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

Better late than never though, right?
Sends on online high five to Noc

It’s to far back now so I’ll just ask instead. Nocturnal, you started posting a new tier-list made by Koba (I think) where he also described the characters a little bit. Did he ever finish that? I only remember reading like Kevin and Jenet…

It’s not an actual tier list but more of a strength tier list put together. I just remember it wasn’t in a specific order besides the main 3-4 characters he mentions first. I’ll see if I can get it translated properly without using online translators. It’s also a list based on what Koba thinks the tiers would be based on stength. Taking into account meter building, can they take hits, do damage, options, etc.

Here is the list in the order he put the characters in:

Very Strong
Kevin, Jenet, Gato, Kain and Grant

Strong
Jae and Dong

Good
Everyone else

This is what I had translated so far:

Kevin

-Can hit verify off his stand :snka:. So he can decide if he wants to cancel into :qcf: + :snkb: or just wait since it’s pretty fast and safe.

-If he lands his BnB off the stand :snka: you’ll take about 1/4 of the opponents life easy without meter.

  • He also has his Guard Crush corner loop with the (dash in stand :snka:, :qcf: + :snkb:, break) x n. This is mainly when you have the opponent cornered.

-When Kevin has his P power stored it changes the match in his favor because he has his P power ready to come out at any moment. This causes the opponent to back away and block more usually to a corner which is where Kevin wants his opponents.

-Has the fastest meter building ability in the game with his :qcb: + :snka:, :snka: + :snkd: or :qcb: + :snkc:, :snka: + :snkd:, etc.

-Best :d: + :snka: + :snkb: in the game.

Jenet

-Has the ability to keep her opponents locked down with well time dive kick into ground normal then rejump quickly to repeat the pattern. Along with FCs it’s a nasty combo. Can lead to a guard crush but this is what makes Jenet so deadly.

-Her :d: + :snka: + :snkb: is effective for anti air, ground poking and for combos.

-Her air grab is very good and easy to do.

-Her jumping air to air :snka: and :snkb: normals are very effective.

-Easy to jump in with her and combo. For example: jump in :snkd: or cross-up :snkd:, land, :d: + :snkb:, :qcb: + :snka:. Her combos are very basic but effective.

-She is overall the most effective character built for offense.

Gato

-The most effective character for setting up 0 frame unblockable supers with his :qcf:x2 + :snka:/:snkc:.

-Second fastest meter building character in the game with :qcb: + :snkb:/:snkd:, :snka: stomp cancel.

-Easy to hit confirm both :d: + :snkb:, small jump :snkb: (overhead) into his :qcf:x2 + :snka:/:snkc: super.

Dang, the hit box analysis on the S.R. STYLE site is crazy good.

I often hear him mentioned as top but it doesn’t seem like ppl fair too well with him overall, I see bigger streaks with other characters in the tourney vids posted. On 2DF ppl barely use him, its either Kevin or someone else.

Just find it odd considering how good he seems, maybe tough to use? I was avoiding him since he’s top so if he is being ignored then I might as well…

Anyhoots, started using Hokutomaru. Really fun, his sB, sD, QCB+A or super is an awesome combo. Easy as heck to whore and hit confirm. cB, cB, cD comes in useful for a low game.

His QCB+D is kinda suicidal but I still use it, its gotten me into a lot of trouble but also saved my ass many times in those last second moments. QCB+B is useless right?

Haven’t been using his break much though, find it a little odd. Are you supposed to break it late? B/c sometimes when I break it he breaks without hitting them at all.

Been using df+B as an anti-air to good success. Is it guaranteed or can he still be hit if they jump in real deep? Haven’t been hit out of it yet I think.

You may need to practice Breaking his QCF+K a little, from my experience, you can do-
Dwn+AB–>QCF+HK, Break
St. HK–>QCF+HK, Break
If you combo into either use the HK ver. and Break.
If you Break you can do the following combo for example-
Dwn+AB–>QCF+HK, Break–>DF+HK–>QCB+HK

Cancel the 2nd hit of his DF+HK into the QCB+HK for a nice damaging combo.
Practice this long enough to get a proper handeling of it.
I’m starting to main Hokutomaru as well.

Quick tip, you can do his QCF+P during his backdash

To really use Gato, you need a joystick. No exceptions. Gato is very powerful, he can link pretty easily into supers. He’s kinda’ like Ken from SF3, in that he just needs to hit you once, and if the player knows what he’s doing, he can punish the crap out of you. On top of that; he can play a helluva mind game with the Tiger Leap and his counter C move.

I have two Gato questions though:

Is there any use for his Air crossup (in air hit CD)?

Is there any way to combo into his f + B hop kick?

I also did a few write ups for Hoku if you guys haven’t read it yet, it explains all the main things you should be using with him. Check the second post on this thread under Hoku.

Ah, so that was my problem. I was using QCF+LK all the time for the breaks, HK works just fine from a hard hit.

Yeah but overall I find it pretty useless, its slow and ppl see the single shuriken coming a mile away and even if it does hit the damage is crap. Doing it mid air is risky too since the can run under and get a free combo.

Whats not to like about a guaranteed cross-up?

First thing I did, good stuff.

You use his :snkc: + :snkd: air turn to go for crossups mainly. Usually what you want to do is :snkc: + :snkd: then :snkb:, :snka:. It’s hard to counter that as they get up and puts you at an advantage for offense.

His :r: + :snkb: move can only combo if the move itself lands a coutner hit. Then you can do something after it, but besides that you can’t combo into it normally. It’s just a command normal that they gave him as a way of stopping jumpers mainly. It’s more an anti air type move than anything else. Though it’s usually hard to react to it and even on JD it’s pretty safe from a distance. Up close it’s a bit more risky.

Edit: I read what you said wrong on the second question but I’ll leave what I meantioned incase you were wondering also about that. The only way to combo into it is from a counter hit.

I just started playing this game the other day and I am really enjoying it, it seems so complicated though! This feint cancelling nonsense is making my head spin.
So far I am messing around with Butt, Terry, Kain, and the Kim brothers.

I think once you understand how FCs and overall how the game engine works, you will get adjusted to it pretty quickly. It jus requires some practice like with all fighters.

@SG88- Try practicing proper pokes and combos before utilizing Feints. Once you get a hang of the first 2 then start on Feints.
This is just my opinion though.
Oh and uh watch these for a little help-
[media=youtube]UWr2XBU6Ui0&fmt=18[/media]
[media=youtube]uSMbxuuHlfg&fmt=18[/media]

Excuse my shameless plugness.

For Terry he can do these combos anywhere on the screen-
Cr. LK, Cr. LKxxQCF+HP
*Cancel the 2nd LK into the Power Wave

Cr. LK, Cr. LKxxQCFx2+K
*QUICKLY input QCFx2+K as soon as you press LK the 2nd time so that terry cancel’s it into the super.

Japan gets XBLA games later than the US, not the other way around. Plus theres yet to be a XBLA game released in Japan that hasn’t been available in the US (except an Aquarium game IIRC).

I don’t see why they’d start the trend with Garou. Its not the most well known game, but just the fact theres very few fighting games on XBLA will grab people’s attention.

I guess we just gotta wait and see what happens when the time comes.

OK, Vol. 3 is now 75% complete I just need to record a few things and type some stuff then it’ll be ready for viewing later next week hopefully :slight_smile:
I just begun documenting Vol. 4 BTW.

EDIT: Vol. 3 for your viewing pleasure (might wanna wait a while for the HQ ver. though)-
[media=youtube]TPwSIKK0mbk&fmt=18[/media]
Gonna start working on Vol. 4 soon, oh yeah!

Wow, pretty good stuff there. Good that you showed some of the tricks Rock can do after the Shinkuu Nage, plus the combo display for Jae is pretty nice; as is that bit in the “Randomness” section which shows what you could do after guard crushes, too.

P.S lol @ the ending pic.

Glad you liked, I hope the Damage Variance wasn’t too confusing, but at the end of the day, just do whichever is easiest for you.
Oh and I do like Bats when he does some awesome stuff, but to me Supes>Bats.

Nice vid again dude :tup: been recomending people to watch your vids for combos