Garou: MOTW Thread

Practice your feint cancels instead of just doing :snkb:, :snkd: all the time to get pressure on your opponent. I noticed he would JD your jump in then continue to JD. You have to mix it up by throwing him instead if he plans to JD everything after your jump in. You tend to do his qcb + D a lot out of nowhere which is really unsafe on block/JD/Miss. Use Hokus :df: + :snkb: to trip Dongs jump in attemps unless he is doind his air :d: + :snkb:/:snkd:. Use Hoku’s :df: + :snkd: if you think he will try to jump in at you, works as a good anti air. The rest is just try being defense when you need to be. During jump ins tab back if you think he will try something on your jump ins.

what are some good basic setups for hokutamaru?

I can go over some of things you should be using:

-You can cancel his backdash into :qcf: + :snka:/:snkc: or :qcb: +:snkb:/:snkd:.

-His jump :snkc: air throw is good for grabbing people out of their air to air moves.

  • His :snka: + :snkb: overhead you can cancel out of it into his :qcf: + :snka:/:snkc: or :qcb: +:snkb:/:snkd:. Good for wake-up game at times. I’ll go over more wake-up mix ups on my next post.

-He can cross up with all his normals depending on the character. His :snkd: is his most consistant cross-up normal. His :snkc: can cross-up as well but has to be spaced just right to cross-up. I usually just stick with his :snka:, :snkb: or :snkd: depending on the character I’m playing against. If one doesn’t crossup then try the next one, etc. Test them all out.

-Anti-Airs:

-:df: + :snkb: = Good for beating just about all jump-in attempts.

-:df: + :snkd: = Beats certain jump-ins and if it connects to his :qcb: + :snkd: or :qcf: + :snka:/:snkc: after it.

-His :d: + :snka: + :snkb: is decent for beating certain jump in attacks but I usually just stick with the 2 above mostly. Unless they are rushing you from the ground mostly his :d: + :snka: + :snkb: can help you out poke them from high/medium normals.

-If everything else fails you can always react quickly and go for his :qcf:x2 + :snkb:/:snkd: supers to counter jump-ins.

-Some basic combos to remember:

-(Mid Screen) Close stand :snkd: feint cancel with :r: + :snka: + :snkc:, walk-in a bit then stand :snkb:, :snkd:, :qcb: + :snka:. Easy to feint cancel and walk aftewards because you can hold the :r: right after the feint cancel.

-(Mid Screen) Jump cross-up :snkd:, land on other side, stand close :snkb:, :snkd:, :qcb: + :snka: or :qcf:x2 + :snka:/:snkc: with meter.

-(Mid Screen) Close stand :snkd:, :qcf: + :snkd:, break ( :snka: + :snkb:), quickly after the break do :df: + :snkd: (1 hit) cancel into :qcb: + :snkd:. Works on just about everyone mid screen besides Grant and Tizoc. In the corner this combo works on everyone.

-(Corner) Jump-in/Low-jump :d: + :snkc:, :snka:/:snkb:, land, close stand :snkd:, :qcf: + :snkd:, break ( :snka: + :snkb:), :df: + :snkd: (1 hit), land, :qcf:x2 +:snkb:/:snkd:. Works on everyone, if you dont have the meter you can cancel the :df: + :snkd: (1 hit) with :qcb: + :snkd: or :qcf: + :snka:/:snkc:.

I’ll go over some of the corner mix-ups you can do with Hoku on my next post.

wtb tips on beating hoku from noc

(you’re helping a guy who I am losing my ass to already HELP PLZ. I never ever fight Hoku and have NO CLUE what to do.)

edit: pm or something would be good

What character do you mostly use? Those things I said about Hoku can be countered as well they are just some of the options he has to use.

With Butt + Gato.

Some of the things I noticed from your video is you use Marcos counter dash move (:qcb: + :snka: high counter/:qcb: + :snkb: low counter)a bit too much. Mainly use it to counter jump-ins or when you think he will do something on wake-up. You also tend to do Marco :dp: + :snkc: pretty random a lot of the time, which can get you killed fast. Also try to be more patient you seem to rush in without thinking much about what your opponent is going to do next. If you want to rush you have to be more consistant with his breaks. Also keep the presure with :d: + :snkb: or :r: + :snka: on wake-up for getting openings. I usually try doing on wake-up :r: + :snka: then kara it into his :qcb: + :snka: counter. Since his counter dash moves are pretty quick it works good on wake-up. Just mix that up with the other 2 options and also just throwing them on wake-up if they sit there. So mainly work on your defense a bit more and look for openings instead of rushing in blindly. Agains’t Hoku pretty much watch out for the things I mentioned about him before on my previous post. If they does a :qcb: + :snkd: on you and you block dash in and punish him for it. You have to look for openings like that to react to quickly enough to counter. Pay attention to any consistant patterns your opponents do on wake-up or what they react to at all times.

Gaurd cancel fireball with Marco is gdlk. His counters are basically useless unless your dashing in for meter.

Thanks for the Info it has helped out a lot. I’m trying to compile all the rock info and updating the Wiki once I get some more.

I’ve noticed that all the jumping :snkc: :snkb: combo’s seem to only work against Kevin, Freeman, Tizoc, B. Jenet, Kain, Grant, and Terry. I can’t get the :snkb: to hit in the air against the rest of the cast.

Rock appears to be pretty limited in non jumping in combo’s department. I have several small 3-4 hit combo’s but nothing much past that…

Also a friend loaned me the Mook for MOTW and I have been going through that the best I can, but I cn’t read Japanese worth crap.

dj

Edit: Crap I didn’t notice it was Rock haha I thought it was Hoku. I’ll post up the real info on Rocks jumps in later on. Sorry about the mixup.

Thanks for the help with that, I’ll work on the short jump in later today. I haven’t had the best of luck with his feint combo yet, but I haven’t put countless number of hours working on it yet.

Is it just me or Tizoc is simply one of the worst characters in the game? He has none of the lengthy combos of the rest of the cast, or any real chances of doing some real continuous damage; Only his P Daedalus Attack hits from a crouching B, none of the throws can be included in combos, and… I don’t know, I feel that he has really low priority on his hits, his throws don’t do some real damage, unless you’re in T.O.P., and even GC is hard to do, considering that, for example, if you JD a jumping attack while you’re on ground, if you try to GC to Justice Hurricane, it will miss, because it will be done before the opponent lands. Maybe I’m just doing everything wrong, so I’d like to ask; could you give me some recommendations/tips for playing with Tizoc?

Thanks!

Master Giby is a beast with him…

First, The Griffon has a damn strength and stamina, he hits sooo hard (one 360 in T.O.P Oo).
Second he has very good options in air to air, offensive as well as defensive (jump D and C, or Icarus Crash are so sweet).
About his throws, that’s true you can’t combo them (except hcf B, air qcf A, my favourite overall combo in this game ^3^), but there are many ways to set them up. I’m not too well minded, but i can tip you on:

  • when your opponent jumps in, far from you, dash under and buffer a 360/720, it works very well
  • one pressuring string I often use is A cancel feint front AC, buffered 360. It surprises a lot.
  • one other string, when you’ve jumped C/D one or two times on the opponent guard and he doesn’t react, just land a bit further and do his hcf B grab (then combo with reverse dragon punch A, the magnificent Icarus Crash or even his qcf x2 B super but the timing to hit all 3 times is tricky and you could even get reversal’d :/).

About counter attacking, try to GC mostly on ground attacks when attempting a 360/720, against air attack I mainly GC with reverse dp A but only if the opponent looks glutton.
That’s it for now, ask for more specific if you wanna.

Timmy already went over some things but mainly with Tizoc you want to poke and tick into throws. Learn to do his dash then 360 to catch people off guard. His :r: + :snka: + :snkc: feint move has upper body invicibility so it’s good for going through jump-in attacks. His Jump :snkc: can cross-up and his small jump :snkd: is very good and hard to counter. Stick with stand :snka: or stand :snkb: or :d: + :snka: for pokes, they all have good range to beat out a lot of things. Feint cancel from those 2 normals to tick then grab or poke again. It’s good to sometimes do them feint cancel inward then wait and see how they react from the feint cancel. His justice hurricane is probably the slowest command grab in the game, so it’s really hard to land GC off it unless they do a heavy jump-in :snkc:/:snkd:. It all depends on how obvious they are when doing jump-ins, use it wisely and stick with his GC 360 grabs since they come out faster. Also on wake-up situations scare them enough with the low jump :snkc:/:snkd: to whiff then grab them or just empty jump/small jump-in then grab. Just mix it up everytime to keep them guessing, his :snka: + :snkb: you can kara into his command air grab :qcf: + :snka: to suprise your opponents in the air or build meter. Use his :bdp: + :snkc: or :qcb: + :snkd: into break (:snka: + :snkb:) to build meter also when you have the space.

Damn man, that’s a lot. I’ve been putting some of this (well, what I already didn’t) into my gameplay and jump-ins don’t feel free against me anymore, and I get the guy in the corner and panicking a lot more easily.

You said you’d post some of his mixups, I’m interested in seeing what I don’t already do just by instinct, so could you please post it?

Oh and again, thanks for the tips, it helped my game a lot already.

Hoku Mix-ups:

-If opponent doesn’t recover mid screen from the ground you have a few options you can go for:

-If your close enough you can go for a :snka: + :snkb: without cancelling to land the 2 hit overhead.

-You can also do the same :snka: + :snkb: then cancel into :qcf: + :snka:/:snkc: to make it meaty on wake-up. Another thing you can go for as well is TK motion the :qcf: + :snka:/:snkc: so it hits meaty which really gives Hoku the advantage. Be careful as they can reversal wake-up super if they see you going for it. Use it mainly when they don’t have meter on wake-up to gain the advantage just about everytime. They can also JD but Hoku still has the advantage unless they GC the JD then try mixing it up more. The TK :qcf: + :snka:/:snkc: also works a lot better in the corner since even if it hits they stay in the same spot. So you can combo afterwards a lot easier.

-You can also delay the :snka: + :snkb: right as they are getting up the cancel into his :qcb: + :snkd:. The main reason for using this is to try baiting a wake-up throw attempt. Though this can be very risky especially if they end up blocking high the whole time or see it coming. I wouldn’t use this much at it all unless they have no life and you think you can get lucky with it.

-If they end up doing a roll recover you can do a :df: + :snkb: to cross-up their roll recover on wake-up. You have to time it just right so Hoku will go and end up hitting them from the other side on the roll recovery.

-On wake-up you can whiff :d: + :snkb: as they are getting up to make them think your going to go low then either:

  • Wait while blocking, then walk in throw. This is good since at times people try going for reversal super on wake-up. Be careful if your too close as they can do wake-up throw on you.

-Tap :db: right as they are getting up then walk in throw. Same as the first one posted but the :db: makes you go down making them think you’ll go for something low. This is also a good option select for JDing their wake up attemp.

-:d: + :snkb: again then :d: + :snkd: right after it to combo, then quickly press :snkc: to recover from the :d: + :snkd: faster. This is good for gaining another knockdown then run in after them to repeat any of these mix-ups. Even if it doens’t hit your still pretty safe from counter attempts unless they JD and GC it.

-Meaty :d: + :snkb: then go into :qcf: + :snkb:, break ( :snka: + :snkb:), run in after them. Now here you can either break it or not, though I would say break it instead. Mainly because if the :d: + :snkb: isn’t meaty enough it might not combo so you still can recover from the :qcf: + :snkb: from breaking it. What is also good about this is that it usually trades hits with GC attempts from the opponent. So if they JD then GC his :d: + :snkb: you will likely trade hits with their GC special or even sometimes supers from the :qcf: + :snkb: follow up.

-Backdash into :qcf: + :snka:/:snkc:. This is fairly safe unless they do a super that reaches him as he backdashes or they use a special with long enough range.

-Close stand :snkd:, feint cancel with either :r: + :snka: + :snkc: or :d: +:snka: + :snkc:, walk in/run in, etc. Here if the close stand :snkd: hits and you feint cancel afterwards go into his stand :snkb:, :snkd: then :qcb: + :snka: combo. If they block the close stand :snkd: then you can still feint cancel to recover faster from the stand :snkd:'s recovery. From here you can either walk in throw, repeat the pressure with another stand close :snkd:, etc. Another thing you can do is even if they block the close stand :snkd:, feint cancel then walk in still, stand :snkb:, :snkd: then :qcb: + :snka: hold :snka: so the :qcb: + :snka: doens’t come out, then walk in throw. Very nifty trick to do here and there to throw them off as well.

Hokus corner game is pretty darn good and is probably his best position when being on offense. Here are some things to try out during wake-up situations or even after air resets.

-As they get up do his TK :qcf: + :snka:/:snkc: meaty. Hoku gains the advantage just about everytime. Though this should only be used when they don’t have meter and depending on the character. It can be risky but it’s good ever now and then. Use it wisely.

-Meaty :d: + :snkb: then :qcf: + :snkb:, break ( :snka: + :snkb:), :df: + :snkd:, then either :qcb: + :snkd:/:qcf:x2 + :snkb:/:snkd:. You gain knockdowns again from both but they will likely try to roll foward recover so expect that. You can also time his :qcf: +:snka:/:snkc: after the :df: + :snkd: to reset them in the air, then attempt another mix-up.

-Meaty :d: + :snkb:, stand close :snkd:, then :qcf: + :snkd:, break ( :snka: + :snkb:), :df: + :snkd:, then either :qcb: + :snkd:/:qcf:x2 + :snkb:/:snkd:. Pretty much the same as the above with the extra stand :snkd: for more damage and :qcf: + :snkd: as well.

-Low jump :d: + :snkc:, :snkb:, land, etc. Here you can go into other options as well, such as:

-Walk in throw. Mainly if they block the low jump attempt.

-stand :snkd:, feint cancel, repeat, etc. Works if either the low jump :d: + :snkc:, :snkb: hits them or not. If it hits them then it’s a free combo starter pretty much. If they block you can throw after the feint cancel by walking in afterwards. You can also go into his :d: + :snkb: setup from the first one listed on this list. You can also go into his close :snkd:, then :qcf: + :snkd:, break ( :snka: + :snkb:), :df: + :snkd:, etc. setup. You can also go for another low jump :d: + :snkc:, :snkb: to throw them off some more. You can also go into his :d: + :snkb:, :d: + :snkd:, then press :snkc: to recover from the :d: + :snkd: faster and gain a knockdown. Again just mix it all up to better your changes of gaining an opening.

  • Do his :snka: + :snkb: as they get up to gain the overhead opening and continue the pressure.

-Another neat thing about the low jump :d: + :snkc:, :snkb: is that you can even do a :qcf: + :snka:/:snkc: before you touch the ground to again throw them off. You can even do his :qcb: + :snkd:, since they might think you’ll go for his :d: + :snkb: after the low jump :d: + :snkc:, :snkb: setup.

-Finally his jump :d: + :snkc:, :snkb: works great also agains’t jumpers if they try to jump out because the :d: + :snkc: can air grab their jump attemps. It’s also possible to grab people out of their backdash attempts but the low jump :d: + :snkc: has to be timed just right for it work.

Mix all these up wisely so you don’t become too predictable during wake-up situations. Also be careful if they start getting more consistant with their JDs into GC attempts on wake-up. That is why it’s good to sometimes just walk in throw as you can grab them out of their JD into GC attempts. Also watch out for backdash attempts as well which is why it’s good to sometimes just wait a bit if you know they will try backdahsing away.Hope this helps you out.

One thing I forgot to mention earlier is something to know about Hoku’s TOP attack ( :snkc: + :snkd:). If you do Hoku’s TOP attack as a hit or whiff and they block it. Hoku can actually JD anything they try to stick out during the recovery frames of the TOP attack while in the air. Even though he can do JD during the recovery in the air, when he lands he will be open for a combo or throw still. So it’s one of those to just remember incase you happen to use it during a match. Though in general his TOP attack is pretty risky to use.

Another new Garou fan here.
A friend of mine introduced me to the wonderful world of Garou a few days ago, and I’ve been playing almost non-stop now :stuck_out_tongue:
Lacking any (I wonder how that’s even possible) experience from these kinds of games, I’d appreciate any tips you might consider helpful to a new player. I’ve found Terry to be quite a nice character to play with, and to be honest, I really haven’t tried the others.

Also, which Kaillera server do you usually use? I’d like to have some matches with other players as well, since my friend really can’t play with me all the time.

Most of the players tend to stick with p2p connections now instead of going into servers. I haven’t played online in a while but I dont mind playing people.

Yo. new S.FL Garou player here. I play(as I still suck with) Kain/Dong/Jae. Does anyone now where in this thread there is some Jae combos? I read up to pg 38 I think…