Garou: MOTW Thread

You can do 3 followed by his A super, and 4 followed by his C super. Or is it 4 and 5? Shit I forget, but I do know that you can get in an extra df+C if you do his C super instead of the A version.

Let me make it easier for ya:

(Done on Terry)

-off counter hit from qcf + B/D:

df + Cx6 then either qcfx2 + B/C super or dp + C, d + D if no meter. Add 1 less df + C to be able to land a qcfx2 + A super.
Just make sure to land the first df + C as soon as the counter hit happens, at times you won’t get the 6 hits total but 5 instead. It’s all timing.

dp + A/C into break (A+B), then df + Cx5 then either qcfx2 + B/C or dp + C, d + D if no meter. Add 1 less df + C to be able to land a qcfx2 + A super.
Same as before soon as the counter hit happens do the df + C right away to get the full 5 hits.

-off counter hit from dp + A/C, then break (A+B):

df + Cx5 then either qcfx2 + B/C super or dp + C, d + D if no meter. Add 1 less df + C to be able to land qcfx2 + A super.

dp + A/C into break (A+B), df + Cx5 then either qcfx2 + B/C or dp + C, d + D if no meter. Add 1 less df + C to be able to land a qcfx2 + A super.

-off f, b, f + A/C (C does 1 point more of damage than A)

df + Cx4 then either qcfX2 + B/C or dp + C, d + D if no meter. Add 1 less df + C to be able to land a qcfx2 + A super.

Hope this helps.

All I need and more. Thanks a bunch.

Is is safe to use Grant’s overhead to start the combo?

It all depends usually beter to try landing it in the corner but you have to really mix it up so they won’t expect it. Best way would be to do it off his stand D then kara into f, b, f + A/C so it is a bit harder to see it coming. Overall though if you miss with that move your going to get killed more than likely. So just make sure you use it wisely and don’t abuse it much. It’s always better to just get it off his dp + A/C into break instead.

Even with autofire, I can only land a maximum of 4 df+C’s.

IIRC 4~6, in TOP, a Counter Hit QCF+K–>DF+C 4~6–>QCFx2+C=Instant KO against Hokuto, Jennet & Hotaru.

Also Nocturnal, no offense, but why in the fuck would anyone finish a DF+C combo into the kick super if not for a ‘flashy’ finish of sorts? They’re better off finishing with the punch super if u ask me.
Again no offense.

Need a video of me doing it to prove it?

If youre not doing it off a counter hit, I think the max you can do is 4. (doing it off of a braked dp, or f,b,f + a/c.)

Yeah, I abuse the overhead a little too much. When do you guys play on kaillera? I need someone to whip me so I can practice harder.

  • That Hotaru move DOES look odd. Ground hump energy blast to the chest?

  • Triple Gesyher is a classic anti air and gives you more height overall. It can be counted as a high or mid. Not as much range power as its’ KOF version, but does a good job in planting your opponent. Getting them when they are deep is most effective, as already stated. It would get priority even on Huk’s teleport move… I prefer it over Buster Wolf, but in terms of a solid mid during a rush, it feels tied.

  • Never read this type of data before. How do you read this data? What represents what?(top) I got the ranks from here, but the tabular data is confusing. Character comparisions?

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

btw… Freeman’s lights out super: any way to kara move into or combo into it or is it just a counter super? I’ve been trying to get it to come out as a reversal for the longest time at least.

-In general, stick to S level supers. Around 30% damage for one bar, or 45% damage for two bars means S is more bang for your buck unless the P will combo where the S won’t. Easy example for the triple geyser: you can link a triple geyser off of a close C, f+C. Single geyser is too slow to do that. Also triple geyser will whiff the last hit in the corner
-the frame date we have shows the startup time (frames to hit), frame dis/advantage on block, and fram dis/advantage on hit.
-No way to combo into Freeman’s kick super; the opponent has to hit him to activate it. There is some vulnerable start up to it which cause all of my attempts to activate it off of Gato’s and Rock’s counters to fail, as well as trying to activate into meaty attacks.

We play on there pretty much all the time, and theres actually a tournament happening tonight. Check the Kaillera forum for the tourney thread.

OK I can beat Grant with Dong now, but Kain is whole new punch in the face.
There have even been quite a few nice Dong vs Kain in the Haraheri vids, but I still cant’ deal.
It’s fireballs all day until I get close, then brake d,u+K which is safe and retartedly unbeatable.
I seriously can’t touch him, when my opponent abuses d,u+k all day.

Ive seen a lot of that type of play by certain Kain’s. I know you know what to do with the fireballs, but for his d,u+k Id suggest trying to JD it off a jump in, or stay grounded and work your way in. (Which is hard as fuck, I know this too well from playing the bird).

A better Kain player wont abuse fireballs all day though. Have you played Omerta’s Kain lately? He’s good to play cause he uses pretty much all Kain’s possible tactics (when he’s not GC’ing everything you throw at him :arazz:)

Actually, S. Powers do an average of 25% of damage…I calculated it :P.

But another good reason is in case you f* it up. Some characters build meter fast so they can throw out P-level all day, but with most characters you may not want to risk it.
The combos in this game seem a little crazy with the damage scaling. I’ve been experimenting with Dong, and I wanna say there could be times where j.qcfqcf+C would be better than two qcfqcf+A (that’s in a single combo, not separate).
P powers are also good if you absolutely have to beat something, or if that’s the only way to combo, like if your opponent is hard to break and you have to capitalize on a tiny hit.
On that note, according to frame data I’ve seen Hoku’s A+B leaves you at +1 on hit, but I can’t seem to link into qcfqcf+D (which I believe is supposed to be 0frame). Is this possible? I know you can do short jump C or D into it, but…

As for Dong vs Kain, I figured a few things out and watched some more vids for other things.

A new little setup I’ve seen is to use Axxqcf+D. It works well when people are trying to back jump out of your strings. It happened twice in the set of videos before this recent one from haraheri.
I’ve also seen qcb+K after a jump in or run up instead of canceling the acb+K from c.C or c.B. A lot of people, such as with Kain, will buffer c.A+B, backjump, or a dp type move (or even a super) while they’re in guard stun. Doing the qcb+K right away messes up the timing and can work well. Alternatively you can do a GC buffered qcb+K as you approach (either through jump in or run up), if you definitely expect the dp. On the other hand, instead of doing the qcb+K early, you can do it late. Let’s say you like j.D c.B qcb+K, but they c.A+B or dp you out of the qcb+K. Go for j.D c.B c.C qcb+K. This has worked well for me against Kain as they will blow their charge for the d,u+K during the block stun, by attempting it too early as the c.C hits them.
Classically, Dongs will go for approach, c.C f+A+C into jump (usually back or short forward). This will bait whatever they were buffering, then punish with dive kick or super. The problem with this technique is that against Kain, if they (A) don’t brake, they last hits of the d,u+K will punish the jump, or (B) they’re safe if they brake.
So I’ve had some success baiting the d,u+K and if they don’t brake, I air throw them before the fireballs come down.

If that’s all he’s doing, then just air JD everything. Assuming you’re good at it, it’s only really putting him in a disadvantage and forcing him to change his strat (ie, move in). Of course, if it’s lag spiking, that’s not going to work for you…

Well, the Kain I’m specifically referring to is exceptional at executing a braked d,u+K. Even if I JD, air or no air, he has time to safely do another one. Even a GC j.d+K is often blocked or stuffed by the followup d,u+K. Kain is broken and lame.

EDIT
I misread what you said…
That’s actually a sweet idea. Often he’ll do fireballs all day, then, if I don’t run up, then he’ll dash c.LK c.LK c.HP, then fireball, backdash, or brake d,u+K.
Even if I win though, the matches end up being boring as heck and I lose mentally after 5+ rounds of it 'cause I stop caring.
I guess I like to think I can force my playstyle no matter who I’m facing. Though often the best style is making him do what he doesn’t want to do…

Since the wiki is up again, albeit ugly, I made changes to Kushnood’s page, which others to hopefully follow as time permits.