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

black screen bug??

please explain Omerta :frowning:

very nice thread nocturnal, ive wanted to lear how to play with the Kim brothers for a long time, thanks man.

theres something I dont get about Dong, after an air qcf x2 + P, I cant get the timing for another oneā€¦do I have to do a TK method? because ive tried that but i cant do it

Yeah, you have to tiger knee the move. It works, just keep trying =P
Do it too soon though, and youā€™ll miss x.x

Thereā€™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 Charleā€™s Wain matches you can see that Wain uses it many times againsā€™t Wata during a knock down. So to explain this in a match situation, when Kain does his charge :l:, :r: + :snkb: 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 :qcf:x2 + :snkb: 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.

wow, thats some good info I didnā€™t know.

Thanks!

For Tizoc anti-air you can go for f+A+C (i think, might be d+A+C), then any throw you want after you evade the attack with the feint since it has upper body invincibility. Most people go for f_b+D because the close D is a pretty good option if they sense the throw.
Stuff for first postā€¦
I donā€™t think normals can counter-hit. Only specials, supers, A+B, c.A+B, and TOP moves can.
Also a not on super jumps. If you have difficulty doing it, try down, neutral, up-back/up/up-forward. Another note is that you cannot JD while super jumping.

Dong superā€¦
I do qcf~uf, qcf+P. Others have said that 360 motion works for them.

just wanna ad a small list of easy characters to use without too many feints.

rock

grant

kim jae hoon

hotaru

list of characters that are little bit harder to learn:

terry

hokutamaru

marco

jenet

gato

completely mastering these characters is harder but getting good with them is still rather easy.

characters you need skillz with to win:

kevin

dong hwan

kain

tizoc

feeman.

maybe kain should be one higher? a lil easier to learn.

^how does Kevin require skillz to win with? :rofl:

Heā€™s like the easiest character in the game to play next to Gato / Terry imo.

uhuh, playing kevin or gato at the highest levels is easy, mastering these characters in easy? using the character in the bnb way is easy, using these characters to their full extend is another thing.

Actually I think it comes down mainly to your style of playing : even considering Kain who is arguably the most user-friendly charge character ever if you donā€™t have the habits and reflexes you will suffer. So I think about all characters are as easy or difficult to learn depending on your preferences. Grant is probably a bit easier overall though as Nocturnal pointed.

Anyway, except for Grant and The Griffon for obvious reasons youā€™ll need (long) feint chains at high level and itā€™s a pain to pull them off consistently. Itā€™s also why the game is very balanced : the best weapon is shared by (nearly) everyone since itā€™s in the engine. (Grant and The Big Bird arenā€™t really at a disadvantage though since Grant can really abuse his hit-confirms and can really hurt and The Griffon deals already enough damage without feint chains ^^)

It really depends who youā€™re playing against. I mean, against beginners I can abuse Freeman like heā€™s the best character ever in a fighting game. But against real opposition Iā€™ll probably curse his lack of a good anti-airā€¦

I agree with thisā€¦ esp with Kevin and Gato using them at the highest level takes skillā€¦

Oh how nice, a tier for character feints =P
Now what about a tier for character breaks? =x

Damnā€¦ I actually play Gato and Kevin, makes me feel like Iā€™m not as skilled(and maybe Iā€™m not) as other Garou players.

This is a common misconception that I also used to believe until I really started digging deep into Freeman arsenal. While it?s true that he doesn?t have a useful dp or Cr. :snka: :snkb: to use for anti air purposes, his normal by themselves are more than enough to deal with Jumpers. His far :snkc: is the best non Cr. :snka: :snkb: anti air normal in the game. While it?s obviously not useful for multiple short hops at close range (his close :snkc: is active at that distance), it?s amazing for any other jump-ins or Air specials. Hell, it even beats out Dongs air super.

When in close range, his stand A is one of your best options. It?s range is deceptively long and fast for a normal with so much priority, AND you can cancel it into his :snka: or :snkc: super. It?ll beat most hops the moment get off the ground, but usually loses if you wait too long.

Freeman has a good anti air game. But it isn?t like Terry or Dong, who have plenty of all purpose AA?s. With Freeman it?s very situational. Sometimes it?s best to stand A xx super, other times you should dash underneath them and combo when they land (another great strat), and much of the time you can use his far :snkc: to stuff anything in range of it. You have to really know Freemans distance game when you go into a match against a heavy jumper.

I?ll disagree here on a few points. There are only a few characters who really need feints to be competitive. Freeman, Griff, Terry, Jae and Dong are the only characters I?ve seen who, seemingly, absolutely need to use feints if they want to do well at high levels. Everyone else either uses them to lengthen certain flashy combos and guard strings, or just plain never uses them enough to warrant any cries about your person execution deficiencies. I think with Rock I?ll use maybe one or two feints a single round, and that?s only to lower the recovery on his far D when I use it as an anti-air. And Kain? I think he only has one combo that uses his feint, and it only adds about 15 damage or so.

Also, with my playstyle and many that I?ve seen, Griff absolutely needs to use his feints. Besides the fact that his F + :snka: :snkc: has full upper body invincibility (his best anti jump in), his F + :snka: :snkc: feint moves him forward so much that he can use it for tick-throw purposes. Stand :snka: -> (feint) -> 360 :snka: / :snkc: is one of his main sources of damage on the ground, and can lead to his air throw (When some see the feint, they automatically jump?right into his air throw if you?ve set it up correctly).

So yeah, everyone in the game doesnā€™t rely on feints. Thereā€™s only a handful that seem to need them, for others itā€™s just an added bonus when thereā€™s an opening.

I agree with Musolini on this. Kevin and Gato are both easy to learn, but easy to win with? I?m not sure I can see it. I think it comes down to playstyle. If Kevin and Gato were both easy to win with, my transition from maining Freeman to Kevin would have been easy, but it wasn?t. Hell, I?ve pretty much dropped Kevin because I just couldn?t use him. I win more often and more consistently when I?m using the characters I?m familiar with (Freeman, Griff, Kain), than X-copying the playstyle of top level Kevins.

No characters easy to win with. Everyone requires you put in a lot of time and a lot of effort into learning their quirks and learning their match-ups. Even a character like Grant, who?s easy to learn, becomes exceedingly difficult to win with when you?re playing against someone who knows that match-up.

PS:
Freemans Cr. :snkb: -> :hcf: :snkb: beats Grants Guard Cancel :dp: :snkc:. Nocturnal, youā€™re officially in for a world of hurt. Grants gonna raped :badboy:

:u: Uh oh =x

Gato and Kevin can actually be the easiest chara to win with if you master the instant gauge building, turtle (or not) then wait for an opening and score a Ppowerā€¦
I remember one ranbat @ HA full of Kevins and Gatos like that, that was pretty lousy.

Another great AA for Freeman, his jump in B. At least as good as Rocks, even better i think.

Yo Noc, excellent way to begin a new thread. Props to the contributors as well.

I was going to ask about Dong Hwan info as the thread was held in the strategy section, but I see that it has already been sorted out.

Yes the new Garou thread is very organized because of Noc

Youā€™re welcone :wink:

While I agree on a few things, Iā€™ll have to disagree on others. Griff needs his feints to some extent but their use is very predictable. Iā€™m sure youā€™ve seen alot but I did too and my experience says that youā€™re not gonna tick-throw all day, especially since not all people jump when they see that feint. Maybe your opponents do but Mine tend to crouch, backdash (cancel), etc. All Iā€™m saying is youā€™re right but youā€™re as biased as I am by what youā€™ve experienced, which is why I donā€™t really buy the ā€˜if youā€™ve set it up correctlyā€™ part.

As for the rest of your comments, Iā€™ll believe you since itā€™s been way too long since I last played seriously anyone other than The Griffon.