Garou: MOTW Thread

The Wiki has some good info in it.

For example: Butt’s break move is

:dp::snka: or :snkc: followed by :snka: + :snkb: if done right, the move will be stopped before it finishes.

Feints are done just by pressing :d: + :snka::snkc: or :r: + :snka::snkc: they can be used for combing, canceling out of other moves, and just mind games in general…

He can feint cancel.

This FAQ I’m reading says he can.

Grant can only feint cancel in the earlier version of the game/prototype rom. In the final version he can’t feint cancel, he has feints, but none of his moves can be feint canceled.

Which FAQ are you reading?

I said he doesn’t have feint cancels, I didn’t say he didn’t have a feint move.

It’s just useless lol.

Anyways I still can’t get the timing on that combo with qcb+a

A brake is canceling an offensive move so you can combo with it (usually), a feint is a fake move but you can feint cancel off of your attacks for combos too.

I’m so glad I got into this game again. I’m playing lame ass Gato the same way I play him in KoF XII. Is there something more I should know about Gato?

Yeah, Gato in this game (i have barely played XI) is super amazing awesome with great wall juggle power.

[media=youtube]KPTL5IR8T-U[/media]

If you explain what you do with him we can probably help you out better.

Build meter with air jump and air toss (qcb b, a). Do some target combos (j.C, C, qcf C, f f C). And when I have meter, poke low B into super. That’s pretty much it.

Start to learn his combos, qcb b b -> (if they reach the wall do DP+b) -> qcf x 2 + a is his most basic one, as his b move is a pretty good AA if you can time it / do it right.

New Garou MOTW Combo Video called “Liberate” done by me. Just showing a couple of new things here and there, enjoy.

[media=youtube]XAG3lfKjepw[/media]

The freeman thing is interesting, though I can’t tell what the applications of it are. Is the jumping hit unblockable?

edit: explain the jenet bug too please!

No it’s just showing that it can cross-up on wake up both ways, since it causes them to turn around when getting hit. I start off by doing a normal throw on the first one then do his break move right away. Then jump back as soon as you land which will cause Freeman to face the opposite direction which then causes those cross-up mix ups. The main problem though is that you can backdash out of that stuff really easy. I just wanted to show something new since everything else has already been shown in many other videos.

The Jenet bug pretty much just lets you land certain combos that aren’t possible to do on everyone else. Things like :d: + :snka: + :snkb: into specials/supers always work on Jenet when hitting her while in the air. Same idea goes for certain air chains like Rock who can combo jump air :snkc:, :snkb: on Jenet without a counter hit. You can also notice how with Tizoc you can combo his jumping :snkc:/:snkd: into his air grab on Jenet. Same for the Kain combo off the counter hit then does :d: + :snka: + :snkb: then :snkc: follow up, only works on Jenet. I have no idea why she has that but it probably has something to do with her hitbox.

Ok not sure if this has been asked before but I noticed that Hokutomaru as this weird follow up (with C) after these attack strings:

A, C, [C]
d.A, d.C, [C]
B, D, [C]
d.B, d.D, [C]

He does this silly stance. Whats the point of it?

Thanks

mind games.

IT’s good for recovering faster from the :d: + :snkb:, :d: + :snkd: chain he has, since you can’t feint cancel after it. They are good for adding pressure making it look like your going to follow up those chains.

Great vid Noc, but I got a question about Hokuto’s DF+HK–>QCF+LP-Land->Kick super-
I tried doing this a lot of times but the hurricane never connected; does it work on certain characters only or what?

It works on everyone. It has to be timed perfect or it wont connect so it isn’t something you can’t always land consistant. It also seems to work more consistant when doing it from his :qcf: + :snkb: instead of the :snkd: version also. But it’s possible to do it off both versions. The only advice I can really give is try to delay the ninja star so that they stay stun long enough from the hit, so then the super can combo. It wouldn’t rely on it because if you miss your pretty much wide open afterwards.

^Cool, thanks. Yeah I’ll try to avoid using it but I just wanted clarification on it :tup: