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

Here you go.

GPS(Game Plaze Softem) tournament, held on 11/22/08:

http://www.nicovideo.jp/watch/sm5646024
http://www.nicovideo.jp/watch/sm5648008
http://www.nicovideo.jp/watch/sm5648381
http://www.nicovideo.jp/watch/sm5667431
http://www.nicovideo.jp/watch/sm5667772
http://www.nicovideo.jp/watch/sm5698706

TRF tournament, held on 12/27/08:

http://www.nicovideo.jp/watch/sm5776180
http://www.nicovideo.jp/watch/sm5776296
http://www.nicovideo.jp/watch/sm5776621
http://www.nicovideo.jp/watch/sm5776841

TRF tournament, held on 1/3/09:

http://www.nicovideo.jp/watch/sm5792573
http://www.nicovideo.jp/watch/sm5792926
http://www.nicovideo.jp/watch/sm5793075
http://www.nicovideo.jp/watch/sm5794073

TRF tournament, held on 1/5/09:

http://www.nicovideo.jp/watch/sm5791647
http://www.nicovideo.jp/watch/sm5823881
http://www.nicovideo.jp/watch/sm5846064
http://www.nicovideo.jp/watch/sm5901226
http://www.nicovideo.jp/watch/sm5916716
http://www.nicovideo.jp/watch/sm5917530
http://www.nicovideo.jp/watch/sm5942945
http://www.nicovideo.jp/watch/sm5967573

TRF tournament, help on 1/10/09:

http://www.nicovideo.jp/watch/sm5849842
http://www.nicovideo.jp/watch/sm5850007
http://www.nicovideo.jp/watch/sm5850525
http://www.nicovideo.jp/watch/sm5850870

TRF tournament, held on 1/17/09:

http://www.nicovideo.jp/watch/sm5934896
http://www.nicovideo.jp/watch/sm5935073
http://www.nicovideo.jp/watch/sm5935572
http://www.nicovideo.jp/watch/sm5936196

GPS tournament, held on 12/21/08:

http://www.nicovideo.jp/watch/sm5964305
http://www.nicovideo.jp/watch/sm5968053
http://www.nicovideo.jp/watch/sm5974405
http://www.nicovideo.jp/watch/sm5975747
http://www.nicovideo.jp/watch/sm5982470
http://www.nicovideo.jp/watch/sm5983410
http://www.nicovideo.jp/watch/sm6034247
http://www.nicovideo.jp/watch/sm6034585
http://www.nicovideo.jp/watch/sm6035046
http://www.nicovideo.jp/watch/sm6035388
http://www.nicovideo.jp/watch/sm6036012
http://www.nicovideo.jp/watch/sm6038597
http://www.nicovideo.jp/watch/sm6039235

*Bonus video of a japanese player playing FFS on Xbox 360 online, RB2 on PS2 online and Garou MOTW on PS2 online. Mainly for those who want to see how the online system works on the PS2 in Japan:

http://www.nicovideo.jp/watch/sm5882412

If you dont have a nicovideo account you can just use this to watch all the videos:

http://www.mmcafe.com/nico.html

Enjoy.

Nice!! :tup:

I started to pick up Gato and I’m trying to find some combos from his crB. But all that’s there is cr.B xx Super. Is there anything else?

Thanks Noc :tup:

Ok… I just saw the first video that Noc posted. Kain is doing damn good and there’s some great Dong gameplay. How do I download matches from Nico?

Well besides what you just mentioned he has a few follow ups after a :d: + :snkb:. If you are close enough do meaty :d: + :snkb: as they get up then another :d: + :snkb: it should combo then you can punch super after it. It’s also possible to do :d: + :snkb: into :dp: + :snkb:/:snkd: then break, then punch super or if you are in the corner, then you can go into his :qcb: + :snkb:/:snkd:, :snkb: loop stuff. It’s a link so it requires some timing to it but overall pretty simple. As well as close :d: + :snkb:, close stand :snka:, :qcf: + :snka:, :r:x2 + :snka: or after the stand :snka: you can punch super as well. Those are pretty much the options you have off a :d: + :snkb: with Gato.

np

I posted the sites you can try to download the flv formats from nicovideo 1 page back, here are the post:

http://forums.shoryuken.com/showpost.php?p=5992812&postcount=672
http://forums.shoryuken.com/showpost.php?p=5997500&postcount=674

Thanks Noc!! Good stuff as always!

To the people without a nicovideo account:

You don’t need to have a nicovideo account to watch the videos directly from their website, nor you need to use a third-party website such as mmcafe. Simply click on the video link and you will see a link labeled as “???” right above the space provided to infill your account information. Simply click on the link and you will be redirected to the video; now click on ?? (replay) button on the video and video loading/buffering process will be initiated.

Noc, you can also post direct links to the videos such as:

http://dic.nicovideo.jp/v/sm5646024

instead of:

Hey.
I play Hotaru, and I’m going to need some help…

  1. There is a Hotaru combo that ends with :qcf::qcf::snka:, where the super juggles the opponent for the first three hits and then for a couple more as she rises off the ground… I don’t remember it being particularly useful though. Any idea how it goes?

  2. How do you deal with people who are very JD/GC-happy when playing Hotaru? I keep getting destroyed by basic GC tactics, as Hotaru is so easy to JD. All I can do is empty jump ins->throw/command throw, some overheads etc. but I’m clearly in a disadvantage because it doesn’t seem like Hotaru has any sort of mixup game.

Thanks for the info.

  1. The main problem with her punch super is that you can’t combo into off any air juggle which kinda sucks but that is why they gave her the kick super. There are many ways to land it just depends on where on the screen you do them. I’ll give you a few useful ones to remember. I’ll start with the corner stuff since they are easier to pull off.

For most of these I use jump in :snka:, :snkb: mainly because the :snka:, :snkc: chain pushes you back slightly more and is a bit slower. Though the :snka:, :snkc: chain gives more hit stun which is good for the mid screen combos I’ll post up. At the same time the :snka:, :snkc: air chan is also likely to whiff versus certain characters so I would just stick with the :snka:, :snkb: version overall.

-(corner) jump in :snka:, :snkb:, land, :snkc:/:snkd: or :d: + :snkc: or :d: + :snka: + :snkb: into :qcf:+:snka:/:snkc:.

-(corner) jump in :snka:, :snkb:, land, stand :snka:x2-4, :qcf: + :snka:/:snkc:.

-(corner) jump in :snka:, :snkb:, land, :snkc:/:snkd:, FC, :d: + :snkc: into :qcf:+:snka:/:snkc:.

-(corner) As the opponent is getting up do a meaty :d: + :snkb:, then :d: + :snka: into :qcf: + :snka:/:snkc:. This might be tricky at first but once you get the link timing on the meaty :d: + :snkb: into :d: + :snka: the super isn’t hard to follow up.

Now for some mid screen combos.

-(mid screen) jump in :snka:, :snkb:, land, :snkc:/:snkd: or :d: + :snkc: or :d: + :snka: + :snkb: into :qcf:+:snka:/:snkc:.

-(mid screen) Jump over opponent, then do :snkc: + :snkd: (so it turns you around in the air), :snka:, :snkb:, land, quickly do :qcf:x2 + :snka:/:snkc:. You can switch the :snka:, :snkb: chain with :snka:, :snkc: instead if that works easier for you. If you do the :snka:, :snkb: too quickly the super might whiff after you land. So make sure when you do the turn around in the air that it puts Hotary close to their back as she does :snka:, :snkb: before landing.

-(mid screen) Cross up :snkb:/:snkd:, land, stand :snka:x2 into :qcf:x2 + :snka:/:snkc:.

–(mid screen) Cross up :snkb:/:snkd:, land, stand :snkd: or :d: + :snkc: into :qcf:x2 + :snka:/:snkc:.

That pretty much covers all the areas where Hotaru can combo into her punch super.

  1. Usually what you want to do with Hotaru is to mix things up with what you meantioned if they JD/GC a lot. Empty jump throws, walk in throws, command grab, :d: + :snkb: as they get up, :snka: + :snkb:, small jump :snkd:, etc. The thing that is pretty hard to GC counter from Hotary is her :d: + :snkb: head stomp which is pretty much save even on JD. The only things that can really punish it are if they know it’s coming or GC anti air supers like Marco’s kick super. One thing you should remember also when using Hotaru is that technically they can just block high the whole time versus her. The only things they would need to watch out for are her :d: +:snkd: and command grab. So you really have to just mix things up a lot with throws and command grabs. Hotaru has a strong keep away game that can be a pain to deal with if you poke them at the right times and punish jump ins with her kick super. Also dont forget about her air throw which is great agains’t air JD happy people. Main thing is just watch your opponents patterns and bait them to do risky things on wake up. Watch how they react to what you do during any of her normals/specials. It’s all just about knowing the opponent really.

I also did a write up for Hotaru a while back you can probably find some things you can use in matches. Check it out here:

http://forums.shoryuken.com/showpost.php?p=5289896&postcount=165

is there a fast way to master JD, or is just practice

Yea pretty much it’s just practice. It’s a lot easier if you have a PS2 import copy of the game, which has a recording feature, so you can practice JDing common block strings or supers, etc.

Thanks Nocturnal - though I wish I’d been more detailed in my post because you only listed stuff I already knew (again, thanks though).

While I’m familiar with just about every Hotaru midscreen/corner bnb I was wondering about that combo that lets you juggle with the A super, as I managed to pull it off accidentally and had it done on me by someone who actually seemed to know it’ll juggle.

And yes, it’s the ‘opponent can keep blocking high’ part that messes me up so badly, and that’s what I meant when I mentioned she is easy to JD. While the Air Stomp gives you an opening if they GC, evantually any opponent will catch on and smack you with a DP or, say, most characters’ standing C. And I find myself ‘dancing’ around the opponent doing BNBs and Air Stomps while he can just keep sitting there JDing, possibly eating a throw/crouch D/short-hop-airthrow once in a blue moon. GCing to her QCB+K is an option… but again - after a while most capable players just sit there blocking instead of giving me a chance to do a GC of my own.

she can do some amigious crossups if your distancing is good. especially on wakeup.

you can switch sides and still go for their front and that will catch people a lot of times.
or switch sides and head stomp and attack their other side.
though a well timed backdash causes a lot of trouble for this you can land fireball/sweep to try and catch them.

i think with her(especially) you really need to do whatever mixups you can (sweep, throw, stomp, feint throw, feint jump d throw) and never be predictable, and take advantage of any big damage you can get.
she can take little hits out of the enemy better than most so if you can land a super your in pretty good shape. when you have the advatage playing it safe is best with her i think, just don’t pass up all the opportunities I do while doing this…

I haven’t seen her punch super combo off a juggle and even if there was a counter hit, it would only hit for 4 hits at the most. The 4th hit causes them to fly too high, which causes the rest of the hits whiff the character giving them a chance to block the rest. Shiki made some good points. You really have to just be on top of your opponent and not let him read you at all. Her air :snkc: + :snkd: is tricky because most people expect her to go behind but it’s easy to counter that with a backdash. Also remember that you can hit confirm into her kick super off anti air stand :snka:. It leaves them stun enough to follow it up with her kick super right away. If they play keep away build meter with her break move to gain meter. If they like jumping in a lot with normals Hotaru’s :dp: + :snkb:/:snkd: have great priority to stop jump ins. If they start JDing that consistant then mix it up with jump up air grab then etc. Just dont be predictable and it will make them think twice about everything you do.

yeah I have one

the first import game I bought

it just awes me watching those jap players JDing like crazy when in my case I can’t even do one consistently

The only way I can think of her A punch super landing from a juggle is off of a counter hit, and you would have to time it so the first wave of hits from the super whiffs. Sounds like a waste of meter so you really shouldn’t worry about it too much.

Yea I can see it working that way but I think he meant having the whole punch super combo which I haven’t seen yet. If it works like Ace says then it would be a waste of meter cause of the first few hits missing causing less damage.

its impossible to hit all hits of the A or C super of hotaru. makes sense as the hitsd reset your character. same way jugling butts ranbu resets your character to the ground again. same way most normals in SF3ts reset a character when juggling with it. now, im i wrong or did i miss something. this is coming out of the top of my head. havent played the game in months.

I would like to thank Nocturnal for the effort that you’ve put into this thread. You answer everyone’s questions with extremely detailed answers, which really helps grow the Garou scene.

Garou is one of the most under appreciated SNK fighters, and imho the 2nd best fighter ever. And it’s always good to see this thread being bumped.

That’s all.