Garou: Mark of the Wolves/Gato/Strategy: Difference between revisions

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{{MOTW Character Subnav |name=Gato |sub=1}}
{{MOTW Character Subnav |name=Gato |sub=1}}


==Temporary (needs revision)==
===Neutral Game===
=====Anti-Airs:=====
* '''2AB:''' cancelled into 236A/C > 66A/C or 214D~B > 0f super.
* '''cl.D:''' if the opponent is directly above.
* '''2B:''' if spaced well from the front or from a cross-under (can combo into 0f super or a combo like 2B > 5A xx 623D if close). Targets the landing recovery frames of a whiffed jump normal.
* '''GC 214D~B:''' can combo into 0f super or 623D.
* '''Backdash > 0f super:''' uses the invincibility of the backdash to whiff punish a jump normal on landing or to catch one mid-air.


===Basic Strategy===
===Corner Carry===
Gato is a balanced character and a top tier one that had a good all-around character based in power rush moves.


His normals are regular pokes from short to middle range and also had good jump in attacks and excellent low pokes.
===Stomp Cancel===
Gato has a special meter-building technique called the "stomp cancel" (also known as "wind cancel" from ''Wind'' Fang / Fuu-ga). By inputting Kou-ga right as he's about to leave the ground from his Fuu-ga (i.e. 214B~A), he is able to cancel out of Fuu-ga without having Kou-ga come out, and build meter from both cancelled moves. This is the optimal way to build meter with Gato, however the timing is quite strict as it's a one-frame window (a just frame). The correct timing is when both of Gato's arms are fully outstretched. Gato can build nearly one full bar of meter in just 5 stomp cancels. The cancel is typically done from Fuu-ga B (214B) as it has one frame faster startup and is less likely to be punished if you miss your timing than Fuu-ga D. The stomp cancel itself is hard to punish on whiff if done successfully, but if you miss the timing, Gato will leap into the air leaving him (very) vulnerable, especially if you don't cancel into any of the other follow-ups. He is at greatest risk against characters like Marco and Kain who can counter hit him with a fireball, then convert into a guaranteed OTG super. A guard cancel into stomp cancel is possible to perform, but requires different timing (more delayed) than a regular stomp cancel.


Your main plan will be charge your meter with the qcb+B~A glitch and then make a good combo in midscreen or corner in far range, your close range plan is to connect a low normal with your fist special to punish your opponent failures.
===Meter Management===


He has an anti-air special move that is breakable in the form of DP D. He also has one of the best anti-air Super Moves along with a good ground Super Move as a mid anti-air catcher/punisher and as Gato's best corner combo ender.
===Okizeme===


His counter move is rare to use, but it's your other anti-air special move. This move is overall forgettable and somewhat worthless, though, and isn't needed to play Gato.
===Unblockable Setups===
Gato's most commonly used unblockable setups for his 0f super:
* '''Air-to-air:''' any jump normal or Kyuu-ga (214B/D > C) into super on the opponent's landing.
* '''cl.D:''' anti-air into super on the opponent's landing.
* '''6A:''' confirm into super (not a true combo/link if it doesn't hit meaty).


The main weakness of Gato is that he can be hit easily with jump-ins or univeral overheads and can be punished with simple projectiles in midrange zoning, as well.
Methods to escape Gato's unblockables with listed counters:
* '''Backdash''': chase down with a run into hop D > 0f super.
* '''2AB''': jump/hop into any jump combo starter.
* '''Invincible Move''': these are done as an after-cancel/ave maria, so you would have to adjust accordingly depending on what normal the opponent kara cancels into the invincible move from (e.g. 2B is a commonly used one, so you could potentially go for a hop or low guard cancel).


His Feint Cancels aren't necessary to get big damage, but they are still useful for corner combos.
{{Navbox-MOTW}}
 
===Stomp Cancel===
Gato's stomp cancel is mainly used to build meter. To preform the stomp cancel you need to do [[File:qcb.png]] + [[File:kick.gif]],  [[File:snka.gif]]. The [[File:snka.gif]] follow-up will throw a projectile that will hit the ground, but if you time it just right, Gato won't leave the ground, he'll just stay on the floor. The proper timing is when Gato has his arms fully stretched out during his  [[File:qcb.png]] +  [[File:kick.gif]] you hit [[File:snka.gif]], any later/earlier and you'll get nothing, or his projectile.

Revision as of 10:16, 11 September 2022

Neutral Game

Anti-Airs:
  • 2AB: cancelled into 236A/C > 66A/C or 214D~B > 0f super.
  • cl.D: if the opponent is directly above.
  • 2B: if spaced well from the front or from a cross-under (can combo into 0f super or a combo like 2B > 5A xx 623D if close). Targets the landing recovery frames of a whiffed jump normal.
  • GC 214D~B: can combo into 0f super or 623D.
  • Backdash > 0f super: uses the invincibility of the backdash to whiff punish a jump normal on landing or to catch one mid-air.

Corner Carry

Stomp Cancel

Gato has a special meter-building technique called the "stomp cancel" (also known as "wind cancel" from Wind Fang / Fuu-ga). By inputting Kou-ga right as he's about to leave the ground from his Fuu-ga (i.e. 214B~A), he is able to cancel out of Fuu-ga without having Kou-ga come out, and build meter from both cancelled moves. This is the optimal way to build meter with Gato, however the timing is quite strict as it's a one-frame window (a just frame). The correct timing is when both of Gato's arms are fully outstretched. Gato can build nearly one full bar of meter in just 5 stomp cancels. The cancel is typically done from Fuu-ga B (214B) as it has one frame faster startup and is less likely to be punished if you miss your timing than Fuu-ga D. The stomp cancel itself is hard to punish on whiff if done successfully, but if you miss the timing, Gato will leap into the air leaving him (very) vulnerable, especially if you don't cancel into any of the other follow-ups. He is at greatest risk against characters like Marco and Kain who can counter hit him with a fireball, then convert into a guaranteed OTG super. A guard cancel into stomp cancel is possible to perform, but requires different timing (more delayed) than a regular stomp cancel.

Meter Management

Okizeme

Unblockable Setups

Gato's most commonly used unblockable setups for his 0f super:

  • Air-to-air: any jump normal or Kyuu-ga (214B/D > C) into super on the opponent's landing.
  • cl.D: anti-air into super on the opponent's landing.
  • 6A: confirm into super (not a true combo/link if it doesn't hit meaty).

Methods to escape Gato's unblockables with listed counters:

  • Backdash: chase down with a run into hop D > 0f super.
  • 2AB: jump/hop into any jump combo starter.
  • Invincible Move: these are done as an after-cancel/ave maria, so you would have to adjust accordingly depending on what normal the opponent kara cancels into the invincible move from (e.g. 2B is a commonly used one, so you could potentially go for a hop or low guard cancel).

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