:

1)Somebody JDs a Hoku move.
2)The end.

Kain is low because humans actually have to charge his moves, unlike the CPU.

Its still pretty balanced, though.

nah kains low cause he has no really good combos. and he’s mostly about running away with fireballs. I mean I play him his best comb is jumping roundhouse cr.j cr. jab, standing fierce xx fireball or may be jus cr.j cr. j cr. fierce. He has other combos that are harder but they aren’t really practical. best combo really though is throw in the corner to p.power kick super.

you have to be fast, and its not qcb D, 360 C, AB, plus there is a pause during the dunk (shift) which is more than enough time to come out of it into the 360, try it.

@Kain
Well I am not so sure that he is slow since if the player knows that he must charge all times then he won’t have problems. Even so charging while inputing a small jump is fucks one timmings. Although Kain combos or big dammings ones are based more on Counterhits combos. He can do some damaging combos like j.C, st.B,qcf b or D can be followed mostly by anything.

@Hoku
Not so sure since if he a is a good player he won’t trow shuriken at mid range only at long range. Still his stamina is crappy.

Kain is not only ranked low, because of his lack of long and damangeing combos. He is a bit slow in general and his Feint’s aren’t that useful. Kain would also be better if there were no Just Defence in Garou. His fireballs are easy to predict and slow. This kills a lot of his normally good turtle and defensive options. Another weakness is, that his specials are charge moves mainly and so can’t be always used on reaction (this isn’t a SF game). Anyway, this is just my opinion about him.^^

U can depend on his specil moves but not like in SF games think about Leona or charge characters in general SNK wise. Still if u trow fireballs all day with Kain surely u get ur ass beat. Point is that Kain is a characters that has to take offensive and defense at the sametime not like Terry or Kevin for that matter but more like using mind games of using his hi and middle fireballs to zone out ur oppenent and mixing it up with his anti air or normals. In few words u use Kain has Guile then u will get owned.