Dude I try to get into that server (88.191.26.172). I got myself rejected. I guess your location its too far from where I live. That sucks well then later man.
While I dont know all the reasons why this trick works, it does. I think it has something to do with motion storing or some stuff; it was covered earlier in the thread.
But, what you have to do to combo a super after a weak attack is to couple the weak attack button (A or B) with a strong (C or D) while storing the super motion. When you couple a weak attack button with a strong during a special motion, only the weak attack comes out, not the special, but the motion for the special is still stored. An example of this is with Terry. I find it a bit difficult to combo Terrys dp off his close B. So, to make the combo easier I do this motion: dp B+D, B. The dp B+D comes out as a crouching B (And the power dunk motion is still stored), immediately afterward you hit B, which activates the special. This makes comboing off of weak attacks a little easier.
Using this exact same method you can combo weak attacks into supers. Theres two ways of doing it that lead to the same result. The first is a favorite of mine with Freeman for punishing a special with a lot of recovery, with a hit-confirmed super. You will do the qcf x2 motion, and then hit A+D for standing A and immediately afterward, you hit the A button for the super. The qcf x2 motion is stored, the A+D comes out just a standing A, and the A immediately afterwards activates the super (which will combo). So, comboing Freemans standing far A into an S-power Full Blast super will look like: qcf x2 A+D, A
You could also do this method as: qcf A+D, qcf A and it will still combo, but I find this way too unreliable.
Believe it or not I prefer the qcf + A + D, qcf + A instead of the other qcfX2 + A + D, then A. Reason is because if lets say you do hit them with qcf + A + D and they end up blocking it then you have a chance to not finish the rest of the motion. Though with qcfx2 + A + D, then A it can still work but you might end up thinking you hit them from reaction. Both methods work so whatever you feel is easier for you then go for it. I’ve also heard about the French Garou players, maybe you guys can make it out here for either EVO World or some other major event we hold in the states. It’s good to know that other countries are playing this great game as well. Hopefully one day we can all meet and play some great games offline.
Aaaaaah awesome guys ! That’s it ! I should have look forward to this cancel buttons stuff with other charas than Kevin
IMHO, this move is not that useful, because of the combination that hardens the ability to perform, plus if like me you’re using a square-shaped-psx-like pad (as the A stands for the square and the D for the circle :s ), and because the range of both his far lights are the same. I do prefer using qcf B, qcf A, goes the same and better performing rate.
Though, I’d use as Nocturnal the qcf A+D, qcf A move, for the same reasons. And also to reduce the risk of failing (if I miss the cancel button stuff when I already did qcf x2, it might turn into an “arlequin” as we call here the fact to make out a power without intending to ).
Damn I wish I had read all the posts, so I’d know if I really have something new to tell about the game. Well, to echo Toodles’s last post, I’d talk about another strat about Freeman (though, even if I love every chara in this game, I’m starting to think this guy is a bit too cheap if played like this).
Just know that after a close stand or crouch C, the stunning locates the opponent right for a hcf D move (Morbid Angel, the break move). This is good to know because if done fast and surprisingly, the opponent might not think of crouching, then just break it and go for any combo you like, my favorite being:
C, d+AC feint, crouch C, Ppower C
iiiiiiiiieEEEE ! Shaaaaaaaah ! ^^
BTW Nocturnal I really appreciate your videos on Youtube, especially the advanced stuff. We do have here a sort of stakhanovist too, he posted a 12-feint-D combo on Youtube:
Well, I’ll keep roaming around here for news ^^ Too bad about those distance issue but that won’t get solved soon i’m afraid. I have about 15ms ping on Euro servers, and it goes up to 95 on GodWeapon, although the main problem is that those freakin emulinker servers provide huge delay and i can’t understand how people manage to play there :-
Let’s hop they provide a Kaillera server on Greenland/Iceland soo, it’ll be halfways
I play Phoenix all the time, and he’s in the Netherlands and Im in Ontario, Canada, and our connection is as good as me playing some people in the US.
Wish I could read french . You guys seems to have a good community going wich isnt surprising with all the good french players I have encountered online, I usually hang out in Reps server and nick as Ritsuko
Well we got an international section, although everyone is welcome on every part of the forum, every non-French people can give presentation there and ask for anything regarding the game. But I understand it’s more practical to do this here ^^
We basically opened a section for every character regarding his comboes/moves particularities, another for common moves, plus lots of miscellaneous stuf about the game ie links to stages background gifs, and a “tournament” section… Quite similar to what have been done here but separated between threads.
I guess the best way to get a possible answer is to ask first But eventually you guys seem to know more than us, cf upper
Is Hokutomaru broken or just god tier? I mean, fuck.
He’s low tier.
Imagine my suprise. What are his weaknesses because I am completely oblivious.
Lowest health in the game and most of his combo’s aren’t too damaging.
He’s a pain in the ass to fight sometimes though.
I guess he has a good keep-away game but keep-away games (especially with projectiles) aren’t very effective in Garou if you have decent just defend skills (and it isn’t very hard to just defend against him). Generally his moves seem to have high recovery, except his break and possibly qcb+A. That overhead disappearing move is annoying but if he misses once, he’s kind of dead. This is why this move is generally not used in arcade matches but people seem to whore online.
He does have this one nasty guard crush string in the corner…I think it’s close D, f+AC, repeated. If executed well, the opponent is kind of stuck unless he does some good JDing or reversals/one frame supers.
As said by 9999 and Emil, his drawbacks are low power and low stamina, plus his powerful moves like qcb punch or qcb D have a slow recover. Due to this, his block meter can be broken easier if he’s harassed, and one big mistake can expose to a big reversal combo. Thats explains much about his ranking i guess.
If you’re lookin for strats, don’t stay too much idle against him cause he’s fast and has a quite good range for lights. Watch his air attacks because of double jump or his 2-hits-jumping attacks that can be done even on small jump.
If stuck in corner and getting harassed by the D feint dash loop, try a LEM move (down AB) while he’s feinting, or try to backdash to break the timing then throw him in the corner.
This is only my opinion from the match vids Ive seen, and the Hokus Ive played. A lot of it is probably wrong, but Ive tried my best to analyze his strengths and weaknesses in hopes of actually beating Tea (not working outat all).
But, besides the points already mentioned by Emil, 9999 and Timmy, one of Hokus most glaring weaknesses is the lack of a good and reliable (non super) anti air. The start-up of his qcf B/D is pretty slow and the priority is laughable; if the thing doesnt get beat out-right, itll trade vs most good Air-to-ground normals and specials. He suffers from the same problem as Freeman: You can pretty much jump in on most Hoku’s with very little chance of damaging repercussions. All those jump ins lead to a lot of mix-up and mind game options to keep the pressure on em. You just have to be careful with the rushdown; one slip up and you can eat his BnB, which while not as good as Jaes, still takes off a significant amount of life, especially in TOP, and even more so if its hit-confirmed into his A/C super. He also has one of, if not the worst c. A+B in the game, which is pretty significant.
But besides that, his only real strength is his mix-up through really ambiguous cross-ups, and corner pressure if the guy can utilize his stand D Feint loop. If youve got good JD and GCL skills you can render this part of his game useless, leaving him to play keep away (which emils already discussed).
Despite all of this hes still a solid character. Garous just too balanced. Even a low tier character like Hoku can look like a juggernaut if played correctly.
I’d say his down/forward D can be used as a nice anti air, if the attack comes not too suddenly, from a normal jump. but you’re right, on small jumps and fast jump ins he has a lack of countering.
About his down AB, it sure aint one of the best but it has a remarquable range that can be used easily in corner combos, for exemple:
D feint (loop), down AB, qcf D, break AB, down/forward D then S or Ppower using kick.
As the down AB and the qcf D have a good hitbox range, this can be remembered if you need to make an significant extra hit (LEM moves are quite strong moves).
I agree with everything else though
I find his d/f + D to be a somewhat decent anti air at times, it depends on how they come in at you though. Everyone has pretty much already stated what people need to know about Hoku.
So let’s go deeper about him Nah I don’t wanna go flooding the thread (but i sure wanna digress about anything in the game), I just wanna chat about all his funny faces and moves… I suppose you already noticed he has some “combo failure” faces like when you do a combo starter then press a button that doesn’t follow up.
Here’s the face when you go A, C, button or B, D, button (ie C):
http://img254.imageshack.us/img254/4306/hokustandpc2.png
When crouching A, C, button:
http://img406.imageshack.us/img406/8246/hokucrouchkt7.png
He also has alternative faces if he passes/misses the kick power, here’s the fall of the missed one:
http://img266.imageshack.us/img266/9556/hokumissedxe4.png
(damn i wish i’d rather embed the pictures but can’t find the right syntax, or maybe is it disabled ?)
He’s also funny looking when he walks, when he does wintaunts etc… I really got a smile when he’s on stage ^^
How’s that Garou MOTW 2 coming along? any news?
PS3 high res sprites would be a dream come true.
…actually too good of a dream…
df+D, df+B or run/ground cross up are sweet anti airs with hoku. D/f+D is obvious, plus if you whiff or they JD you can do qcb+B, qcb+D, or qcf+P with all sorts of different timings. Just the threat of them can make the move safe.
D/f+B beats highs, is pretty fast, hits for a long time, and almost safe if it hits late.
His run speed basically lets you run under peeps pretty well.
When you get better, qcf+K GC is very nice because you get free df+D qcb+D.
I’ve been uploading some videos of garou from the website of howard arena (the old ones) you can check them out on my account.
http://www.youtube.com/profile_videos?user=TerryGarcia
Enjoy!:wgrin: