does anyone have any B. Jenet info? and if their has been info already mention please link me to it.
Those vids were casual to the extreme…were you guys camatose?
What’s the frame data and whatnot on Tizoc’s QCFx2+K super and Butt’s QCFx2+P super?
Tizoc:
qcfx2+B- ? / -27
qcfx2+D- ? / -27
For Butt:
qcfx2+A- ? / -16
qcfx2+C- ? / -26
1)Is the start up not avalible?
2)What is the wiff recovery of Girffons move? If you could help me out please.
3)Dose it have inactive hit frames? 4)What are they, it would be nice to interupt?
5)How much gaurd stun dose each hit inflict, can not seem to counter out:ie “gaurd cancle”.
Thanks.
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Can’t seem to find the frames, but you can combo off of LK with D version and not B version.
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I’m not sure you could know that, it’s like 100+ frames if he whiffs.
3)I dunno what that is… Thought inactive and hit frames were mutually exclusive.
5)I dunno here either, I’m just almost 100% sure that everyone can punish it pretty harsh on block.
Question: If I knock someone down and stay close to him to continue pressuring him but I know he’s gonna wake up and throw me. Is there anyway for me to stuff his throw attempt? Or do I just need to be a bit back to avoid the wake up throw?
…break the throw? Hit C/D the exact instant as the throw attempt. Done and done.
Depending on the character you can use an anti throw tactic.
My fav is with Dong and Jae, uf_u_ub+LP, then cancel into dive kick if you want too (unless they have meter and can punish it).
Special overheads with Dong, freeman, and Jenet can work as well as slower fireballs and dragon punch type moves, but those can all be GC pretty easy if you get predictable.
Same thing with UOH (A+B) with everyone. You can get sweet CH that allow you to combo into supers, but they can be GC easily.
But if you KNOW they’re gonna throw… GO FOR IT!
Other meaty moves can work to like c.A+B with everyone, but I seem to get thrown out of them still–cept kevin’s whose seems to never lose. I also like Hoku df+LK. I think it may be able to cross up if they roll too.
If you’re ballsy and have insane timing, you can walk up, then immediately walk backwards so they get a normal instead of a throw, then you walk up like that same crazy instant and throw them out of that normal. Some jap ibuki player is really good at that (wrong game lol and he would usually punish the throw with a combo since there are throw animations in that game) and Nagata is really good at doing that in this game. Its WACKY!
I’d suggest you list some of your characters and we could get more specific.
Nice info I use the Kims and Rock.
I wish GGPO would get Garou we need to get some games down.
P2P does my head in with stick
same here.
Like all fighting games a meaty will always beat a throw, it’s all Timing baby!
Is that really true bro?!:wow:
I’m not so sure…
df+LK with Hoku is like the meatiest move in the game, but I’ve been thrown out of it more than once and I’m pretty sure it wasn’t my timing.
@ATB…
I already mentioned the sweet ones for the Kims. Safest is to go ub+LP with no dive kick, but I always like to go for it. I also like these because you can use these really aggressively in non-wakeup situations. Like poking with far LP, and run up throw or run up uf+LP (or ub+LP for safety ).
For Rock, as I mentioned, you can go for some close double reppuken, but GC will kill you. You can go for qcb+LK as well. That on CH gives you a free super I think? Qcb+HK is fancy too, but you have to time really well. I’m not sure if his command throw beats regular throws or not. I’m pretty sure it does. I’m also not sure if the command dash itself can be thrown out of either. Even if you can… you can set it up so you dash past their throw attempt, then give 'em the Evac. You can also set it up early and go for the qcb+HK early to bait a throw, then go into other anti-throw stuff.
Another good trick for everybody is to run up on wakeup, then short hop straight up. You can get some sweet cross ups with this if you time it right. Especially if they roll, THEN you short jump where they would end up. This often makes your character face the right way and you get a nice mixup or CH. For rock stick with j.B, unless you know you’ll be facing the right way, then go for j.C. For Kims use j.B as well. For dong you can see which way they roll then go for j.B or j.D or j.b+C (one of my fav’s! dong was my main–this is because you can cross up deep with j.b+C so it will hit no matter which way you face).
This can also be nice because it messes up THEIR mapping as well. This can cause them to get the wrong special or super if they time too early or too late for the reversal.
Something that never works for me, but works for everyone I play is to use c.LK’s. Rock’s and Terry’s are really good for this. Don’t quote me on this, but it seems like their sprite is pushed back a bit so that you can get some nice poking in. Cancel into a special, or run up or feint cancel then run up into stronger stuff.
Again, I think technically, meaties always beat throws, but I have been thrown out of Hoku’s df+LK and Jenet’s qcf+LP.
Also… Sorry about the “maybe”/ambiguous language. I haven’t played this game for a while–despite its greatness!
Hey quick question – I just picked up this game, and I was wondering how to do quick charges off Kevin’s HCB+P. I can’t figure out how to cancel it without going into another move. Also, off of QCF+K (break) how do you connect the HCB+P after, it always seems to whiff when I do it. Thanks.
All I know for Kevin is that qcb+p~hk makes him cancel into his roll and gives you a nice chunk of meter. I havent figured out the quick way to do it yet.
Of course! Think about it, when they wake up they are invincible till they are able to throw you, hen they are able to throw you they have lost the wake-up state. Throws do not have any special properties, and they take an amount of frames to activate, so if an opponent arises in a move thats hit frames are active, nothing but an invincible move will beat it.
If you happen to get thrown out of a move while it is still out, it is because you mis-timed it, moves may look like they are more active than they actually are. A good meaty to bait throws for example is Kevins 2AB.
You got to charge it for just a little bit.
I forgot to mention that standing hk is empty(kara) cancelable, so you can do hk~hcb+p. If you’re quick, you can do [hcb+p, hk cancel, empty cancel the hk into another hcb+p]*n
You have to Cancel the qcb+P with A+D to get the quick charges. To connect with his qcb +P move after his break you have to charge it just until it gains it’s knockdown properties.
Yes, Rock can be thrown out of the start up of his teleport.
Both Rock and Terry have good Cr. Bs. It doesnt necessarily push their sprite back (from what I can tell), however the range on both pokes is great, and the recovery is fast enough for a lot of short-ranged GCs to wiff (Like Terrys Power Dunk GC will wiff vs Rocks Cr. B if spaced well enough), it also comes out fast enough to eye-ball most uses as a meaty. Fast fireballs, if Im not mistaken, and 0-frame start up supers can punish both Terry and Rocks cr.B on GC. So yeah, if youre outside of throw range, hit them with a cr.B -> Double Reppuken, its one of the best things rock can do on his opponents wake-up if you want to keep the ground pressure going but fear a wake-up throw. A meaty Stand D (feint) into a tick or double Reppuken makes for a good alternative. Despite how crappy it usually is (shitty start up), it stays out for a pretty long time and has a damn good hit box. However, its much more vulnerable to GCs (which can be countered of course, but that’s a whole nother discussion).
PS: Kicks, get back into Garou. My Freeman feels like stompin your Dong :wgrin:
PPS: A lot of the best meaties in Garou are a little difficult to time. Just keep practicing them. Try practicing with Freemans Far C. on wake-up; if you can combo a stand A after it, your timings in the ball-park and you can start adjusting it to the timing of your other characters.