"Get Ready...Survive!" The New Garou: Mark of the Wolves Thread

Most common hit confirm with most characters is their :d: + :snka: + :snkb:. It only lets you combo after it when it hits. On block it wont cancel into anything. The only exception would be Grant since he can cancel his :d: + :snka: + :snkb: on the first hit only on hit/block.

I’ll list the most common mornals used for each character as far as confirming things into go.

Marco:

-close :d: + :snkb: = from here you can go into either his :dp: + :snka:/:snkc: depending on how close you hit them. The :snkc: version goes in further but if you are in the corner the :dp: + :snka: is the better choice. In the corner this leads to one of his better combos in the corner. :d: + :snkb:, :dp: + :snka:, break, :qcf: + :snkb:, land, :qcf:x2 + :snkb:/:snkd:. You can also just combo/link into his :qcf:x2 + :snkb:/:snkd: super or even his :qcf:x3 + :snkc: using the motion storing method.

-close stand :snka: = similar to :d: + :snkb: you can combo/link into his :dp: + :snka:/:snkc:. You can also combo into his fireball with the close :snka: pretty easy. The far stand :snka: requires the kara techniquie I talked about before recently. Same goes for linking into his :qcf:x2 + :snkb:/:snkd: super or :qcf:x3 + :snkc:.

-:d: + :snkc: = This is rarely used but it actually lets you combo into a lot of things pretty easy. Similar hit to how :d: + :snka: + :snkb: hits. It gives you enough time to combo into all his specials and supers pretty much. Even his :qcf:x2 + :snka: super. It works as a decent anti air.

-:f: + :snka: = This is a pretty common used command normal. It’s an overhead and gives you plenty of time to combo into whatever you want pretty much.

Gato:

-close/far stand :snka: = This links into his punch super easy. If you do the close version you can combo into his :dp: + :snkb:/:snkd: then break into etc as well as his :qcf: + :snka:, :f:x2 + :snka:.

-close/far :d: + :snkb: = This links into his punch super easy just make sure you are close enough so the punch super doesn’t whiff. It’s possible to also link his :dp: + :snkb:/:snkd: but it has to hit close.

-close stand :snkd: = Gives you plenty of time to link into his punch supers. Can also link stand :snka: into his :dp: + :snkd: if you are close enough. Also good for beating out GCs.

Terry:

-close/far stand :snka: = Close version leads to combo into his (:f:x2 + :snka:)x3 or :dp: + :snkb:/:snkd:, break into etc. Can also combo into both of his supers from it. Also combos into his fireball. Can also link into his close :snkc: if you are close enough.

-close/far :d: + :snkb: = Pretty much can combo into everything mentioned before.

-close stand :snkc: = Combos into everything pretty much or leads to another FC into :d: + :snkc:, etc. It can stuff or trade with certain wake up specials/supers. Also the :f: + :snkc: follow up links into his :qcf:3 + :snkc: or just use a far stand :snka: to continue pressure. It puts Terry at an advantage.

Freeman:

-far stand :snka: = This is Freeman’s primary hit confirm into his punch super. You would need to use the motion storing technique to land it consistent in matches. It also lets you continue pressure after you FC it.

-close/far stand :snkb: = You can combo into his punch supers from both versions. Can also be used to combo into his :qcb: + :snka:, :qcb: + :snka:, :qcb: + :snkc:.

-:d: + :snkb: = Good range and combos into his punch supers as well. Aslo combos into his :qcb: + :snka:, :qcb: + :snka:, :qcb: + :snkc: as well.

-:d: + :snkc: = Good hit stun. Gives you time to combo into his punch supers or into his :qcb: + :snka:, :qcb: + :snka:, :qcb: + :snkc: combo.

-close stand :snkd: = Similar to Gato’s but doens’t stun as long and it doesn’t recover as fast. You can cancel the first hit into his specials/supers. It’s also a good anti air when close. It also beats out GCs.

a noob question, what this motion storing technique? or is it just another word for buffer?

with gato there is also close D, is it correct?

Yea close :snkd: is good for a confirm as well. It’s actually more of a link. Forgot to add that. It’s also good for beating out guard cancels.

as i said, i’m only interested in hit-confirms for a lot of characters (i want to have fun changing characters a lot during freeplay, one character only is boring in freeplay XD)

Thx for your post, Noc.

could you do these characters too?

kevin, jae, dong, rock, grant, hotaru, jenet?

i know i’m asking a lot here, but i really like this game and want to get better and stop with my randomness.

take your time of course, thx for helping me, i appreciate that.

Check the first post of this thread and you’ll find the answer.

Yea using more characters gives more variety and it’s also good for learning the match ups.

Wow that may explain that very good execution Ive been seeing in 2df. I always been trying to do the buffer or timing and its very difficult for me. This looks useful but difficult for me to employ, my button layout doesn’t compliment it and crabing on situation like this is beyond me.

quick question:difference between gato’s forward A and marco’s forward A?

They seem different… i understand the marco one but not the other one… i’ve seen a combo vid where gato does his punch super after his forward A BUT there is no 2 hits writing there; does it mean that is escapable?

It’s escapable if you do a :d: + :snka: + :snkb: after it. It creates a 0 frame setup for Gato when it hits. Problem is if the Gato player knows the :d: + :snka: is :snkb: is coming he can just go :d: + :snkb: into super instead. So it’s one of those 50/50 setups. Marco’s has longer hit stun so it gives Marco plenty of time to combo. So Gato’s isn’t really a true combo but more of a mixup. I’ll see what I can do about the other characters.

To add to what Noc says about Gato’s :f: + :snka:: The Gato player has full control of the situation from there. If the player doesn’t mash :d: + :snka::snkb: Gato gets a free super, but the Gato player can play some fun mind games after that. He can bait the :d: +:snka::snkb: and JD into GC and create something more damaging than the super alone.

Marco’s is better overall as he can link just about anything afterwards.

Dong, for hit confirms, a great thing to practice is buffering a motion into a feint. for instance, :qcf::, :d: + :snka::snkc:, :qcf: + :snka:/:snkb:. If the attack is blocked, you can feint cancel it and continue with string, if it hits, you do one extra motion to pull off a super.

many thx Giby.

two other questions, i know i’m a dick eheh, but:

  1. is it just me or grant’s down a+b is somewhat quite difficult to hitconfirm or just cancel?

  2. marco: if i remember correctly i’ve seen in the past a marco player doing his fireball , dunno if it was a A or C fireball, after a crouching A/crouching B. can marco really do that? or am i wrong?

thanks

While it is cancelable, the timing for comboing off the first hit is difficult to do, so Yes.

I guess my timing is bad because I was unable to cancel Cr. A nor B into a special move, so I guess No? You can link to his uppercut super from his Cr. B though.

Grant’s :d: + :snka: + :snkb: first hit cancel requires timing yes. I wouldn’t say it’s hard though. As for Marco he can combo into his fireball or even his :qcf: + :snkb: from both :d: + :snka:/:snkb:. You need to use the kara cancel tecnique to pull it off. So if you want to do it from his :d: + :snka: it woud be:

:d: + :snka:, :qcf:, :snka:/:snkc:/:snkb: kara into :d: :snka:.

from a :d: + :snkb: it’s:

:d: + :snkb:, :qcf:, :snka:/:snkc:/:snkb: kara into :d: :snkb:.

You can just piano the buttons as you do it. It’s really simple to do once you get the timing.

Any Garou players gonna be at ECT3?

I think I should be there. If I do make it, I’ll most certainly be bringing at least one of my supergun/MVS setups with me for some casuals in our room.

Stream is up!

jt4mtb on USTREAM: .

Though some of the regulars couldn’t make it, it’s a really small group tonight (just three of us so far).

anybody wanna get some games in on 360 add me

Great stream, great experience.

Links in the first few posts will be fixed once the site is more stable

jt4, great stream on Friday. Hopefully you guys can get a good showing next time so it just won’t be three people + 40 viewers talking about how hard Dong is.