well short hops are fast so doing stuff on reaction can be hard. try to figure out when your at a short hop range and prepare to uppercut or whatever. also jumping moves can be good and mostly safe anti airs. not sure which move is best for gato but i use jump back D and vertical short hop D with hotaru for anti airs at particular ranges sometimes.
OMG that works!!!
It’s soo much easier. I’m not sure if it was all the practice I just put into it for the last few hours but pushing down 3 then A+B makes it consistent.
Really appreciate the tip
Edit: nah its my imagination lol thanks for the tip though… helps me with the timing at least
You forget that Gato’s Uppercut (f,d,f B/D) is pitiful, and can be easily interrupted by anything.
I wouldn’t rely on Gato’s counter move at all really. It’s ok from time to time but for the most part it isn’t that great. Especially if you keep using it the opponent will get smart and throw you or go low for an opening. If they are doing lots of short hops then just JD and GC into his :qcb: + :snkd:, :snkb: to punish. You can also backdash away to resposition yourself if needed. Stand :snka: could work but it depends on how close/far they are doing the short hops. You can also try :d: + :snka: + :snkb: but again it depends on how close/far and how high/deep they are doing the attacks. Gato’s :dp: + :snkb:/:snkd: isn’t as bad as you think. It does beat out certain jump-ins, but again you just need to try all your options first. If all else fails his kick super beats just about anything coming from a jump-in.
I like using Gato’s f+B to stuff short hops and apply some pressure at the same, since it is quick and safe even if they choose not to jump
I wish they would release this for PSN, but I am sure most PSN users think that. If you own the Japanese version of this but live in the US, can you play online? Or will it just be a bad connection?
the console version netcode is an abomination anyway. You could live next door to someone and it would still be unplayable. I checked for matches last week and there was exactly zero… game is dead. Play it on GGPO or 2DF.
Playmore just can’t get the Netcode right can they? I haven’t bought KOF XII because I dont want to play 50 bucks for something I can’t even play against other people.
Is it me or is Maro’s Break harder to perform than anyone else?
I’m able to break with Terry, Dong, Gato fairly consistantly but Marco is just a bit trickier to get down.
Is braking moves a major part of high level play? Because it doesn’t look like I’m going to reach that level anytime soon…
Break moves for each character are slightly different, so that is probably why it feels different. Marco’s break isn’t hard at all it’s all just timing really and once you learn how it works it shouldn’t be a problem. Breaking is important for certain characters because they need breaks to build meter. Marco is one that needs it because his :dp: + :snka:, break whiff is good for building meter. You also need breaks for extending combos, creating openings and recovering faster from block strings. Just keep praciting his break until it becomes second nature.
yeah it necessary at even basic levels of play unless your like freeman(than you need feints instead though), a other couple characters might be able to get away without using breaks but they are for the most part staple moves.
Marco’s is slightly harder, but if you practice a bit you will have it down in no time, breaking is really easy to do as far as timing stuff in fighting games goes, garou was the first fighting game i had any interest in learning and ive been doing break moves since the beginning, it wont take long to get near 100% success rate.
Nocturnal, EmptyShiki
I appreciate the feedback, I guess I need more practice.
awesome, awesome thread. I’m going to have to dissect this thread later on. Tired of getting owned in garou
Shouldn’t have to dissect much. Everything you need should be on the 1st and 2nd posts of this thread. If there is anyting specific you need help on that isn’t mentioned then please do ask.
For those who are having trouble breaking Marco’s move, I’d like to share my experience by saying… don’t do it too early!!
I kept trying to instantly push A and B right after I finished Kohou: F, D, DF+P.
I do wish the Shoryuken Wiki of Garou had more complete guide for each character. I had a very hard time looking for guides until I found this thread.
Hello. I just got into this game recently, and I like to use Kain. I’ve always had a thing for charge characters, but that’s not the point. Is Kain a relatively easy character to pick up? Also, is there anything that one would NEED to know with Kain. Like when should I use supers, and such. I only really use the orb super at the moment, and tend to do it after a cancelled antiair special into his TOP if I have it.
You can check the second post on this thread under Kain’s name. Most of the stuff posted there is common but important stuff to know about Kain. The only special you should be using the most is his charge kick then break cancel it. It’s fast, pretty safe and builds meter quick for Kain. It beats/trades with a lot of normals/specials/supers, so it’s good for both offense and defense when using Kain. I would say for the most part Kain is probably the hardest character to master in the game. Main reason is because with Kain you have to use a lot of charge shortcuts to do more advanced guard cancelling. Usually when you are doing multi hit Just Defends you have time to charge inbetween those JDs. Here is a video I made a while back showing some of the more advanced GCs you can do wtih Kain:
[media=youtube]1HaMYS1KXNw[/media]
Also in the video it shows that when you time his kick super as they are landing they wont be able to roll recover. Reason is because when you do a super in MOTW there is state during the super where the screen turns black. During that state no inputs are registered in the game. It’s called a 0 frame state. In other words they will have to either block/JD/reversal super the ball super coming their direction. It puts Kain in a good offensive position to continue pressure and create guard crush setups. Besides all that just check match videos with Charle’s Wain using Kain. Here are some great sets you can watch:
Wain (Kain) vs Koba (Grant)
Wata (Rock) vs Wain (Kain)
Some really good play showcasing the strength of each character. If there is anything else you need help with that isn’t explained don’t be afraid to ask.
Checked through here couldn’t find it. Any advice on how to break through Terry, Jenet, and Kevin’s Block Strings? I know if you time a dwn A+B it will interrupt Terry’s block string, but I don’t know about the others.
What I’ve noticed with advanced players that have mastered these block strings is that, once they get you in the corner and in that block string, they seem to know which moment is susceptible to the dwn A+B and they back step away. It’s a damned if you do, damned if you don’t situation. If you go for that dwn A+B and they back away, it’s a free combo for them. If not, they can guard crush.
It’s really hard to break out of certain block strings. Jenet’s and Kevin’s strings are very hard to escape or do much agains’t. That is why you don’t ever want to be in a position where they have you in the corner. It also depends on who you are using though because certain things are escapable, if you know the windows of escape. A good example would be Jenet’s block strings. The thing you have to remember is that most of Jenet’s block strings have windows of escape. It’s just that it’s really hard to time the escape. Usually the window to escape on her strings is between the FC normal into her dive kick. You should have enough time to backdash, :d: + :snka: + :snkb:, jump or even reversal special/super with good priority. The problem though is that all those options are risky like you mentioned. If the players are smart they can mixup block strings so good that it becomes near impossible to escape them. It’s all part of the mixup game so you just have to react to things as they happen.
The Kevin guard crush corner setup (stand :snka:, :qcf: + :snkb:, break, dash, repeat) if done perfect it can’t be escaped at all. It’s a free guard crush but the timing has to be perfect. If not it’s possible to backdash or :d: + :snka: + :snkb: or reversal with a special/super with good priority to hit the dash stand :snka:. Again you just have to react to things as they happen.
is mashing k super with freeman a good choice? if anything the threat of it should make jenet try to bait it which would create an escape opportunity…