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

haha yes sorry his dp+B/D.
So as I understand it, if Terry or Kevin get you pinned in the corner with one of their guard break loops, the only way to escape is to JD and GC into an invincible move? So in that situation, that’s when I’d do the JD, BC to dp+D, A+B, dp+D?

Also, much thanks for your YouTube channel. I had no idea it was yours and have watched a great many vids from it… I love Garou quite a bit, its a shame it doesn’t have the huge following SF does here because IMO its a superior game.

The Terry guard crush stuff is escapable with :d: + :snka: + :snkb: when Terry does his :r:, :r; + :snkc:, but not Kevin’s. I’m just using the JD into GC as a way of landing the :dp: + :snkb:/:snkd: like you mentioned. You don’t have to use that specific special as a GC. It’s better to use his :qcb: + :snkd: for GCs because it’s easier to follow up with a special/super.

I guess I can do that.

Though I always like having something around to play with guests.
So, it probably won’t axe my system then?

I did it! I finally was able to break Rock’s 360 and hit the enemy with either super! Finally! I’m in the zone now, and Garou still beats the ever-loving crap out of 3rd Strike and SF4.

No it wont. Also you can play the game on emus offline with other people.

You’re never in #snkplaymore anymore ):

Sorry. Been busy with school.

Hey guys, I checked but I couldn’t find it. What are Rock, Gato, and Kain’s crossups that I can combo into?

Rock = :snka:/:snkb:/:snkc:/:snkd:. The :snkd: version hits more consistent than the rest. Followed by the :snka: version. The rest only work on certain characters or require precise spacing to work.

Gato = :snkb:/:snkd:.The :snkb: version hits more consistent than the :snkd: one. Gato also has his air turn command which is :snkc: + :snkd: in the air. Easier to do things like cross-up :snkb:, :snka: when they least expect it. It’s hard to counter it on reaction unless you know it’s coming.

Kain = :snkc:/:snkd:, both are good cross-ups. It’s easier to cross-up with his :snkc:.

Just remember that if one normal doesn’t cross-up on a certain character try the next normal.

Nocturnal your my fucking hero.
When I fix up my computer(using the one at work) i’ll hop on GGPO and hopefully run acroos everyone here and get my MOTW’s on.

Played against a really, really good Garou player in GGPO. I beat him once in maybe 40 matches. He was really hard to predict, he was a good waiter, almost never jumping at me. My main is Gato (followed by Rock and a still-learning Kain) and I fuckin’ love Gato, but the thing I’ve come to realize is that he is damn good, but none of his moves are safe. The Shin-Ga (qcf+p) is okay, you can hit him once, if he blocks, you can try to super it if he attacks, but if you do nothing =punished.

His reversal is worthless against a guy who can consistently crossup or a Jenet player. His projectile is okay, nothing great, it’s difficult to catch people off guard with it. I love his qcb+k and D slide, it catches people off guard 9 times out of 10, it just pisses me off that of all his moves you can’t combo that into super (or can you?!?). I still love Gato, but I have to play pretty conservatively with him and avoid his specials as much as possible.

I can’t wait until KOFXI is emulated so I can play a godly Gato.

What normals should I be using as gato?

My advice: any of his A or B attacks. Try to use his projectile when the opponent is on the end of the screen to create some pressure, and get them to jump at you so you can the flying kick and hit them with a super. Avoid crouching C or D (especially the sweep!) as you can get punished in the worst way for using those. His forward B+kick is a great pressure tool, great for pokes, and you might get a random reversal and you could hit them with a super.

A great pressure tool is to jump at opponent, hit B, then A repeatedly. It’s like a slide, jumping B kick, then A punches until you have crA and then hit them with super or qcf +punch. Wouldn’t recommend if the other guy as a super ready.

All of Gato’s normals are useful depending on his position in a match. I’ll just go over each one and you can then put them to use however you see fit.

-stand close/far :snka: = Stand far:snka: is the fastest overall poke with decent range for it’s speed. The close stand :snka: does his elbow animation hit. It has less range than the far stand :snka:. Mainly used to end a block string or continue pressure from a block string. Both versions you can FC on hit/block so it lets you continue pressure easier. You can combo from both versions into his :qcf: + :snka:, :r:x2 + :snka:. The far version might whiff if you aren’t close enough but still do his far stand :snka: animation. Can link the close stand :snka: version into his :qcf:x2 + :snka:/:snkc: super as well.

-close/far :d: + :snka: = Both versions have the same animation. Less range than the stand close/far :snka: version but still pretty fast. You can combo from the close :d: + :snka: into his :qcf: + :snka:, :r:x2 +:snka: special or link into his :qcf:x2 + :snka:/:snkc: super. You can also FC both versions on hit/block.

-stand close/far :snkb: = Great range and decent speed. Can FC both versions on hit/block. Can combo the stand close :snkb: version into his :qcf:X2 + :snka:, :r:x2 + :snka: or :qcf:x 2 + :snka:/:snkc: super. The stand far :snkb: version you can combo into his :qcf:x 2 + :snka:/:snkc: super.

-close/far :d: + :snkb: = Close version has great range and one of his main openers. So you can either do close :d: + :snkb: into :dp: + :snkb:/:snkd: or link into his :qcf:x2 + :snka:/:snkc: super. The far version is good for beating out certain specials and even supers. Only draw back is you can’t FC both versions at all on hit/block. It doesn’t really matter because it has quick enough recovery from it to be safe on block.

-close/far stand :snkc: = Good range from the far version. Good for beating out certain normals/specials at the right distance. Can only FC the stand close :snkc: version on hit/block. Can also combo the stand close :snkc: into his :qcf:X2 + :snka:, :r:x2 + :snka: or :qcf:x 2 + :snka:/:snkc: super.

-close/far :d: + :snkc: = Both versions have the same animation. Both versions you can FC from on hit/block. Both have good range. Can combo the close :d: + :snkc: version into his :qcf:X2 + :snka:, :r:x2 + :snka: or :qcf:x 2 + :snka:/:snkc: super.

-stand close/far :snkd: = The stand far :snkd: is kinda slow so I woudn’t really use it. You can only FC it on block. The stand close :snkd: version is great because it lets you combo from it pretty easy. It hits two times but you can only FC on the first hit. You can use it for things like meaty stand close :snkd: so the second hit hits them on wake up. Then you can either go into his :d: + :snkb: or super after it.

-close/far :d: + :snkd: = Like already mentioned it isn’t the best thing to use. It comes in handy if you know for sure you can land it. Has the best range from all his other normals but comes out pretty slow. You can’t FC it at all on hit/block.

-His best air to air normals would have to be :snka:/:snkc: = I tend to use both depending on the position I’m in the air. The :snka: version comes out faster and sticks out longer.

-:r: + :snka: = It’s an overhead and comes at a decent speed. If you land the :r: + :snka: it’s a free super if they don’t know how to escape it. You have to hit till it hits so you can then super them. It creates a 0 frame unblockable situation but again it’s possible to escape it. Use this for high/low mixups to create openings.

-:r: + :snkb: = His upward angle kick that comes out pretty quick. It’s hard to react to this unless you know it’s coming. Can be used as an AA from the right distance. Use this every now and then to catch people off guard.

-:d: + :snka: + :snkb: = Second best in the game next to Kevin’s. Really good for AAing jump ins. Can also use it for combos. Can only FC this on hit, not block.

Just experiment around with his normals. Everyone uses Gato different so just use what works for you.

[quote=Nocturnal;7653509
-:r: + :snka: = It’s an overhead and comes at a decent speed. If you land the :r: + :snka: it’s a free super if they don’t know how to escape it. You have to hit till it hits so you can then super them. It creates a 0 frame unblockable situation but again it’s possible to escape it. Use this for high/low mixups to create openings.

[/quote]

How do you connect this to super? I’ve tried and simply can’t get it. Do you mean I can cancel the animation into super?

It doesn’t connect. It just creates an unblockable situation. So if it hits them and then you super afterwards they can’t block the super. The only way to combo from it would be to do it meaty as they are getting up. If you do it correctly then it does combo into the super. Though like I mentioned it’s possible to escape the unblockable super but requires timing.

Edit: Holy god almighty! You’re right, dude. I’m going to abuse the crap out of this on GGPO. Thanks.

Gato’s stand close D is also a good anti-air against guys trying to jump over your head

I need some Gato advice: I love the character, but I have to face the painful reality that he has zero priority. His qcb + kick is pretty much worthless at high level play, only useful if you can combo. Anything else the opponent reads a mile away and will jump at you and interrupt whatever you do, leading to free rape. His Reversal is worthless, because the other guy will cross you up, and it doesn’t (for whatever reason) work on cross ups and leaves Gato wide open. His DP kick is a complete joke, it has zero priority and can be interrupted by anything. His qcf+Punch is good, good for combos, does good damage. The problem with the qcf+punch is that if they block the first hit, you can try to hit them with the follow up, a super, or maybe the dp kick, but 9 times out of 10 a good player will wait half a second after you do it, and just punish you in the worst possible way.

Biggest problem I have (other than Grant) is that any character with a projectile will run away after I hit them with a good combo or super, leaving them at about half health. They then spam projectile, and keep their super in reserve. It forces me to try to hit them with the qcb+K projectile or try to jump at them, trying to narrow the gap between us. I can JD pretty consistently, but high level players (easily on par with Daigo, Kuroda, etc) on GGPO see this coming and do something completely unexpected. I’m starting to get the hang of the High/Low mixup game; but to reiterate, it is difficult to maintain this mixup when your character has zero priority.

His Supers are a joke. The kick super is okay, it’s something to throw out at random when they’re going to jump in and cross up. However, high level players never jump in when you want them to, so it’s pretty useless. The punch supers are good, can’t complain about them. The AB super is worthless, it only does slightly more damage than the C super, and it’s really easy to fuck up. He’s a good character, but I can understand now why he’s so rarely used at high level play.

My new main will probably be Rock, but I’m still learning Kain and Jae Hoon looks interesting in what he can do.

His :qcb: + :snkb:/:snkd: is good, you just aren’t using the right way. First thing is don’t just rely on using that move to get openings. You should be mainly using it for GCs if they are jumping in on you with a normal or if they are trying to hit you as you get up. You have to use it so they get scared of the move first. You are probably being way too predictable with it. That is the main reason why you are getting beat out from it. If they jump in early do the :snkb:/:snkc: follow up quicker. So it’s almost like Gato is doing a small jump. It depends on the spacing they are jumping in on you. If they are running/dashing in as you do it then use the :snka:/:snkc: version so it’s closer to the ground. Never do :qcb: + :snkb:/:snkd:, :snka: from full screen unless you know you can hit them with it.

If you hare more health and they are just running away while throwing projectiles just JD or jump away from the fireballs. They eventually have to come towards you if they want to win. They can’t just play keep away all day if they aren’t in the lead. If you really want to get at them don’t do something risky that will leave you open for combos/supers. You have to just be patient and play your cards right. You should watch good Gato players from my videos to see what they do during certain situations. So you can see just what Gato can do against certain things. The reason you probably rarely see Gato’s in tournaments also is because he does require good execution on his combos. You can’t just pick him up on one day. You have to sit down and practice all the stuff he can do so you can really understand how he works.

Watch this whole tournament and look at how Wata uses Gato in all his matches.

There are other great Gato players in a lot of the tournament matches I’ve uploaded as well. Just have to look through each one and spot them out.