Hi I’m new here…& I suck with Hotru, but that’s not what I want to ask I just want to know some Freeman combos, the only combo I’m good with with him is:
Jumping HK–>Crouching Dodge Attack–>V.O.D. (x3)/TOP Attack/Full Blast
So does anyone know any good combos for him? Thanks!
Oh…and here’s a crappy combo for Gato:
Corner: Jumping HK–>Standing HP–>Weak Rai Ga (F, D, DF+LK)–>Zero Kiba (QCFx2+P)
If you have no guage, just use the strong Rai Ga. The above combo takes around…70% of your opponents health.
Oh yeah and about Butt’s Koho break, I was told you can break and combo into the S. Power Haoh Sho Ko Ken, I tried doing this dozens of times, but I failed. What’s the catch? Something to do with being god-almighty fast when performing the Haoh Sho Ko Ken after the break?
some basic Freeman combos, btw he isn’t for combos (a lot better poke and mind game char, maybe an Freeman expert can help you more then me^^):
s.B,s.D
s.A,s.D
j.C,s.D,qcb+C,qcb+C,qcb+C (or do different V.O.D mixes)
j.C,s.D,qcf,qcf+A/C (should work easily most of the time)
If you want big combos, which also includes Feints use Terry or Kevin for example. :tup: For Gato, just try some good combos mentioned a few pages before in this thread.
Hey, no one has gotten back to me yet, but could someone explain Kevin’s combos/mixup game. I’ve only just been playing MOTW for a little while and usually jusy jC,sC,exploding knee grab… I knopw there’s better stuff than that.
Special Note to everyone here: I test out all my stuff on the DC version of this game (sorry, no requests for test’n out stuff on other versions at this time).
Jedah Dohma - As I stated before, I believe most chars have 2 timings for their break move - 1 for WHIFF timing and 1 for CONNECTION timing. It seems that Marco is a char with only one timing, that being of connection (which would help to explain why it seems so hard to break at times).
I’ve tried do’n his break with both LP and HP. It seems you CAN NOT connect the S Super Fireball (aka Haou Shoukou Ken : HSK) after the break move cuz it comes out too slow (P on the otherhand can connect). If you get the chance to connect with a P HSK, do that instead of the P Super Uppercut (aka Kyokugen Ko Hou : KKH) it takes off more.
Notation - Basic Damage : Corrected Damage
(this is the damage for just the supers ALONE)
P HSK - 56 : 52 (you actually see a bit more damage with this)
P KKH - 74 : 51
For his most damaging combo in the corner (w/o the use of a feint cancel chain):
- j HK
- HK (takes off a little more than HP)
- dp LP (either hard or won’t work w/ HP), break
- qcf LK
- qcf x2 HK
Specail Note: certain combos are BUTTON SPECIFIC in order to work, this is especially evident in some break combos (as made evident in step 3 with the use of LP and NOT HP)
I’ve tried use’n his hidden super for step 5, but I have not been able to connect with it at max button press. Anything less than that will let your opponent fall out of the juggle. For some reason, the max button press SEEMS to come out just a tad too slow. If anyone can make this combo happen with the max button press (where he starts off with fireballs), let me know.
Here are just a few more stats with the hidden super (aka Ryuuko Ranbu):
Level 1 - 19 hit - 76 : 44 (0-2 press)
Level 2 - 21 hit - 90 : 54 (3-6 press)
Level 3 - 22 hit - 94 : 56 (7-9 press)
Level 4 - 12 hit - 85 : 74 (10+ or max button press)
Tip: use dp with HP in the middle of screen for break combos, follow with qcf HK for max damage if you have no super stock
Dangief - your request will take a little while to fill (hell, it took forever just for me to write what was above). For now, after you do your typical qcf HK (use HK for combos), break and connect with dp LP. Most of the time, this SHOULD connect and will take off more health than not breaking the move.
More Kevin stuff to come soon… hopefully.
Keep Play’n. Peace
the combo you posted will not work with the ranbu super even at Max level, I tried and no for sure it won’t only way to juggle. You can combo into it in a juggle but it’s not practicle but jump hk, hk ranbu is a good combo. Oh and the only way to get max ranbu is to press hard punch and just hard punch if you press light punch it doesn’t work.
I agree totally. The game some what pauses for a number of frames at each hit or block, somewhere around 10 frames, when the sparks fly. This should open the window for the break making it easier to hit. I should have some time tomorrow I can look into specifics on it.
Terry_nb and Jedah: When doing freeman’s V.O.D.s, you can switch the first hit between A and C however you like in case you require a particular distance or speed to continue the combo. However, the second and third should always be A and C respectively. Better frame advantage if blocked and the second will hit low.
Jedah: For Freeman, abuse the hell outa his down+AB attack, always low jump, NEVER normal jump, abuse his very fast dash, practice his VOD (rekkas) timing, delaying the crap out of each. You need to know just how far you can delay each hit and still continue the chain, and also how soon you can do a different move. Practice doing a punch super on reaction to a critical hit down+AB, (neutral)AB, qcf+P, or (one hit only) qcb+K. There may be other critical hits he can super off of, but those are the ones I remember. (despite how it looks, you can’t punch super off a critical hit TOP attack that hits an opponent on the ground. The recovery on the TOP is just too high.) This character is all about the footsies, and his VOD’s give him a good way to punish an opponent’s whiffs. He does have a mixup game of sorts, between crouching B xx VOD and his break throw (hit if opp. standing) and the qcb+K and AB evasion attack (hit if ducking). The downside is that both of the overhead moves are fiarly slow, and easy to dp on reaction. A better game plan is lots of delayed VOD pokes; after a few critical hits, your opponent wont throw so much out, making life a little easier for Freeman, as long as you keep the pressure on.
Alright thanks! :tup:
Dangief - Alright, heres a semi-brief (considering the loads of stuff that can be written about him) tactical low down on Kevins mix ups (were pretty much going to start this scenario off by saying that youve just knocked down your opponent). Options at your disposal would include (but are not limited to):
Regular Attacks
You can pretty much use whatever you like for this (just keep the pressure up by making your opponent feel like he needs to block.
Overheads
- Universal Overhead ( LP + LK)
- qcb HP (can be immediate, delayed or cancelled press HK while don move)
- qcb LK, LK
Low Attacks
- any regular attacks that must be blocked low
- qcf K (you almost always want to break this to follow with another move to do more damage than if you were to just let the move finish on its own)
- qcb LK, LP
Unblockable
- Regular Throw (f + HP near opponent)
- hcf P (HP takes off a little more than LP)
Backside (these dont hurt your opponent; it just lets you surprise your opponent from the back, but you can lead into any of the other things mentioned from above)
- Ground Cross Up (simply dash over an opponents downed body)
- qcb HK
As you can see, Kevin can attack his opponent from every possible angle: above, below, in front or in back. I would say this is the primary reason why he is ranked number 1. He has the hands down most available mix ups in the game, allowing him the most options to break down an opponents guard. He even has multiple escapes in a sense (but that will be a topic for later perhaps).
There is nothing wrong with the combo that you are doing (just add step 4):
- j HP
- HP
- qcf HK (break)
- dp LP
This is pretty much his bread and butter combo. Easy, and takes off a good amount of health. Simply sub in an appropriate S super (you pretty much never want to do a P Super and that goes for just about every char in this game) at step 3 when you have super stock. In the corner you can get in a possible 100% combo by using his S LK super (Ill let you experiment a bit). In the middle of the screen, unless youve crossed up or did not start with a jump attack, you will probably want to connect an S LP super (finish with a properly timed qcb LP for max damage).
Kevin should always be able to connect 2 S supers in a row regardless of if it was done with a kick or punch. Most if not all the time, you will want to end off your juggle from the super with a delayed qcb LP for max damage. There is a truckload of stuff that can be written about Kevin. I know a good amount of stuff with him, but I wouldnt say that Im a pro. Perhaps a place to discuss Garou chars will open up somewhere else in these forums. Hopefully this helps you out in the mean time.
Keep Playn. Peace
Thanks a lot for all the info.
MAGICIAN get a life :razz:
Ans - you sick bastard, you got BEAT DOWN in 2 diff games that you should have took 1st in… or AT LEAST you should have beat a “certain someone” (and this is with the name: THE ANSWER… come’n from a group called K-FORCE), and you’re tell’n ME to get a life? You do what you gotta to bring up what is already the strongest of the SNK Community, which is the KOF Scene and I’ll do my part for Garou. :razz:
Glad you made it back to Cali in one piece tho. Hopefully you get a chance to redeem yourself. I think there are quite a few of us that will be awaiting the rematch. You best not lose again… and that goes for KOF too. :devil:
Keep Play’n. Peace
So far I only know how to use are Hotaru, Butt, and Dong Hwan (aside from Rock/Terry from CvS2 experience). What are the characters worth learning in the game? As in tier-wise? Thanks.
Im ready to rush the fuck down anybody in this thread or in SRK in GAROU :arazz: :nunchuck: :badboy:
:clown:
The cast you’re using are all around mid-teir, w/ Hotaru being slightly lower mid-teir. The top five are Kevin, Jae, Gato, Terry, and Grant. You should be okay w/ the characters you’re using. Every character in this game stands a chance if you’re good enough. Kevin may be no.1, but that doesn’t mean Tizoc (2nd from the bottom), and Rock (3rd from the bottom) can’t beat him.
Is Kevin #1 because of his grappling arts? Same for Tizoc. I know this must be basic for Kevin, but I still figured it out on my own: qcf,qcf+a, qcf,qcf+b, f,n,d,d/f+lp combo. Basically punch super to kick super. I don’t mind learning Kevin. Jae and Gato are not fit to my style. What makes Terry good? Isn’t all his stuff easily blockable?
Terry is good because he has decent priority. Beastly Damage and Guard CRUSH!!! That last part is the most important. doing Hard punch into his rush forward string, into jabs into rush forward swing blah blah blah. It’s too good.
Tizoc isn’t that good mostly because there aren’t tick throws in Garou it just doesn’t work and unlike other snk games there aren’t combo throws either. Kevin’s mixup game however is improved with the adition of his grab.
A much better combo for kevin that uses two meters is
Jumping HP, Standing HP xx Kick super, Jumping HP, Standing HP xx Kick Super, Jumping Hard Punch, Standing Hard Punch xx QCF+K, break, QCB lp, Charge for a second and then realease it. That’s near 100% on most characters I think.
My Jae is getting blasted by anything with better range than him. Which is like half the cast. How do I get in to use my sweet combos/cancels?
Please help.
do the d+AB, its nice nice poke
I have still some posts saved from fierceslash.com (to sad, but the site seems to be dead:(). This is an older post from me and it has a lot of basic stuff in it plus some advanced combos … Kouga and some others also posted some interesting things about Terry there (even the frame data^^), I hope he post here too again.
In the general consensus, is Grant tourney legal? He seems to do way to much damage just from a DP+A, D+D but maybe that’s just me. Isn’t Grant able to juggle you for ~50% life for no meter? That’s a little messed.