So here is some PRO TIPS since the tournament is going on OH SHITZ THATS RIGHT ITS TIME FOR

tip #1: use your HEMs and LEMs (High Evasive and Low Evasive Moves) correctly!
High Evasion Moves (HEM)
d AB
All HEMs have mid-upper body invincibility.
Low Evasion Moves (LEM)
AB
All LEMs register as overhead attacks (except for Gato's) and have lower body invincibility.
Now how do you use them eh? Well a HEM and a LEM have the cool property of on hit you can cancel them w/o need for a feint into a special move, a feint, or a super. So if you are Terry and you hate your foe blocking that Burning Knuckle then do a HEM and then do the Burning Knuckle motion and it is guarenteed.
Also if your foe telegraphs a lot of the same moves you can take advantage of the invinicibility frames too!
tip #2: learn some safer feint strings
this is much harder to do but generally each character has some feint strings which make them completely safe if you do it right. a good one is butt can do standing C (this gets blocked) - feint - crouching D (iirc) and because the standing C puts you far back enough to let the sweep hit (which also moves you back) you wind up being out of range of almost everything.
tip #3: learn to empty jumpin and whiff jumpin
an empty jumpin is when you jumpin but do not attack letting you net an easy jd (and a counter) or block and counter.
a whiff jumpin is when you attack but do it a bit early so you land and your enemy thinks to block, so you throw them.
tip #4: learn garou's wakeup game
Garou compared to other popular fighters like Street Fighter 3 has a weak wakeup game but its still important to know what it does have.
Wakeup is what happens as your opponent gets up from being knocked down to the ground.
In Garou you have the following options as the person getting up:
-Attack
-Do nothing
-Jump
-Grab if enemy is close
If you are the not getting up guy you can do the following:
-Attack
-Do nothing
-Backdash
-Jump
-Grab
Now lets say you're the guy who isnt getting up. If you attack at long range, your enemy will prolly JD it. If you attack at close range, you'll get wakeup supered most definately. If you do nothing you'll be able to net a JD assuming your enemy does not grab you. If you jump you'll prolly get Anti Air'd unless you JD it. Grab is too situational on wakeup cause you will mostly likely get wakeup supered or attacked, beating your grab. This leaves one option. Backdash. Thats right. In Garou it is better to backdash as the not Knockdowned guy then do anything at all. Kind of silly isnt it? You can backdash and build meter and even if they jd a projectile if you use it to build meter, the gain won't be much and you're getting meter for it. It's usually better to do a safer not-jdable meter building though.
So lets go through this again as the not knocked down guy's options:
-Attack (You'll get countered by either JD or a wakeup super)
-Do nothing (You might get grabbed!)
-Jump (Anti Air moves)
-Grab (Attacked)
-Backdash (This completely negates the defensive players options. He can't attack you without you JDing it easy or being too far away (bye bye wakeup supers), he cant grab you, if he jumps what is he going to do when you're far away, and if he does nothing you're still building meter.
SO
BEST THING TO DO AS NOT KNOCKED DOWN GUY: Backdash
BEST THING TO DO AS GUY GETTING UP: Get back to your opponent safely / don't get knockeddown!