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

Man i swear i did that like 5 or 6 times…but i tried again this time reading your post while I did it and it worked. Your a miracle worker!

Hehe thanks bro.

Yeah… I kinda forgot to check back :sweat:

Well anyway, I think I’m cool against Hotaru now. My problem was that I had a real problem with finding a way to attack her. Didnt know whether to go offensive or defensive, I just learned to come up with a gameplan and take some notes.

My big problem now is Jenet, and its a similar problem. I try playing keep out against her and when that fails I always end up getting locked down with her blockstrings in the corner. So then I try going offensive then I get killed by guard cancels and end up getting locked down again. I dont know any good flaws to pick at or how I should go about attacking her and not get raped. Know what I mean?

Edit: Using Kain btw

Well the first thing you should probably do is check for any patterns the player is doing with Jenet. The next thing also is what do you do with Kain as far as your main game plan with him? The thing with Jenet’s block strings is there are openings. The only hard part is to know when you can escape or counter. If the Jenet is a good at keeping you trapped in the corner pay attention to the strings he uses. Usually there is a window to be able to JD again if they go from her normals to dive kick. I wouldn’t do a backdash in that situation because Jenet’s dive kick sequence can still come out without hitting you. Talking about mainly when you are trapped in the corner. Jenet is really strong in the corner and can be hard to get out if the player knows how to keep you there.

I think in this match up Kain has to really keep Jenet on her toes or keep her away as much as possible. At the same time don’t put yourself in a position where you end up getting closer to a corner. If anything put her in the corner or position yourself so you can get back to the center of stage, to keep her from locking you down. If you lock her down or keep her away from you Kain shouldh have the advantage. Also if you land a counter hit on Jenet it gives Kain a chance to land good damage. If you land a bounce counter hit on Jenet you have a chance to use her hit bug because Kain can follow up with :d: + :snka: + :snkb: then :snkc: into super/TOP attack/Specials, etc. That only works on Jenet off a counter hit cause of her weird hitbox bug.

If the player is good with JDing/GCing then you have to mix up throws every now and then. You can’t just rely on attacking all the time sometimes you have to change things up or you’ll get preditable. Not much else I can really say besides what I already posted. Again just pay attention to any patterns and figure out ways to punish those patterns.

wow the ps2 version is nice!! progressive scan, english menu’s, training mode has music, i just wish i could cancel strong attack into super on an arcade stick.

Ballz, this game had progresive scan all this time and I haven’t been using it! Damn!
Thanks for that little bit of info, I’ll be trying that as soon as I get home tonight.

Need help from any Kain players. I’ve always been decent at charge characters and everything, so I understand the timing between linking charge, but looking through all the Kain posts makes him seem way too hard to get down; what is the exact input supposed to be after I cross-up j.C/D and s.A or s.A -> s.B into the d, u charge? I’m really doubting there’s enough time to charge in the s.A’s animation alone and s.A s.B would be more than enough time but you have to keep Kain standing somehow, right?

I guess what I’m wondering is if Garou has some odd properties I’m supposed to be exploiting or maybe the down charge starts as soon as I jump in and there’s some partitioning or odd mechanic going on to make sure an s.A comes out on landing.

Other than that I really like Kain, I hope somebody can throw me some info so I can keep playing this guy (and game, really).

Don’t worry I’m sure somneone here has you covered.

Noct eat your heart out:china:

Garou stores motions and charges for a long time, so you can exploit that. Youre going to jump in with jump :snkc: while holding a :d: charge. When you land, go to Neutral and hit :snka: (or B), then :u: and :k: to combo into the flash kick.

Doing Kains Stand :snka: x2 into flash kick uses the same principle, but the timing is pretty brutal. In Garou, you only need to charge for a little less than 1 second. So, youll hit Stand :snka: and IMMEDIATELY hit :d: to charge, after the charge is finished you should have enough of a frame advantage to link another Stand :snka: and combo that into the flashkick. Youll need to become really familiar with Kains charge times to do it consistently, but it helps his corner pressure.

It’s pretty simple to get charges during cross-up hits. Usually what you want to do when going for a cross-up :snkc:/:snkd:, you hold :df: to start the charge as you hit them. When you land you already have your charge so the next step is to do stand :snka: at a neutral position. Then just press :u: + :snkb: to get the charge kick to combo from it into break, etc.

I’ll give you a quick run down on how to do them. Also after a cross-up stand :snka:, :snkb:, charge kick doesn’t work mid screen. Mainly because you get pushed back too far once you do stand :snka:, :snkb:. The only place it works is when you have them in the corner and stand :snka: hits close. Though for now the main 2 combos you should be doing for mid-screen cross-ups are:

-Cross-up :snkc:/:snkd: (hold :df: as you jump over them), land, stand :snka: (here you should release your charge and go into a neutral position), :u: + :snkb:, break, charge back, fwd + :snkb: or TOP attack.

-Cross-up :snkc:/:snkd: (hold :df: as you jump over them), land, stand :snka: (start charging back), stand :snkb:, charge ba, fwd + :snkb:.

Both of those do the same damage except for fact that the first one builds more meter because of the break. You can also do the TOP attack instead of the charge back, fwd + snkb or :qcf:x2 + :snka: for more damage as well. Now for doing charges between links it’s pretty simple to explain. I also recommend you only use it when you have your opponent cornered because of what I stated earlier. The trick is to start charging as soon as you press a stand :snka:. So do stand :snka: charge right away, then do neutral stand :snkb:, :u: + :snkb:. The charge should last until the stand :snka: animation is done completly while the stand :snkb: links. It’s pretty quick but it does work, it’s just all about timing it right.

I find it a lot easier doing it from a dash stand :snka:. So for instance if they are getting up in the corner you can do dash in stand :snka:. As you dash in and the stand :snka comes out you charge like before. It’s the same exact method with neutral stand :snkb: next then :u: + :snkb:, break, etc. You can also do stand snka:x2 then charge kick with the same method. So you just replace the stand :snkb: with stand :snka: again. Hope that makes it a bit more clear for you. Just keep practicing it and you’ll see that it isn’t too hard.

Edit: Omerta beat me to it heh.

Double Edit: “They all float down here”

First look at Vol. 3 :slight_smile:
[media=youtube]1nYBE_0WiU0&fmt=18[/media]

man I lost many times last night in GGPO, let this be a warning Garou + Beer do not mix very well :looney::rofl:

NINJA EDIT: no more drunken fighting from my part.

Hmm has this ever been discussed: S. Power vs. P. Power?
Well if it had been, then here’s my personal take on it.
S. Powers, on average, take off 25% of an opponent’s lifepoints, whereas P. Powers take of 40%, on average. If you’re gonna combo into a Super, then take into consideration your opponent’s lifepoints; if their lifepoints are under 50% you could use a P. Power to KO them, but if there’s another Round left, you may want to reconsider this as well.
With most combos just stick to using S. Power and only use up both stocks if you feel desperate in winning the Round.
Most combos that end with S. Powers (or involve using S. Powers) can put an opponent out of their TOP segment of their lifebar. For example, a combo of Cr. B, Cr. B–>QCFx2+B for Jae will always put them out of their TOP, while for Terry & Rock, for example, it’ll leave them just a few pixels away from being out of it.
Grant may need an S. Power as an anti-air or knock opponents away (I find his QCFx2+A to offer some good invincibility against some ground and crouching attacks), besides comboing into his QCFx2+D isn’t worth it since it only does a little more damage. …but in Grant’s case if their life is under 50%, you can use the P. Power to end the match.

So personally I say stick to using S. Power and only use P. Power if you need it or to end the match.

Oh and some stuff: I’ve played a little with Jae Hoon and found that if you Guard Crush an opponent with his TOP Attack you can hit them with his QCFx2+K if you input it after he recovers from the TOP Attack.

I’d say S.Power i preferable unless you’re playing, like, Kevin, where his P-Power (qcfx2+d) is one of his best moves and the S-version isn’t really good at all (except if you can combo into it which rarely happens).

S power still takes a very good chunk and you can’t guarantee that you will be able to deal good damage again.

When I watched the JP tourneys Nocturnal posted I can’t tell you how many times those guys did a S power when they could have done a P power and won the match.

I’d say get as much damage as possible when you have an opening, you may not get another.

Use P power when you can’t hit confirm a combo or when you can connect two of them, like with Jae you can do cr.C> qcfx2 A> qcfx2 B. This does more damage than if you used qcfx2 D (looks cool as heck too).

Nice as always with the vid, Tizoc (plus good music choice, too). Looking forward for the final product.

As for the S/P Power thing, from what I’ve noticed, it seems like the S Powers are the more effective way to get damage done compared to P Powers.

Good points but…the QCFx2+C can do a little more damage in a few combos.

@flik- Yeah forgot to comment on more specific characters. comboing into Kevin’s QCFx2+B could be done if you hit them while they are on the ground, cuz then you could do St. CxxQCB+ACDxxQCF+B, Break, etc. You get damage and a little extra meter.

@lolerskates- I might not use that music theme for Jae’s section, but I will see if I can include it in the vid or a future one :slight_smile:

There are too many variables in Garou to make sweeping statements like that. You have to take into consideration your characters and your opponents options, the way your opponent plays, comboability and juggle properties of the supers, round number, if your opponent has meter, character meter gain, possible unblockable set-ups, damage ect

Kevin should pretty much never use an S power super outside of a corner combo like:
Jump :snkc: stand :snkc: :qcf: x2 :snkb:, Jump :snkc: stand :snkc: :qcf: x2 :snkb:, Jump :snkc: stand :snkc: (feint) cr. :snkc: :qcf: :snkb: (Break) :qcb: :snka:
His P power is much more useful in most situations and he gains meter so stupid fast and has such strong keep-away that he can gain back S-power in a matter of seconds.

Tizoc is another character who should almost always use his P power super if he gets the opportunity. He has such a tough time landing damage that when you DO get an opening, you sure as hell better make it count. Kain should use his P power ( :qcf: x2 :snkc: ) in combos off of his Cr. :snka: + :snkb:, :snkc: as it is the highest damaging combo he has. Also, just like Kevin, he gains meter so ridiculously fast that it becomes a non-issue. By the time you wake up and get within range, hes two more flash kick breaks away from S-Power again. The main reason most people combo into S powered when they have P is because they dont want to be left without meter when the opponent might have it. Thing is, there are some characters and examples like I explained above where it is a non-issue, or situations arise where becoming meterless might be worth the risk. Theres a shit ton of other examples I could go through, but I dont have the time for another tl:dr post.

I guess I wrote this whole post as a way to say: Know your character. Garou has very few one size fits all absolutes. The more you play the more variables youll find. Know your character, know your options, and youll know which super to use, and when.

Are you talking about Jae? What combos would that be? Always on the look out for good BnB combos to add to my arsenal.

Just tried in the corner and cr.B, cr.C> qfx2 A> qcfx2 B took about a throws worth more than cr.B, cr.C> qfx2 C> follow-up.

Finally got this game running on Kawaks. Just hate playing on my shitty keyboard.

I’m gonna read a few of the guides on the 1st post.

@Diavle- Heh sorry dude, but I’ll let you see for yourself when Vol. 3 is online :wink: