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

that I don’t know, but I too would like to find that out.

Hokuto is actually really fun. I’m enjoying playing him. Geez, it feels so refreshing to play a character with an easy break!

As far as I know, you will get a counter if you use Rock’s qcf kick against a multihit attack or against a combo for which the opponent has already buffered the next hit (means the system recorded the input). This works pretty fine cause you can also just defend Rock’s counter if by example you trigger it with a light move then press back immediately.

You mean thats bad good for the player and bad for the rock player. :stuck_out_tongue:

Works with Gato and Butt’s counter too. :

Hey guys, i’m just getting into MOTW and I need some reference material for certain characters. Does anyone know where I can find primers for Freeman/Tizoc/Marco and does anyone know whom the best players are for each of these characters?

Check out the first page of this thread.

sometimes…

Thanks, although I still can’t find the top players for those characters.

There are a good mix of players for those character in Japan. Off the top of my head Koba uses Marco when not using Grant. You can check out most of the vids on my youtoube account. I have some players listed in some of the matches. I’ll see if I can get all the japanese player names and maybe make a list of their main characters as well.

Thanks I’d appreciate it, Im really green in this game right now and I have no clue how my chars are supposed to look at high level lol.

Anakron > hahaha your avatar pure awesomeness :smiley:

Got two questions.

  1. Does Just Defending affect your guard bar? Possible scenario; in a Marco-mirror, if one Marco Just Defends the others fireballs (around 10 or so) and then he has to block the super-super (qcfx3+C), will his guard break because he was Just Defending before and his guard bar has taken some damage?

  2. Not sure how Guard Cancel works when it comes to frames; do you gain a certain amount of frames from Just Defending (like in 3s you get a “free” 3 frames to act I believe…). My friends are complaining about Kevin’s jab, that he can just go on and on jabbing all day; is it possible to say, Just Defend Kevin’s st.A and do a 360 with Tizoc or are the frames still in Kevins favor?

Lots of theory but I feel that I would like to know these things since I believe this game is terrible underrated and the system of the game is pretty unclear to a lot of people (me included, trying to spread some knowledge).

  1. When you Just Defend it doesn’t affect your guard bar. The only time it gets affected is from blocking too long.

  2. Yes, when you JD you do recover a bit faster than normal guard stun, which makes it possible to counter certain pokes/specials. It depends on what move you are Guard Cancelling into really. Since certain specials or supers have different start up times, so it all depends on what you use agains’t Kevin’s stand :snka:. Tizoc’s 360 Grab should be able to beat it out unless maybe Kevin is at the longest range of his stand :snka: attack. I’ll do some tests with it but I know Kevin’s stand :snka: or most stand :snka:'s tend to beat out a lot of GC specials and even supers.

That’s cool Nocturnal, I haven’t got the game myself nor many people to test things on so if you find out some neat stuff that’d be great. Personally I believe that GC is what can make this game really high level since small pokes work so well when not GC’d. If you can master GC then you can seriously get your opponent scared of sticking out obvious pokes, I suppose that’s what I’m trying to work on with my game right now…

GC is a part of high level but in the end it just comes down to who plays the smartest. You have to remember also that there are ways to counter GCs as well. So you can’t always only rely on GCing everything, which can get you killed if you’re playing someone who knows you’re going to try GCing.

I know, but right now me and the competition I have just tend to stick out pokes because it beats out so many things, no one’s really afraid of getting punished for it. Fearing GC will get you to play smarter, just as if you’re playing a parry-happy person in Third Strike will get you to choose your pokes more carefully.

I cant remember where the post is but Omerta posted this:

*Black Screen Bug:
There’s a state in Garou during supers start up when the background turns black. In that state no inputs are registered which means anything you do in that moment wont come out. If you watch the Wata vs Charle’s Wain matches you can see that Wain uses it many times agains’t Wata during a knock down. So to explain this in a match situation, when Kain does his charge , + special, it knocks you down. The thing is you can roll recover after that special move hits all the time. So what Kain can do is do his x2 + super at the same moment they hit the ground. They wont be able to roll recover from the special move this way. You have to do the super as they hit the ground so the black screen situation occurs so no inputs can register for them to roll recover.

This is really good for Kain since it keeps them on the ground longer, while the ball super heads their direction. So the only option you have is to JD the ball super but Kain can mix in things to throw off the JDing if they try to JD the super. There are a lot of situations where supers become unblockable because of the blackscreen bug.*

Anyone care to elabortate?

Yes, with the black screen 0 frame stuff certain supers become unblockable, but only during moments when you are hit out of the air and land on the ground. On the hitbox site here they show all the 0 Frame supers that are unblockable if you time them correctly after hitting someone from the air and they land:

http://www.s-rericom.com/mow/other/zerof.html

And here:

http://www14.ocn.ne.jp/~yosimizu/mowp0frame.htm

The reason the supers become unblockable is the same reason why you can’t roll recover from Kain’s knockdowns when he does the kick super. When you get hit out of the air and land if you time the super at the right time it becomes unblockable. Mainly because when you do a 0 frame super, no motions are registered within the frames of the black screen. The game cancels out any inputs during the black screen so even if you hold back as you land it wont register the block input. Though there is a way to escape unblockable setups but it’s very hard to pull it off. There is suppose to be a 1 frame window where you can backdash out of an unblockable 0 frame super setup. As soon as you land you have to backdash within 1 frame in order to escape the unblockable. I can show some videos of how the unblockable supers work if you need to see it instead.

Wow thanks for that insight explains a lot when I play some top dudes on 2DF.

If you got time you dont mind doing a vid?