Idk, with these Neogeo based games, I’m somewhat well adjusted to the slowdown when attacks are connecting. With console Garou, not only is it faster, but that slowdown is damn there completely gone. Main reason I complain about it is because I have to readjust my hit confirms and JD’s (finally learning how to use em).
I would bring my 360 with Garou, problem is that I have to connect to XBL in order to play it (effing Microsoft). I got the KOF’s and NGBC working fine though.
Hopefully I can be some kind of okay at the game by then. The matches you’ve been posting are pretty much what has me back on the game.
It’s called a “License.” I originally dl’d Garou on my first 360. And when I dl’d it to my new one the license doesn’t transfer. So I have to log in to XBL to play the full game. I tried transferring the licenses, but I effed up, and you can only do it once a year.
Also, can Jae do much of anything against Jenet divekick pressure? Too hard to reaction JD those things. Nor do I feel like I have the meter to go through the fight.
Besides JDing and backdashing away you can try his charge kick. It’s risky though but it should trade hits and give Jae enough time to kick super after. So if it trades and Jae recovers before Jenet lands you can kick super for free. Also jump up :snkb: and :snkd: are good options to make her stop. If you know it’s coming try those. Also jump back :snkd: works pretty well depending on the angle she’s coming in. That’s Jae’s longest air to air range normal. You can also try :d: + :snka: + :snkb: as an AA but it’s also risky cause it all depends on the angle Jenet is coming in at you. If you do it at the correct spacing it should counter hit her out of her dive kick…
Hey, I’ve been sort of slowly trying to learn this game after first playing it with some friends a little while ago. I’ve been trying to play on GGPO, but it seems that all the good players just do random character select every game, so it’s incredibly hard to learn anything =/
I haven’t been able to find too much in this thread or the wiki on how TOP activation impacts gameplay and strategy. It seems like a pretty distinctive feature of the game, but I’m a little bit lost as to how I should be thinking about it. Do players generally prefer to be more aggressive in order to take advantage of the damage increase when in TOP? Or should you try to be more defensive to preserve it? What about when your opponent is in TOP? And what motivates deciding which third of your life bar to designate as TOP mode? I’ve been playing mostly Tizoc, Gato, and Grant, in that order, so I suppose my questions are mostly aimed at their gameplay.
Aside from that, thanks to everyone posting information in this thread and maintaining the wiki!
It has been explained before. TOP placement is a preference really. It all depends on how you plan on playing. If you are using a rush based character usually placing TOP at the start of your life is the better option. Usually defensive players place their TOP at the end of their life bar. It’s good because it helps out with things like time out wins and landing some damaging hits to make a comeback. You have to remember also that when you are in TOP mode your life slowly regenerates. I usually place mine in the center since I tend to play both ways depending on who I’m playing. When you go into TOP mode the game slightly pauses for a second from in game lag. So it also helps in that timings change when that happens. So if someone is doing a combo on you and TOP activation occurs, it gives you that slight chance they might miss time something. As for when your opponent is in TOP mode. You want to make sure you watch for your openings, because in TOP the opponent deals more damage. So it’s bad news for you if they land a combo usually. There are characters that really benefit from TOP also like Kain. Kain can guard crush easier in TOP mode thanks to the guard crush bug he has. Characters like Grant and Kevin are scary in TOP when they have meter. Again it’s all a preference so just use what works for you.
Also Giby has been doing some great clean up work on the wiki. We’ll both be doing lots of cleaning up and making it easier to follow. Hopefully soon all the important character info should all be in the wiki soon.
I love this game. I’m currently getting wrecked on GGPO cause everyone is so pro already. I’m trying to find people to level up with me on GGPO. Anyone interested? If so, please look me up.
GGPO Tag: GamerTron
Eventually, I’m going to change my GGPO tag to logiclv just to match my other tags.
I’m really trying to learn MOTW now and get decent at it. I asked about playing MOTW @ evo last year. People were interested but didn’t have the set up. I will be @ evo again this year to play and learn more.
I can break Terry’s power dunk no problem. Any tips on breaking Marco’s DP? I find that I have to press A+B REALLY early, but it’s so freaking hard. I practiced forever in training mode, but it’s still really difficult.
We definitely need to play this more. Offline preferably.
This has been asked many times before. There is no real trick besides practice doing it. You have to press :snka: + :snkb: as soon as you do the dp special. When you hear the first sound coming out of Marco’s mouth is when you suppose to press :snka: + :snkb: if that helps. The :snkc: version is a bit easier to break but has slight more recovery on it. Just think of it as all one motion when you try doing it. Also are you using a pad or stick?
Odd comparison, but think of Marco’s DP break like Ken’s kara throw in SSF4, but with a smaller window (and different button)
Basically, hit C and immediately hit A+B afterwards. You should consistently get the break with this mentality.
I dunno if it’s all in my head, but I also find it easier to break for some reason if I do close C-> DP -> break (or whatever close up he can cancel, I haven’t played the game in weeks and am a total scrub)
Thanks for your help. I’m still scrubby, but I will keep practicing to get my execution on point. Have to get the feint cancels down too.
I play on stick. I think it’s easier to break Marco’s DP with C, but I feel DP with A is a lot safer in case I fuck up. So…break DP with A seems more difficult since I’m pressing A twice (as opposed to plinking DP with C, A+B). My button presses get sloppy. I know I have to do it clean, but it’s difficult.
Like Fayk, I also find that doing the DP motion early during an attack or jump kick is easier. After the attack is over, then I press A then A+B. It’s weird. It’s almost as if I’m storing the motion like guard cancelling. Anyone else vouch for this?
For example, if I’m on offense I’ll do s.D, DP motion, then s.A, A+B. If I’m on defense and I have to DP on the fly, though, then it’s more difficult for me to break DP since I’m not throwing out an attack beforehand. I’m pretty much tensing up when I break Marco’s DP, because I have to do it so fast.