Garou: MOTW Thread

I play Kain and half the time all I’m doing is whoring out the c.B->c.C chain, fireballs, and d+AB as a poke. I really don’t see what else you can do other than that…

What I mostly do is ZOne in or out with firebllas middle or air(depends if the person likes to jump) I abuse small hop to jumping C,:db: :u: D. or j.C,st.B and qcfx2 B or D(Can be followed up to anything) I also use that c.b and c.C but my gameplay with kain is more based in hi and low mind games so I mix it up between hops, AB and pokking games. Another wierd thing about Kain is that his anti air can out win against and AB or hop(on this one u got to be psychik or have a good reaction time).

If u want I can do a list of combos that made with Kain.

Put down the crack pipe, and step away :confused:

We’re gonna ignore cvs2 for the time being. I hear there are a few other threads on the subject on SRK that can help.

Yes, you can do the 360 throw, brake, into a C super, but its mostly for show. I usually only see it done as qcb+D, 360+P, brake, qcb+D, qcf,qcf+D. Instead of the +/- 70 points damange that combo would do, you can do a simple qcb+D, 360+P, brake, qcf,qcf+A for about 45-55 points, and only one bar of meter. Unless its a true ‘come from behind’, your about to die point in the match, stick with S power supers.

Doing a c.B, qcb+D, 360+P is weak. Theres no magic to it, its not a trap or glitch of any kind. If the c.B hits before the opponent stands up, he just has to avoid the grab with a jab or jump. If the c.B does connect meaty, then the opponent has the exact same options to avoid the throw. This doesn’t work the way you describe in cvs2 or garou. If you want to test it for yourself, go to training, set the opponent to jump straight up. Then, knock them down and try your trick. The opponent with jump and you’ll whiff the throw.

Instead, you should be practising the standing short tick to 360 in cvs2. Now thats fun.
holy crap, I didnt know rock was in KOFMI. Gotta look into that

Toodles is right. There is almost no use for doing P.Power supers. S is normally the way to go. They only time I can think of it is if the only super you can land is gonna be a p super liek with the hidden p supers such as Dong Hwang or Marco or maybe Tizoc because
if you get a shot landing his p 720 is worth it.

Hokutomaru is not LOW TIER!!!

Fuck that shyt… No way that bitch is low tier… come on now, kara canceling!!!

omfg but the 1 who’s sicker is ROCK by far.

when it comes to kara canceling btw…

basically when you opponent is knocked down and about to get up, you this…

s.A+B (wait til you gethis foot about almost 3/4 of the way) then you kara cancel into qcb+D, they’ll most likely be waiting for the s.A+B as soon as you turn behind him, 360 ,A+B-faint cancel… and do what ever…

if you 306 your opponent into the corner, you can try the fierce rising tackle / qcf+B or D… trust me, people on kaillera dropped after those… :tup:

Hokuto for life.!!! :clap:

from what i can tell, kain does have a hard time of things, his one super though is nice for trading if your opp doesnt have much life yet, hotaru can eat his dark angel super though with her stupid leg thing if its done too far away

Young Ice, how about some kaillera matches today? Problem is I mainly use Kawaks and I’m usually on european servers like Boegspriet, but if you want… just lemmi know pal ^^

I am so slow but I did not even know that there was a Garou thread on srk. Good talk on hoku’s mindm games and speaking of garou I am throwing a Garou tournament a long side a Tekken 5 tournament on Sat March 5 at a place called “Gamefrog cafe” in Durham,N.C. If you guys would like to have move information please feel free to post in the “N.C Players VII” thread in the Atlantic North discussion & matchmaking. We have alot of people who love to play Garou around here! :karate: :tup:

Could someone tell me the specifics of Kevin’s game, particularly the high-low mixup and his death combo.

Sure thing man :tup: i’d be more than happy to play europe in garou. despite my delay. :tup:

Young Ice, I’m on Anti3D server right now :slight_smile:

Mmh …, yesterday I had a problem with jumping against an old friend using Tizoc. Normally this is one of the few chars I jump a lot against, thanks to his lack of good anti airs. Not to serious, but he often catched me out of a j.D after a JD (even two times in a Crack Shoot). Is there a way to make it harder for the other player to get a JD and throw me after a jump, besides some emty jump in tricks. It doesn’t happen often, but it always does huge damage and makes me feel bad. -_-

You can always wiff a jump in, and if you’re not jumping you could feint in the middle of the move and walk up and grab. Lots of people fall for that.

BTW Tizoc has 2 good anti airs, his cC and his d+AB. Those will beat the other move or trade most of the time.

Thanks for the hint and cool information, I’ll try that throw strat soon.^^ Btw, Tizoc’s c.C isn’t so good in my opinion. I can often beat it with a Crack Shoot for example. But the d+AB seems to be good …

I have a question about braking marco’s Kohou. (dpf + P) In a couple match vids, the marco player is able to brake (AB cancel) out of his DP even when he doesn’t connect.
I’ve tried to accomplish this on my own with no success. I can brake the DP fairly easily when I connect, but never when I whiff. I feel like I’ve tried every possible timed press on it, but I am a beginner so I could easily be screwing it up.

What’s even more interesting is I see several Macro match vids in which he doesn’t brake a DP whiff or doesn’t even attempt it. Is it possible a brakable DP whiff is a change across versions of the game?

Sorry if this is a stupid or easy question, I’ve only really been able to get my information on MOTW from gamefaqs

you can break all of the breakable moves hit or whiff. In all versions as far as I know. the ins ome versions comboing breakable versions of moves into each other is different.

Huh so I should keep working on that DP? Is the timing on it similar to the connect break?

Booyah9 - If you pay really close attention, most if not all chars have a couple of timings for their break move. For example, Grant can dp right in front of you and break before the 1st hit actually hits, OR immediately after the 1st hit. I did not confirm if this was the same with Marco, but I would assume it is. I too however find Marco’s break move to be a bit more difficult to break than other chars however.

It just takes a little work at finding the timing. It depends on what kind of break you’re go’n for I suppose. If you’re go’n for the whiff you would need to break faster. Incidentally, I pretty much exclusively play the DC version (which admittedly would feel a bit different from the MVS or AES ver).

Terry_nb - I totally agree with you on Tizoc’s anti-air attacks. His d+C is only so-so. A properly timed d+AB is not bad. If MGz hint involved a throw, that can be SCARY good.

Keep Play’n. Peace

Okay I’ll keep at it, thanks both KabukiMono and Magician.

@Magician
Yep the throw strat has also another good point. If you are on the middle of the field you can try to cross up after Terry’s Buster Throw, because the opponent doesn’t get knocked to far away.^^

Anyway, to sad that http://fierceslash.com is gone. There were some real big Garou Threads about nearly everything in the game. Loyel posters like Kouga and Master Giby were often there. It was always interesting to discuss there. Maybe the site will one day be back.