Thanks, I’ve been working on his combos, pressure strings, etc… What are Jae’s options when he’s on defense? Like, say my opponent scored a knockdown, and he’s pressuring. What should I be looking for specifically versus opponent’s jumping/small jumping towards my waking up character, or is planning on pressuring with a ground-based attack.
Well it all depends on the character they are using but for the most part you have to watch out mostly for cross-up attemps. Main reason is because Jae is pretty easy to cross-up with everyone so always keep an eye out for meaty cross-up attemps. Jae does have some wak up options you can try going for such as his charge :d:, :u: + :snkb:/:snkd: into break. It’s a somewhat decent reversal that tends to beat out certain things they might try on wake up. Just be careful when using it as a lot of things can beat it out, if they think you’ll go for it. If they are doing just normal jump in :snkd: on wake up JD it then GC into :qcf: + :snkd: or :qcb: + :snkb: which is a bit quicker. So just do the motions on wake up and then press :l: or :db: for the JD then press the button for the motion you picked to GC into.
Same for his charge kick charge :d:, then press :l:/:db: to JD, then :u: + :snkb:/:snkd: to GC. You can break it if you have meter then land a free super afterwards. Also remember to use your quick recovery rolls correctly so they can’t always meaty cross you up. :snkd: should be the main quick recover roll to use unless your near a corner but it also depends. Just watch what they might try after a knockdown usually if they jump it’s either for a jump in :snkd: attempt or possible cross-up attempt. Other things to be cautious of are :snka:+:snkb: meaty wake up attemps usually from either Tizoc, Kevin, Grant and Kain. Mostly because they are the only characters that can combo after their :snka: + :snkb: attacks. Besides all this also be cautious of empty jumps into throw situations as those tend to happen at times. Then you also have to watch out for small jumps/normal jumps into :d: + :snkb: setups for landing an opening.
Mostly just watch your opponents patterns during wake up games or if they play pretty aggresive watch their block strings. If they tend to dash/run in a lot at you with stand :snka:'s try his :d: + :snka:+:snkb: which is usually pretty good agains’t those type of attempts. Then you can go into either do his :qcf:x2 + :snkb:/:snkd:, :qcf: + :snkc: or :qcf: + :snkd: after the hit confirm on the :d: + :snka: + :snkb:. Also remember that Jae’s stand :snka: is a good poke to use to presure your opponent. Do it a few times after a dash in to get your opponent pressured then mix it up with :d: + :snkb: incase they might try to :d: + :snka: + :snkb: your dash into stand :snka: pressure. If you land a close stand :snka: then link into his :d: + :snkc: into :qcf:x2 + :snkb:/:snkd: or if you dont have meter :qcf: + :snkd:/:qcf: + :snkc:. Also if lets say your cornered and you see them jump in at you, you can then counter them by dashing uinder them quickly then hit them with a stand :snka: as they land. That or you can just try to grab them as well with :snkc:. Hope this helps.
Thanks for the info. Your posts have helped alot.
Some BnBs to try to land-
Cr. B–>Cr. C–>QCF+D
Cr. B, Cr. B–>Kick super
At corner you can do Cr. B 4 times then Kick super
One of Jae’s strongest combos at the corner is:
Jumping D (early)–>Cr. C–>Charge Down then Up+K, Break–>QCFx2+A–>QCFx2+B
If u are in TOP, then do this combo instead (at corner only as well):
Jumping D (early)–>Cr. C–>Charge Down then Up+K, Break–>QCFx2+Hold C then release
Thanks, I’ve been working on all of those. The only one that is really giving me problems is c.B -> kick super. Is it a cancel? A link? Any sure-fire methods of rolling super from c.B, and NOT get qcf+B/D?
It can be either a cancel OR a link, the timing is rather tricky at times. Heck I sometimes end up getting Cr. Bxn–>QCF+K instead of the super XD.
THEREFORE (just remembered, can’t believe I didn’t mention this combo ><) you could do Cr. B–>Cr. C–>Kick super; this is a surefire way to get the super to connect.
BTW Jae’s St. A can also link into his Cr. C.
Sorry for not mentioning these earlier ^^;;;
I got most of Jae’s basic-intermediate combos/links/etc down pat, but his c.Bxn -> kick super is just owning me. I can do c.B -> kick super okay, but everytime I try to do c.Bxn -> kick super, I always get qcf+B/D instead of kick super. It irritates me.
The best method is to pause a slight bit after the :d: + :snkb:'s then super, very short pause. Try practicing it with 2-3 hits first so you can get the hang of when to super after the hits. If you still have problems doing it then try it with his :d: + :snkb: + :snkd: instead since it lets store motions without having specials/supers coming out.
Hey I’m just starting to learn this game. What are some good general things for Jenet and Gato…like BnBs, strategy ect…?
TRF Garou MOTW Japanese 1 vs 1 Tournament held on 05/10/08, here is the link for the playlist:
TRF Garou MOTW Japanese 1 vs 1 Tournament held on 05/17/08, here is the link for the playlist:
Jenet and Gato write ups coming up also after I UL these videos.
Cant’ wait for the Gato write up.
I dont normally play as Terry, but I just broke Rock’s guard with the TOP attack and he immediately did a P power out of it and wrecked me. Probably my first WTF moment in Garou, and man am I pissed.
EDIT: Noc, I should’ve mentioned it was the first hit of the TOP. It was weird how he recovered from guard break and immediately KOd me.
Terry’s TOP attack has a lot of recovery on block so that is probably why he was able to reversal super counter you.
hey guys, well i was just playing garou on ggpo and 2dfighter and i got reallyu into this game. but i have no idea of the system. all i no the just defended block that gives u health. idk how to cancel or anything else in the game. im starting to play as rock and prolly gona pick up one of the kicking guys lol. does any1 here have a beginners guide for the game or those chars? like combos etc… thnks in advance now off to skool lol
I got some links to get you started, first go here:
This is game system write up that I plan on bringing to this site very soon and start a new Garou thread with all the info that has been posted so far. Read through most of that to help you understand the game engine a bit better.
Next for Rock info check these posts out for now:
http://forums.shoryuken.com/showpost.php?p=4722510&postcount=1606
http://forums.shoryuken.com/showpost.php?p=5087727&postcount=1828
If there is anything else you might need help with Rock related, dont be afraid to ask. Also the Jenet and Gato write ups are coming soon. It’s a lot of stuff I have to put up for both since they have lots of options.
Noc -
You are psychic because I was just about to post that someone (read: you) should start a new thread, with the opening post containing ALL relevant Garou info so that the thread doesn’t devolve into “Good Jae strats/combos?” that I too am guilty of contributing to. Good shit.
thnks man i appricate the advice. now to practice up on these and use em on ggpo lol
Noc- I cannot wait for the new Garou thread. There’s so much good info scattered about in here.
And my Kain still sucks.
Thanks for the comments guys, I’ll do my best along with Giby, Toodles, Omerta, Kicks, etc. to have a new Garou thread with as much info as possible for new players to understand easy. I was also thinking about doing tutorial specific videos as well along with the write ups but that will probably take a while also. I’ll see what I can do for a start then we can work on it from there.
so what exactly is wrong with the PS2 version of Garou? I keep hearing about timing issues.
edit: i mean is the timing difference the arcade and PS2 significant?