You need 2 controllers to use the recording feature on the PS2 version of Garou. Once you have both controllers for P1 and P2 plugged in you can change the control option to Player instead of CPU when you press start. You should then be able to move the both characters.
Press select with the P2 controller and it should give you a message at the top of the P2 side saying ready in white letters. As soon as you move P2 it starts recording the movements you do and gives you 10 seconds max to record. Once the time runs out it will ask if you want to save, then you say yes. If the recording came out bad or something goes wrong you can always just hit select to start it over. Also you can record less than 10 seconds by just pressing select again during the recording.
Now you can either playback the recorded command when you press the “Command” Button (check your controller config for that button) with P2 controller. Or set the CPU (which you have to change back to from Player in the training menu) to do the recorded command continuously with a brief period in between by setting its Action to Command in the training menu.
Gato’s TOP attack has slow startup, bad recovery, and isn’t that good for GCing. I’d say it’s purpose is giving your opponent free damage most of the time. :bgrin:
For his block strings, you can refer back to this to get yourself started. You can really get creative with Gato since a lot of his normals from standing, crouching, jumping, or hopping can lead to his chiropractor super. As long as you’re not ending your offense with slow recovering normals and specials, you should have plenty of ways to apply safe pressure and limit your opponent’s options.
There are plenty of players on both, so just try them both out and see which on you like better.
I have ggpo up and running now, if anyone wants to play some then look for Tbone86. Now I just have to find something so I can not get beaten so easily.
Is it possible to break off of Marco’s LP version of his uppercut, I know he can do it off of HP uppercut.
Are you talking about on hit or whiffing it? Well you can break both. It’s easier breaking it on hit but whiffing it requires quick execution. I would say if you have problems breaking it try on hit first. Once it starts getting easier try doing the whiff break version in training mode. Just takes some practice but overall it’s not too hard if you put the time in to learn it.
I need to get online and play some of you guys. I haven’t even bought it on XBL and just fight locally, but I wouldn’t mind to get a gathering online one night every few weeks. This is my preferred game out of everything I play.
Have a few questions regarding Strategy for types of players. Just to let you know I’m still a newb.
How do I punish Dong’s Jump Down+K move? I use Marco, Gato and Terry often. I seem to be blocking this often and I can’t counter fast enough (on GGPO)
I have an annoying time playing against players that turtle. I’m talking about players who dash back constantly and Jump away and they never advance to attack. They play keep away until you go after them. When you do though they build meter faster defending. I don’t generally have a big problem with this but it seems the amount of damage I inflict is = to that one special move that lands on me. Which makes the fight very close at times. If I turtle I generally don’t have a problem with these types of players but I hate winning by way of turtle either.
This one guy I play often does this all the time. He’ll run run jump away and will rarely advance. If I don’t attack we could be just sitting across the screen for the entire round. It’s hilarious. The only thing he really lands on me all the time are the supers he builds up from defending and a couple of LP and LK from time to time for when he does win.
So… how would you get around this type of strategy?
back dashes are punishable in the recovery frames. terry and marco can throw fireballs gato can probubly do his qcb b or d into the splash, just look for places where they do it and if they just dashback without thinking all the time you will hit them with the move. obviously they will get used to it and not backdash as much but at least one problem is solved. the most common places i think are when they dashback as an anti air or on a reset or on wakeup. so with marco jump D than fireball works.
for jumps it is not necessarily punishable since JD exists. if they arn’t good at JDing . you can pretty much do the same thing as back-dashers and just look for situations and punish them with a move. otherwise you can try and jump at them on reaction and go for the air to air since the timing is harder than for a fireball. if they beat your air to air they are doing early air moves and next time they do it you stay on the ground and you can just run up and combo when they land or catch them with a special move.
if either of these actions take place too far away to do any of this stuff to be applied than just run at them and use it to get into a range that you like.
if you are eating alot of anti air supers than normal jump and JD is a good answer.
basically look for where and when they do something and come up with a counter and incorporate that counter into your game.
some good nonspecific stratagy against turtles and in general is to get an early life gain and force them to engage you, mix up the ways to approach them so they cant just spam one counter. and to do as much damage as possible for every hit that you get on them. If you have mixups or pressure that forces them to guess be sure to apply them aswell. Smart pressure can crack a turtle but the opposite is also true.
Does any one have some input on Marco/ Kushnod Butt match up approach against him using freeman? Unless I can JD & GC, the match up seems pretty hopeless if the opponent is a rushing fiend. Comparing states and ability, Marco/Kushnood Butt beats freeman in majority of area. the only thing freeman players can do is just out smart him but freeman mix up is limited ( impractical) and not as safe others( and some are just unpunishable all together). Its seems to be just a huge risk and reward battle with the odds heavily in Marco/Butt favor.
I do blame my self for lack of JD, but I feel even that shouldn’t make the situation that bleak. Ive been able to manage with out it so far.
The thing you have to look at in the Marco vs Freeman match up is that Marco does have the better mixup options overall. There is one thing that Freeman has over Marco and it’s pokes. Freeman has better overall range on his normals and he cancel them from just about any distance besides his :snkc: normal unless he hits close. Marco on the other hand has to be close in order to cancel out of all of his normals. Marco does have better overall GC options as well especially with his :dp:+ :snka:/:snkc: and :qcf: + :snka:/:snkc: specials. The only time Freeman should have problems during wake up games vs Marco would be when he has meter. Mainly because Marco has the option to reversal kick super you on wake up. The other thing to take notice also is that Marco does have good rushdown but Freeman’s rushdown is overall better. Freeman’s dash is pretty fast so he can FC all of his normals from any distance besides his far :snkc:. Marco has to be close for the most part to do any type of FCing in the first place.
If you haven’t mastered Jding you should be at least trying to JD certain things beacuse JD is very important. Not only for defense but also for the fact that you gain life back from JDing anything. Anything to help out in the match is always good. I would say try to record a match or link a 2DF replay if you can showing what the Marco player is doing to you. It’s hard to usually come up with solutions to a match if I can’t picture how the Marco player is playing. You have to take into account that everyone uses every character different so play styles will vary even though certain things might seem similar. All I can really tell you now is to just look at what the Marco player tries doing during wake up situations and check for patterns. Everyone has patterns they usually follow unless he’s playing a safe Marco then you have to really mix things up more. You have to create openings even if you have to try certain risky things. Just look at what he does to counter what you do and just try to change it up more to see what he tries next.
I also wanted to ask you what exactly do you with Freeman as far as mixups, combos, poking, etc. goes? That can also be another factor into why you might be having a hard time fighting Marco players.
Hmm I cant say I agree in some of those concept. As far as normals goes, Butt beats freeman long reach normals in many situation, but even if freeman has reach, freeman lacks the speed to match Butt’s. Butt can always go for counter with his :qcb: commands that leads to combo and reset opportunity which freeman has little options for. In the end Freeman normal is not as stellar tool against butt.
Jd is great tool but I cant rely on it because no matter how hard I try, I’m not proficient at JD. So had to developed style where I avoided JD dependant situation but with Butt/Dong/Terry, Its pretty much mandatory since they can abuse Gaurd stun. SO JD is pretty much out of the question.
I cant really say Im very good at mix up. But rather I only do it to intimidate and look for punisher. If mix up is high and low games, than I cant say I focus heavely on that. Ones I prefer to do is Freeman up close :snkd: into either commands/ feint cancel/ universal overhead.
Edit:
Well heres my latest 2df replay with a Butt user for those with NFBA. I don’t think this player fought many freeman so he didn’t know how to approach.
Your intimidation game is good, but the Butt player was leaning on the scrubby side, a lot of special attacks and too many overheads and sweeps.
Very good on the patience though. Wish I knew more of Freeman to give constructive criticism.
I don’t think you understand the point I’m trying to make with Freeman’s pokes. Yes Marco can use certain normals to beat out his pokes but Freeman’s normals have longer range overall. He can also follow them up with his punch super if you can react quick enough. Marco has to be in close in order to combo into any of his specials or supers. Also Marco’s counters are good but they have one problem. They leave him wide open towards the end. You also have to remember that you’ll likely never see Marco players use the low version of the counter move. Mainly because everyone is usually aiming for high/mid attacks during matches. Unless the Marco player knows a low is a coming the low version will never get used. So just remember that Freeman’s :d: + :snkb: has great range and you can follow it up with his punch super. You can also bait them out usually if they try using it as an anti air, just grab them out of it. I’ll check the replay in a few hours after I get back home from class. I also highly recommend that you start using JDs more often. If you aren’t using using JDs then good luck fighting a good Kevin/Jenet/Kain in the corner. You have to remember that you’ll eventually get guard crushed if you aren’t JDing and just blocking. Freeman needs all the options available to him or matches will just get even more difficult. You should also remmeber that throwing every once in a while is good for mixups. Not only does it put the person in a wake up situation, but it gives you the option to throw again, go high, go low or even just wait outside of throw range. Again just pay attention to what they are doing and pick up their patterns so it makes things easier. If you don’t then you’ll end up getting hit by the same stuff over and over again.
Alright I think I understand what you coming from. I am convinced and can agree with majority of your advice. I believe Ive been applying all that you have recommended. Except for the follow up for punch super from light pokes. I haven’t gotten good at super cancel with out crouching with AB. Besides that I usually reserve my super for anti air and reversal situation.
As for JD/GC, I must admit that I was being a bit too negative. I aim for JD every single time I’m put in a defensive situation. But my execution in it is so low that when ever I do accomplished it, I haven’t prepared my self to guard cancel it or take advantage of the opportunity. ( I though EFZ Recoil guard was strict but Garou seems harder)
I don’t know if you player feel this or not but my player capacity seems some what limited. If I try to developed one thing I feel I diminished in other aspect that I am familiar with. So since I could barly use JD, I had decided to not developed extensively on it.