Garou: MOTW Thread

Actually last RanBat was recorded so I guess they’ll be uploaded soon. I’ll let you know.
But I have to warn you, last Ranbat was on 30rd December so we were only 7 players (instead a 16 last month), and we were only 2 to know the game pretty good, other players were here more for the fun of the game :slight_smile:

BTW the RanBat is opened to anyone, ie there are a bunch of Belgians who come monthly to Paris for Third Strike, so anyone is welcome. Plus, the organization http://gnouz-corporation.com/ even made a fund raising to help them come to the tourney :smiley:

Spread the word in UK; try to contact Gnouz ! That would be great to have some Euro players in Garou too ^^

Unfortunately not many people here in the UK are cultured enough to appreciate Garou for whats its worth.

I want to come down France for CvS2 and Garou in the summer (fingers crossed)

Hey Noc and Giby, long time no see

So what are some of the benefit of canceling Butt’s Far HK (Press HK then HP immediately to cancel the HK animation)?

Bait

Thats what I use it for but only occasionally. Its not something you can throw in when you like at any time and expect it to do the job. Sometimes I time it such that against a wake up I’ve recovered just before they can wake up and hit, hence will lead to a free hit.

I got a question about GCing.

In some vids you see people multi JD then GC somewhere midway. Question is how are they GCing:

  • Are they manually GCing on reaction midway
  • Are they buffer a motion before the first JD, then simply GC like normal midway (is this even possible)
  • Are they buffering a motion midway through a multi JD quickly, then GC

Another question is how can you apply the buffer motion to GC with charge attacks?

Thanks

First and last, they’re possible. JD slows the animation of the move, so you can intercalate any qcf/qcb easily; but it depends on the super.
IE, take Kevin’s punch super: when you JD it, the hits are pretty delayed. You can easily buffer a special move, JD one hit and press button so it guard cancels. On the opposite, Kain’s kick super needs to JD rather “fast”, and the fireball is hard to get cancelled; so you’d better try to do a GC on last hit.
But the important thing is that Jding slows the animation therefore lets you time to buffer and GC.
About your second proposition, buffering at start then waiting for GC; you can’t wait too long because though the buffer is huge, it has its limits :slight_smile:

Practically, I would, ie on Rock’s B super (5 hits), do:
JD, JD (2 times to get the timing), JD~QCF (so basically HCF), HCF again and button
so i would GC into my super on his 4th hit.

Too bad the Practice mode on arcade isn’t as complete as 3.3’s, the dummy will hit 2 times at max, and randomly :confused:

About the 2nd question; same principle: charge down/back, let go, JD and immediately do up/front + button
I guess you could even try: charge down/back, up/front, JD and button
but i needs a lot of anticipation and a pretty good timing.

Thanks btw how long does the buffer hold for? I thought it was only for like 1 sec or slightly less.

0.8 sec in my memory, don’t remember where i learned that. Maybe the mook owners have the answer.

Just like Timmy has said it’s possible to GC in between supers and multi hit specials. Kain has the trickiest one but it’s very possible to multi JD with him and still GC inbetween supers/multi hits. You can split his charges while doing JD’s for example:

-Agains’t Dongs d + D you can do stand back JD first hit then down for a slight bit to charge, switch to down/back for the second JD, then finally before the JD finishes on the second hit you can press up + B to GC into his charge kick before the thrid dive kick comes out. Charge times in SNK games are much easier to do compared to Capcom charges.

Interesting thanks

^^^ Knows all about Butt’s kick cancel. :lovin:

Added some old Garou japanese matches to my youtube account, here is the playlist:

17 matches total.
Enjoy.

any tips on beating abusable moves? like dong’s down+a or his srk or other stuff of the matter, its annoying -.-

down + A? You mean his down + B/D dive kick? Well if you know it’s coming JD the hits. Usually if anything expext them to try to DP + A/C as soon as they land from it also. Depends on the Dong player though, you can also beat out the dive kick with a stand A if you time it right. For his DP + A/C breaks just JD it or wait , block and grab the recovery. Depends on how close it hits you though but if it’s pretty close then you have a change to throw him. There’s a bit of recovery from the dp + A/C then break repeat. You can also beat out Dongs dp with certain jump-ins or trade hits at best. Just depends for each character and what you use to jump in with.

How come I don’t ever see anyone usr Gato’s crossup? It’s a fuaranteed crossup everytime and even taks over the cornet if your enemy is in it. I don’t understand it.

Also, Jenet being able to combo b,b B hind in the corner is bogus lol, so is Gato being able to combo cr.aX2 into qcb,b.

Are you talking about his C+D turn in the air? If so it isn’t a guaranteed cross-up.

Yeah it is, try it. You can jump and do c+d and attack with b or d and get a crossup effect every time. Picture going a jump in d, but instead of them being pushed back, they are brought towards you. And if tey are in the corner, you can use this to pullthem out of the corner and still bring them towards you. I can’t do it 100% yet (at like 60%), but it does work. Also, try doing a jump, c+d, b, it makes it easier to cross up with

I thought you meant guarenteed cross up hit, yea it crosses up but if the oppenent see’s it easy to JD. It also doesn’t bring them in it still pushes them away from the direction of the attack.

Oh no, if I can get this down, it can be guaranteed crossup effect, but yea it can get predictale.

Can Jenet infinately do her (down+a+b, break) repeat? Either way, three of those into S power punch super is strong as fuck.:wasted: