Games Garou: Mark of the Wolves Topic (Read 2681 times)

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Added in Tizoc, Kain, and Hoku's 2nd brake's cause i suck.
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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!
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and heres some pretty good buffering techniques for doing moves:

1. for wake up supers, do qcf,qcf, before wake up, and just WAIT for them to try a special/jump in, if they do it before the end of the second qcf, just a tap of p/k at the end will do the super.

2. when moving forward, just do a qcf motion to do dragonpunch (6,2,3) moves. this is also useful for timing DP moves, as you just hold forward then time the qcf.

3. when doing rocks 360 after his qcb+d dash, just continue spinning on the pad/stick after the qcf and end at down, right where you started (2,1,4+d,7,8,9,6,3,2+D)

4. you can buffer tizoc/griffon's 360 or even 720 throw while youre blocking multihit attacks. just start from back and end at back to make it that much easier.

5. when linking dongs qcf, qcf+A super with another one (or when trying to do one of them very close to the ground), do 2,3,6,9,2,3,6+A. the forward/up between the two qcf's gets you airborne just long enough to connect with a juggleable opponent before he hits the ground. also it can be a very punishing and very fast to come out overhead.

edit: apparently you can tap down before you do #5 and you'll do a superjump, much easier to connect with, but harder to time

edit edit:

6. hotaru's mid air can be buffered while on the ground, merely qcb then jump and press kick. this works best with D, and can be done fast enough to juggle with! you can also use ub or uf insted of up to jump. i find that uf is easier when using it to juggle. i would assume this works with hoon's mid air, but i dont see near as much application since he can't juggle with it.
Last Edit: September 08, 2007, 07:12:27 pm by goat
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and heres some pretty good buffering techniques for doing moves:

1. for wake up supers, do qcf,qcf, before wake up, and just WAIT for them to try a special/jump in, if they do it before the end of the second qcf, just a tap of p/k at the end will do the super.
I think even if they are doing a normal attack a wakeupsuper will generally beat it. Seriously those things have really high priority.
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There is...very little that will beat a wakeup super, except (depending on the super) a jump, Terry's brake, and a couple of other things and even those rarely work.
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I think even if they are doing a normal attack a wakeupsuper will generally beat it. Seriously those things have really high priority.

yes, works on any attacks it outprioritizes. but unless youre pretty sure thats how theyre going to react to your wakeup, you wont see a normal attack coming cause its so fast, so it kinda takes the point out of buffering the wakeup and waiting for an opening. the point of the buffering is that you use the time youre buffering to decide whether to finish it or not, and if they use say, a poke on you, thats far too frames to react (given theyre timing it to the moment you wake up)

really, for them to normal attack you theyd have to be close , and when theyre standing over you, a wakeup super is a bad idea most the time. they can block, or backdash and you'd be completely open. depending on the super, they could also fireball or use a counter.
tizocs 720 super would be the only reliable one i would say to use on wakeup when theyre close. even if youre going for chip damage, all they have to do is jump or backstep at the right moment and they can avoid even that.

also the supers with some start-up time are far less useful on wakeup. for instance, i would use rocks raging storm if i saw someone jumping in on me waking up, but if they were standing next to me, and i KNEW they were going to poke me, i would more than likely get poked right out of it. pokes are FAST, ive done wake up specials, and the screen freezes with my opponents arm fully extended, but they still block the special.
Last Edit: September 06, 2007, 11:48:07 pm by goat
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There is...very little that will beat a wakeup super, except (depending on the super) a jump, Terry's brake, and a couple of other things and even those rarely work.
Oh yeah? How about your mother fucking lp's.

MAX RANBU lol tizoc lp broke it thx mate
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Max Ranbu isnt a wakeup super tho, you dont use it on wakeup to beat someone because of its startup time, Butt's wakeup super is his super SRK.
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Max Ranbu isnt a wakeup super tho, you dont use it on wakeup to beat someone because of its startup time, Butt's wakeup super is his super SRK.
MAX ranbu is a wee bit slow yeh, but level 3 ranbu has better range, sucks in, first hit has pretty much equal priority to his B and D supers, plus youre much less fucked if it is blocked because it does more chip damage and can guard break the other guy as it does like 2/3rd of the required guard break. It even catches backdashing opponents! B and D is of course better if the opponent is airborne but his hidden is pretty much always better if hes on the ground. Its hilarious to use after empty jumpins too. Always hits as the opponent tries a grab or counter!! Its great.
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its also great to lp/lk it on startup! LOL!!!
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So I hope to do ranbats for this soon and was thinking of doing it with the new Howard Arena rules of 2v2, but i still dont know. I might just do the rules only with 1v1.

EDIT:

TIZOC IN HOWARD ARENA PRO MATCH HOLY SHIIIT:
http://www.youtube.com/watch?v=hshzlSa3QNY
Last Edit: September 30, 2007, 11:19:51 am by DarkNecrid
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wow o_o

he still fought valiantly, tho makes you wonder how far the guy thought he'd get with tizoc...
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wow o_o

he still fought valiantly, tho makes you wonder how far the guy thought he'd get with tizoc...
Further than that I mean, not even Tizoc is that bad. The dude playing him just sucked.
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I'm just early posting but within an hour or less you will notice this topic has been updated with the following:
-Howard Arenas latest tier list replacing the one there atm
-Howard Arena ranbat matches!!!
-Frame Data for everything for every character
-A short explaination of how frame data works to go along with that.
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i can't believe kevin is 4th in the tier list, and jenet is second??
maybe i can use him more now with less complaints :gwa:
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Frame data is now in 1st post.
Last Edit: October 14, 2007, 08:44:28 pm by DarkNecrid
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Man that tier list is so much more accurate. (Hotaru finally isn't low tier yessssss)
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i just want to reiterate that jae's lem cancel into super is stupid and hits you almost two character paces away with his kick super

dn's loss to lem into super is a testament to that
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1st post has been edited to include a link to the HTML version of this topic, and now has the frame data in there.

Soon to come:
*Rest of the frame data missed
*Table of contents so you dont need to scroll down.
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Added the new Howard Arena 2v2 tournament vids to the opening post.