Garou: MOTW Thread

I think he just needs a better overall break move, hopefully if SNK decides to make Garou 2 they change some of his moves if he returns. I still think Freeman is a fun character to use since he relys on his pokes a lot. It’s a good character to really learn good defense with and poking as well.

Does anyone understand how Rock’s 360+C throw works? How can you make your opponent fly close. I know that if I do his qb+D move, when he’s right next to him, he’ll throw his opponent closer but it’s always far when you just throw him any other way. I saw a combo video where Rock just straights up throws him and he flies closer.

not sure, but i think its got something to do with how quick you break it. not sure though. i haven’t been playing this game in ages.

So I was watching alot of Noc’s youtube channel featuring Eyebrows (Kevin) matches. He’s really good, and the thing that struck me was that during normal situations, Eyebrows basically went for really, really basic stuff (no drawn out feint combos). Only when he had his opponent stunned by Gattling Freezer did he use feint combos, and even then, they were really basic (C -> feint -> C -> QCF+B (break) -> QCB+A). Are some characters more dependant on feint combos to win than others (ala Guilty Gear and RC/FRCs)?

In the prototype they fly less higher iirc.

I only use the D hell trap with Kevin during midscreen feint (stand C>LowC) combos. It gets you a little closer to make the hell rotor juggle but it seems to me the charge window is a little less than using the B version so timing is key.

I’ve also started using the D hell trap in footsies because it’s such a long range breakable low hit.

Yes, certain characters might rely on feints to win while some might only use them when the opportunity for a little extra damage arises. While it is possible to win without using Feints or Breaks, it really does help for certain characters. This list is very debatable, but I’m going based on what I’ve seen, how I play, and who I’ve played. Grants the only character who’s placement isn’t up for debate lol.

Needs Feints:
Freeman
Griff
Terry
Jae
Dong

Somewhat:
Jenet
Hoku
Kevin
Hotaru

Doesnt need:
Rock
Marco
Kain
Grant
Gato

It was probably more than likely they were using one of the other version of the games like Dark Necrid mentioned. The way it works is after a :qcb: + :snkd: then command grab with 360 + :snkc: the grab throw distance becomes shorter.They usually land about bit more than sweep distance away with or without breaking the command grab. If you grab them any other way they get thrown about half screen away if your mid screen. If your closer to a corner it might appear they get thrown shorter because they stop and fall near the corners.

Kevin doesn’t need fancy feint combos unless your the type of player that likes to go fancy. It just depends on your play style mostly, all Kevin players tend to play differently. I never feint with Kevin at all I mostly only use his special cancel instead since it builds meter and recovers faster than feints.

I would say that a lot of characters depend on feints for their overall game like for example Terry. Yet you can still play an effective Terry with minor feint combos in his game. Again it all just depends on how you like to use the characters.

Edit:
The list Omerta made is a good example of how some characters do really need feints. Freeman I would say for sure since most of his game revolves around feint mixups and keeping the pressure on. Tizoc needs them to get in closer for grab setups and using his :r: + :snka: +:snkc: feint to go through jump ins. Jae also uses feints effectively as well for corner pressure/guard crush strings or just overall combos. Gato I would says really does’t need feints but they can be helpfull in certain situations. Kain can use his for guard crush setups as well, but rarely needs to use it. I wouldn’t even put Grant on the list sine he can’t feint cancel at all heh.

I guess I’ll just leave it as that where the only way to throw them shorter is after the qb+D. I wanted to know so I can do the combo after the break, qf+A, qfqf+BorD = massive damage.

Thanks for all the feed back guys!

just 360 into empty small jump, then super. It don’t look pretty but it works like a charm.

KEVIN: Like Noc said his feint game is depending on your play style and where you are on the screen IMHO. Like vs my boy I like to do meaty C feint and play from there. You can do s.A xx qcfb break… Or sometimes in a corner you can do c, feint, c.C feint dash up…bait throw and jump straight up, or go for cmd grab…blahblah.
A cool trick I like vs fidgity opponents is to get a meaty s.C feint, walk just outa throw range and bait a jab to just defend gaurd cancel cmd throw. Works well when your mind games are getting stuffed by jabs, kev doenst have any invincible moves to stuff them so you gotta make them think throwing out interfering jabs is risky.

Me vs. Kane9998 and K.F. (his friend) in Garou MOTW in Juarez, Mexico-

http://forums.shoryuken.com/showpost.php?p=5098171&postcount=2664

More coming…

EDIT-

More Garou MOTW from Juarez, Mexico:

http://forums.shoryuken.com/showpost.php?p=5098457&postcount=2665

-Dark Geese

Played a bunch of matches yesterday using Kevin. A few questions come to mind.

(1.) I used the s.A -> QCF+B (break) -> dash -> s.A -> QCF+B (break) -> wash, rinse, repeat a few times during gameplay and liked it. However, there was a point in my string that my opponent could backdash, making my s.A whiff, and then retaliate. Is this just poor timing on my part, or is this a semi-common occurance? If it’s poor timing, that’s great, cuz I can work on that easy. If it’s a reliable tactic for the opponent, what should you do? I hear command grab (HCF+punch) can grab them out of backdash, but is there something better?

(2.) When my opponent knocked me down, I felt trapped. Does Kevin have any really “WOW” wakeup options? Command roll? Backdash?

(3.) Air-to-air attack. What should I be doing? Air-to-air A? Air-to-air B? Or is there a better option when I meet my opponent in the air? Just defend, then command roll to advance?

(4.) Use of P-power over S-power. I usually used S-power, especially when my opponent was cornered and being comboed. When do you need/want to use P over S?

(1) You do get pushed back a bit from doing it but if you time it just right it’s pretty hard to escape. Though there are windows to backdash or even JD if the timing changes at any point. If they backdash just wait till their backdash ends and counter with another stand :snka: or :d: + :snka: + :snkb:. His command grab is good for catching people off guard but it can also get you killed if you whiff it all together.

(2) Kevin’s main wake up game is his :d: + :snka: + :snkb: which beats just about anything they might try on wake up. Though it also depends on the person your playing if he tries baiting you into doing things on wake up. If your in the corner his :qcb: + :snkd: can get you out of the corner but dont rely on it too much since anything that hits low beats it. Backdash only if you think they will try jumping in on you, though in that situation most people would just JD into GC counter instead. It all just depends on how your opponent is putting the pressure on you.

(3) For Kevin his main jump in is his jump :snka: which beats a ton of crap and crosses up also. Though his jump :snkb: can work also and has slightly better range but overall his jump :snka: is all you really need. His jump :snkd: is also very good and beats a lot of :d: + :snka: + :snkb: attacks also. His jump :snkc: is also another good jump in which also can cross up opponents from time to time. Again the best thing is just to test all these out and even try to air JD if you want then counter with a falling :snka:/:snkd:. Afterwards just rush in and follow up with is typical command grab/:d: + :snka: + :snkb:/stand :snka: into :qcf: + :snkb: then break (:snka:+:snkb:) mixups.

(4) Well since Kevin can build meter fast it just comes down to what you try doing with his supers really. His P power :snkd: super is pretty fast and beats a ton of crap it also keeps them stunned longer than the S power :snkb: super on the ground and air. If your execution is good with Kevin then you can get fancy with his S power :snka:/:snkb: super loops in the corner. Though for the most part most players are more afraid of the P power :snkd: super overall. So if you have your P power the match tends to change in favor of Kevin usually. Since the opponent will have to be a lot more cautious when trying to even go for simple feint cancel combos. One mistake can pretty much end the match or give the Kevin player a huge advantage.

Thanks, most of the things you stated is what I kinda had an inkling already on, just needed confirmation. I really like Kevin. God damn he beats hard.

This might be a stupid question, just want to try out garou and want to how to configure a select button for mame32 plus plus??? For other games like kof 98 it uses next game as a select button but it doesnt work with garou :sweat:

Yeah it doesnt seem to work for me too. If your in training mode just press f3 to exit.

The TRF Garou MOTW Japanese 1 vs 1 Tournament held on 3/29/08, here is the playlist:

TRF Garou MOTW Japanese 1 vs 1 Tournament held on 4/12/08, here is the playlist:

TRF Garou MOTW 1 vs 1 Tournament held on 4/19/08, here is the playlist:

TRF Garou MOTW 1 vs 1 Tournament held on 4/26/08, here is the playlist:

TRF Garou MOTW 1 vs 1 Tournament held on 5/3/08, here is the playlist:

1 more tournament on the way stay tuned and enjoy.

good shit, thanx.

i need hoku combos/bnb/tricks/feint/etc stat

http://forums.shoryuken.com/showpost.php?p=4832101&postcount=1663
http://forums.shoryuken.com/showpost.php?p=4846142&postcount=1677