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

Yea thanks for all the tips Spooky. I’ll do my best to get all the matches edited correctly after EVO and put on youtube.

Good luck at Evo, man! Don’t let me eat my word, socal is the best!!

Quick tip: The Jenet info link on the second post is wrong. PLZ fix it so i can learn more about her xD. And why so little info on her?!!

Thanks for finding that error I’ll fix it right away. If there is something you think I should add to her write up please share it here. Thanks.

Jenet = Rawesome =P

I have the NA version for the Dreamcast, but I would rather have it for the PS2. I’m thinking on running some tournaments here in Ga and I wouls like to premiere that game, provided if it get enough buzz here.

Good luck with getting that together. I hope it all works out for you. Here is the link to the set of videos I uploaded on youtube:

http://forums.shoryuken.com/showpost.php?p=5420520&postcount=293

I’m about done with a simple Dong write up that should explain most of the important things to know with him.

Dong info:

-Best Air to Airs: :snkb:/:snkc:/:snkd:
His jump :snkb: has great range and sticks out for a while. His jump :snkc: is good in the corner to stop people from jumping up away. It can also air grab them if your close enough to them as they jump away/up. Jump :snkd: also has great range and works good agains’t other air pokes. Especially if you know they will try sticking something out in the air jump back :snkd: as they jump in on you, works great.

-Best Cross-Ups: :snka:/:snkb:/as you jump over someone back + :snkc:
Both his cross-up :snka: and :snkb: are really good cross-ups and tend to more on just about everyone in the game. They both give Dong many options afterwards which I will explain in the combo section here. His back + :snkc: is probably the best cross up move in the game. It works on everyone and it’s hard to counter on reaction most of the time. Though it can get JDed but even then it’s hard to GC counter it since sometimes the GC move can go the wrong direction. I’ll explain what you can follow up with a back + :snkc: below.

-Best Anti Air: :dp: + :snka:/:snkc:
One of the best anti air specials in the game since it’s also his break move as well. Has really great priority and beats out a lot of jump in moves. The :snka: version does less hits but when you break has less during the break animation. The :snkc: version does more hits and tends to move in a bit more when you break it.

-Best Pokes: far/close :snka:, :d: + :snka:/:snkb:, :d: + :snka: + :snkb:
His far/close :snka: is quick and has great priority. His :d: + :snka:/:snkb: both have good range and are very fast normals. His :d: + :snka: + :snkb: is good for beating out other ground pokes others might try to use agains’t you. Make sure they aren’t using fast pokes like stand :snka:'s as they tend to beat it out sometimes. Better to use it from a distance for better results.

-Best Guard Cancels: :dp: + :snka:/:snkc:, :qcf: + :snkb:/:snkd:, :hcb: + :snkc:
His :dp: + :snka:/:snkc: is a great GC move since you can also break it incase you land a ounter hit to into his combo follow up. His :qcb: + :snkb:/:snkd: should be used mostly agains’t ground pokes done from a distance to land a possible ground stun/launcher setup. His :hcb: + :snkc: does good damage, so use it mostly on the ground for GCing againsn’t pokes.

-His air grab with jump :snkc: can beat out certain air specials if your close enough to them in the air. Like I mentioned before his jump :snkc: is great because it gives you either the air grab or his jump :snkc: air to air normal. So if one fails the other is there as another option.

-Dong’s :d: + :snkb:/:snkd: dive kick is very usefull especially since you can do it off the ground real quickly. You can do things like small jump into his dive kick to build meter some meter if you in need of some quick meter gain. It can be hard to react to it at times so use it at unexpected situations. You can also go into his dive kick from all his air normals. So you can do jump in :snka:/:snkb:/:snkc:/:snkd: then :d: + :snkb:/:snkd: afterwards. You can even do his air chain :snka:, :snkc: then :d: + :snkb:/:snkd: as well. You can also do his back + :snkc: into his dive kick but it will go the wrong direction and whiff them entirely.

Combos:

(Mid screen, TOP mode) Jump over them back + :snkc:, land, TOP attack (:snkc: + :snkd:).

(Mid screen) Jump over them back + :snkc:, land, :d: + :snkc:, :qcf:x2 + :snkb:. If you dont have meter you can just do a :d: + :snkd: as soon as you land instead for a knockdown.

(Mid screen) Cross-up :snka:/:snkb:, land, stand :snkd:, FC, :d: + :snkc:, FC, :d: +
:snkd:.

(Mid screen) Cross-up :snka:/:snkb:, land, stand :snkd:, FC, walk in stand :snkd:, jump :uf: + :snka:, :d: + :skb:/:snkd:.

(Mid screen) Cross-up :snka:/:snkb:, land, stand :snkd:, :hcb: + :snkc:
Does a good chunk of damage and easy to pull off.

(Mid screen, TOP mode) Cross-up :snka:/:snkb:, land, stand :snkd:, FC, walk in stand :snkd:, TOP attack (:snkc: + :snkd:).

(Mid screen) Cross-up :snka:/:snkb:, land, stand :snka:/:d: + :snkb:, stand :snkc: (1st hit)/:d: + :snkc:, :qcf:x2 + :snkb:.

(Mid screen) Cross-up :snka:/:snkb:, land, stand :snkd:, FC, walk in stand :snkd:, FC, :d: + :snkc: into :qcf:x2 + :snkb.

(Mid screen) Cross-up :snka:/:snkb:, land, stand :snkd:, FC, walk in stand :snkd:, FC, :uf: + :snka:, :qcf:x2 + :snka:, land, jump :qcf:x2 + :snka: before they land on the ground, :dp: + :snkc:. If your not close enough to the corner they might get pushed too far away, from the :qcf:x2 + :snka: super, to do a :dp: + :snkc: ender. You can instead replace it with a timed jump :d: + :snkb:/:snkd: before they land on the ground.

(Note on these combos): The jump in :snka:, :snkc: might whiff certain small characters. If that happens you can replace the jump in with :snka:/:snkb:/:snkd:.

(Corner) Jump in :snka:, :snkc:, land, stand :snkd:, FC, walk in, stand :snkd:, TOP attack (:snkc: + :snkd:) if your in TOP mode or :dp: + :snkc:.

(Corner) Jump in :snka:, :snkc:, land, (stand :snkd:, FC)xn, :d: + :snkc:, :qcf:x2 +
:snkb:.

(Corner) Jump in :snka:, :snkc:, land, (stand :snkd:, FC)xn, :uf: + :snka:, :qcf:x2 +
:snka:, land, jump :qcf:x2 + :snka: before they land on the ground, :dp: + :snkc:.

(Corner) Jump in :snka:, :snkc:, land, stand :snkd:, FC, :d: + :snkc:, :qcf:x3 + :snkc:. Can be a bit tricky to land but if you use the :snb: + :snkd: motion store technique, it makes it much easier to pull off.

(Corner) Jump in :snka:, :snkc:, land, stand :snkd:, FC, walk in, stand :snkd:, :dp: + :snkc:, break it, :qcf:x3 + :snkc:.

I’ll add more combos when I get back from EVO

Wake up options:

Dong has the tools to keep the pressure on your opponent. Here are somethins you can try out in matches agains’t other opponents.

-If you land a knock down mid screen and they roll recover towards you can do a quick run as they roll to cross them up. Then do stand :snka:/:d: + :snkb:, :d: + :snkc:, :qcf:x2 + :snkb:. If you dont have meter then you can do stand :snka:/:d: + :snkb:, :d: + :snkc:, FC, :d: + :snkd:. The roll recover cross up attempts can get thrown out of most of the time. If they throw all the time when you try this then you can mix it up by doing a run over them then small towards deep :snka:/:snkb:, :d: + :snkc:, :qcf:x2 + :snkb: or FC, :d: + :snkd: if you dont have meter. You can also try doing his :uf: + :snka: on wake up into the :d: + :snkb:/:snkd: dive kick. It’s also somewhat safe to use unless they JD it or do some sort of reversal super. It’s possible that it can whiff if the opponent is crouching at times. Use it wisely.

-Dong’s :qcf: + :snkb: is good for building meter and for wake up situations as well. It hits low which is good and it stuns the opponent for a slight bit when it hits. You can also mix it up with his :qcb: + :snkb: since it’s somewhat quick and does two overhead hits. So during wake up you can stand close :snkd:, FC, walk in, stand :snkd:, :qcb: + :snkb:/:qcf: + :snkb:. If you land the :qcb: + :snkb: Dong is actually pretty safe unless they do somesort of fast reversal super, usually depends how it hits. If you land the :qcf: + :snkb: then you can follow it up with a :d: + :snkd: or :qcf:x3 + :snkc: if you have the meter. If your :qcf: + :snkb: hit close you can do a :uf: + :snka: into :qcf:x2 + :snka:, land, jump :uf: into :qcf:x2 + : snka:, land, :dp: + :snkc: if your already in the corner. If your not in the corner than you can do a :d: + :snkb:/:snkd: quickly before they land.

-Other things you can do with Dong especially in the corner is go for throw mixups with his FCs pressure strings, for example:

Do (close :snkd:, FC)x2,
(1) walk in a bit, then throw. Works good againsn’t over defense players that block/JD a lot. Dont over do it though or it can get obvious.
(2) :d: + :snkb:, :d: + :snkc:, :qcf:x2 + :snkb:.
(3) :uf: + :snka:, :d: + :snkb:/:snkd:.
(4) :d: + :snkc:, FC, wait…here your trying to bait them into trying something.
(5) walk in a bit, :snka: + :snkb: Doesn’t really give you opening but usually works well to throw them off.
(6) small jump, :snkb:, land, close :snkd:, FC, into his combo options. If they block this you can go for another FC pressure string into another mixup.
(7) empty small jump, :d: + :snkb:, :d: + :snkc:, :qcf:x2 + :snkb:.
(8) empty small jump, walk in throw. Again good agains’t over defensive players.

These all work depending no how your opponent tries reacting. If they for instance tend to mash during block strings use the pressure string that leaves you close enough to still block/JD whatever they might mash out. If they are heavy blockers/JDers then mix intp emptu jump throw/:d: + :snkb: on them. That or go into his :qcf: + :snkb:/:qcb: + :snkb: options I explained earlier before as well. You mostly want to see what they react to during wake up games. Once you figure out their wake up patterns then you can effectively make them think twice.

I’ll add more Dong info once I get back from EVO.

Hope this helps you guys out for now and if you guys think I should add anything else let me know.

Good writeup Noc but I wouldn’t say Dong’s Dive kick and qcb B/D are that safe.
Qcb kick tends to be safer but FORGET IT once your opponent has a 0 frame or hyperfast S/Ppower in stock, because if the move doesn’t knock him down, your opponent will always beat the shit out of your Dong.
About the dive kick, this is trickier. It can actually be a good move if you hit from pretty far and if your opponent can’t reversal with those 0 frame powers (Gato T_T ). But if you’re way too close or get blocked, you’re open to many counterattacks like a simple Power Dunk ! One good strat but beginner strat is to link a blocked dive kick into his dp+punch broke with AB move since it’s got invincibility startup, it will eat out many reversals. But as I said it’s a beginner strat, I’m not a MOTW Pope but I will never let go my guard after blocking Dong’s dive kick, and that’s all benefit for me because if Dong misses the break, I’ll combo the hell out of his sore ass, and if he does break, we’re even and then he’s safe, but me too. Anyway, this is no combo, an experimented player could try to GC or stick something between the 2 moves.

I’m off to vegas now with Giby see you guys at EVO.

Good write-up Noc. Use Dong at Evo!

Jenet feels funny. You have to whiff so much. I can’t seem to connect much. either or just frames are short :stuck_out_tongue:

About to start working on the Garou EVO tournament footage. I should have it all editeded and uploaded by tonight.

Splendid!

Pity that JWong didn’t enter :frowning:

I have a question about the versions of this game and what is “arcade perfect”.
I got the PS2 version of the game and some of the stuff I see on some videos doesn’t seem to work with that version. Every time I see Hotaru land 3 crouching jabs and cancel into her break move I’m like WTF cause when I do it shes out of range of the attack. Thats only one example. I see Terry Hit 3 standing close HP and 2 crouching HP with faints and I can only get 2 standing and 1 crouching cause I get pushed to far back. WTF!?
I’ve seen some total crap combos to that I know only work on that shitty ROM that came out after its release.
I don’t know why this game is so underrated though. It only came out like 1 year before 3s and its what I call “The SNK 3s”. I mean its more balanced it seems and just as good. I wonder why everyone over looks it so much.

Was this posted previously-
[media=youtube]itEPtgdL1J8[/media]
Pretty neat combos, I liked the Kain one…and this is just a preview!

case you didnt notice the 2d arcade scene was dying. it only started getting all these nhew releases since just a year or so. besides the ussual snkp stuff and gg games nothing else was coming out. cept doujin games like mb, ah & ab.

edit: yes i saw it yesterday,. nice shit.

Can;t wait til the EVO footage.

All the combos you see in the arcade version work on the DC and PS2 versions of Garou. The PS2 is slightly faster but it’s very playable for tournament use. The game actually came out the same years as 3S. Around that time SNK was close to being bankrupt and the only games they had making money were KoF/Metal Slug at the time. 3S became very popular in Japan while Garou barely got the play it needed to be a competitive game. As of now, more Japanese players seem to be picking up the game and noticing the potential it has developed. In the end, it was all bad timing from SNK, a lot like how NGBC and KoFXI came out around the same time. KoFXI came out a few months after and ended up killing the NGBC competition all together. Same can be said about Garou coming out around the same time as 3S.

A lot of those combos aren’t new and most require that counter hit bug with Jenet to work. That Kevin combo you need a program pad to do cause they do the special cancel way too fast. I’ve seen most of those combos in older videos from the Dark One.

I’ll be uploading the EVO videos today and I’ll post up what I have uploaded so far on here.

Sexy… but I’m getting fed up with feint combos (though I can’t perform 'em :D)

The Kevin one freaked me out O_o"