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==Garou Wakeup Game==  
==Core Garou MetaGame==
 
 
===Key===
 
;Color
:red = strong,
:orange = somewhat strong,
:yellow = somewhat weak,
:green = weak,
:blue = equal/neutral,
:purple = variable
 
;Type
:rectangle = defense,
:diamond = offense,
:oval = movement,
:hexagon = situation,
:cloud = elements(space/time))
 
 
 
===Pressure v. Turtling===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, rectangle = defense)


Adapted from [https://docs.google.com/document/d/1Gj7m6-vMqtUhhtDjoBvZ3fGTiNnX1lu9-MwV8Fyj5-U '''"The Usual Wakeup Mixups in Garou"'''] by Kota
Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move
in the [https://discord.gg/EmKGA4U '''Garou Discord Group''']




Hello,
This is a primer that teaches you (most) of the “rock/paper/scissors” (RPS) element of Garou’s wakeup game.
You'll learn what options beat what, whether you or your opponent is waking up.


An interesting thing about Garou is that the player
===far-range footsies (AKA neutral)===
who is waking up from a knockdown
-------------------------------------------------------------------------------
is more advantaged compared to most other fighting games.
(purple = variable, hexagon = situation)




;Equals


'''Note that much of the situations below apply not only to wakeup specifically, but the overall neutral/meta game that is Garou! '''
:(blue = equal/neutral) projectiles






===Knockdown Okizeme===  
===mid-range footsies===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, hexagon = situation)


;Attacks done on the opponent after knockdown (meaty or delayed) <br><br>


:;Beaten by <br><br>
;Beaten by  
::;[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Wakeup_Options_that_Beat_Knockdown_Okizeme Wakeup options] (usual options for the player who is waking up) <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Wakeup_grab_.28grabs_have_priority_over_meaties.29 Wakeup grab (grabs have priority over meaties)]<br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Just_Defend_.28JD.27s_.3E_random_GC.27s.29 Just Defend (JD's > random GC's)] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#2AB 2AB] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#DP_.28break.29 DP break] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#IAJD_.28with.2Fwithout_air_grab.29 IAJD (with/without air grab)] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Backdash Backdash] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Random_super_or_delayed_random_super Random super or delayed random super] <br><br>


;Jump-in and Hop-in attacks done on the opponent after knockdown.
:*(green = weak) projectiles




:;Beaten by <br><br>
 
::;Options that Beat Jump-in/Hop-in in [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>
===close-range footsies===
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Anti-air_DP.2C_normal_move_or_super Anti-air DP, normal move or super] (normals like 5A, 2C, cl.5D, etc.). <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Trying_to_JD.2FGC Trying to JD/GC] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Instant_Air_JD_.28with_an_air_throw_if_possible.29 Instant Air JD (with an air throw if possible)] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Dash-under Dash-under] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Air_to_Air Air to Air] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#2AB_and_Low_Profile_attacks 2AB and Low Profile attacks] <br><br>
::#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Blocking Blocking] (Hop-in specific)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, hexagon = situation)
;Beaten by
:*(red = strong) DP (breaks)






===Wakeup Options that Beat Knockdown Okizeme===  
===life disadvantage===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(blue = neutral, hexagon = situation)
;Beaten by
:*(red = strong) turtling/blocking (fishing for GC's too)
:*(purple = variable) meter building
:*(red = strong) timer (time control)
:*(red = strong) 2d space (space control)




====Wakeup grab (grabs have priority over meaties)====
 
===life advantage (often turtles. check what beats turtling!)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, hexagon = situation)


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>


;Beaten by <br><br>
;Beats


:;Throw bait jump <br><br>
:*(red = strong) turtling/blocking (fishing for GC's too)
:*Come as close as possible to the opponent in order to bait/provoke a throw, then jump at the very last moment. The opponent’s cl.5C will whiff below you and you can punish it after you land. <br><br>


:;Throw bait normal out of throw range <br><br>
:*Come as close as possible to the opponent in order to bait/provoke a throw, then walk back and attack outside of throw range. <br><br>


:;Throw Tech OS <br><br>
;Beaten by
:*e.g., 3BD (or 2BD?) will do 2B, but will also escape a throw because of the inputted D. <br><br>


:;Dash forward out of throw range <br><br>
:*(orange = somewhat strong) JD (GC)
:*After knockdown, opponent tech rolls forward and attempts wakeup throw. Dashing forward to cross over to the other side of the roll, you’ll be out of throw range, and can also can give you a left/right mix-up, depending on your character’s dash speed and your timing. <br><br>
:*(yellow = somewhat weak) (feint) pressure/mixups
:*(orange = somewhat strong) 0f supers/supers


:;Invincible move -- DP (break), lanze, etc. <br><br>
 
:*timed correctly, opponent's throw attempt comes out as a normal and whiffs during the invinciblity, potentially giving you a CH.
 
===timer (time control)===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, cloud = elements(space/time))
;Equals
:*(blue = equal/neutral) meter building
;Beats
:*(red = strong) life disadvantage




====Just Defend (JD's > random GC's)====
===2d space (space control)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, cloud = elements(space/time))
;Equals
:*(blue = equal/neutral) projectiles


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>


Your opponent waits for you to do a meaty, buffers a special move with a JD as an OS, then does a GC on reaction. <br><br>
;Beats


;Beaten by <br><br>
:*(red = strong) life disadvantage
:*(red = strong) turtling/blocking (fishing for GC's too)
:*(red = strong) Backdashes (invincible)
::* backdashes give space control to the opponent, because backdashes move you closer into the corner


:;Opponent expects a meaty and wants to JD/GC it. Bait the JD/GC by jumping up. (also beats wakeup throw) <br><br>


:;Varied timing of oki attack  <br><br>
;Beaten by


:*DON'T place your meaties/begin your pressure at the same time every time! Delay the attack a bit after they have woken up. <br><br>
:*(red = strong) advanced dash/run footsies and movement (requires high level understanding and skill)
:*(red = strong) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
:*(red = strong) jump normals
::*if done reacting to an opponent trying to jump, say, out of the corner
::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
::*keep full jumps either empty, or wait to press a button after the opponent jumps
:*(yellow = somewhat weak) forward dash/run
:*(green = weak) jabs


:*This makes it much harder for your opponent to score easy GC's and you avoid being GC'ed every time. <br><br>


:;Multi-hit moves (Jenet cl.5AAA, Terry cl.5C~6C, most characters' cl.5D(2)) <br><br>


:*can sometimes beat non-invincible random GC's <br><br>


:;jabs <br><br>
===forward dash/run===
:*mashing jab or 2B can stuff out GC's (risky) and in general interrupt JD/GC's.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
;Beats
:*(yellow = somewhat weak) 2d space (space control)




====2AB====
 
===advanced dash/run footsies and movement (requires high level understanding and skill)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, oval = movement)


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>


Every 2AB has upper body invincibility. <br><br>
;Equals


;Beaten by <br><br>
:*(blue = equal/neutral) jabs


:;Lows beat 2AB <br><br>
 
:*2B loses against jump <br><br>
;Beats
:*2A (not a true low) beats both the jump and 2AB
 
:*(red = strong) 2d space (space control)
 
 
 
===dash/run unders (under jumps)===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
;Beats
:*(yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)




====DP (break)====
===Backdashes===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, rectangle = defense)
Backdashes are invincible.
;Beats
:*(blue = neutral) DP (breaks)
:*(blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
:*(purple = variable) 0f supers/supers


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>
;Beaten by


;Beaten by <br><br>
:*(red = strong) 2d space (space control)
::*backdashes give space control to the opponent, because backdashes move you closer into the corner


:;Punishes after block (especially after JD) <br><br>
:*break that is 0 or becomes 0 after a JD can be "punished" with a throw, but the opponent can still escape the throw or even beat out your throw attempt with a 0f super. <br><br>


:*guaranteed punishes in cases where the break is -2 or becomes -2 after a JD, you can throw or 0F super. <br><br>
:*if even more minus, you can do a bigger punish. <br><br>


:;DP (break) bait jump. <br><br>
===JD (GC)===
:*Jump avoids DP break and guarantees a free punish upon landing.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, rectangle = defense)
;Beats
:*(red = strong) DP (breaks)
:*(red = strong) jump normals
::*full jump attacks get DESTROYED easily by many things; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up.
:*(yellow = somewhat weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
:*(orange = somewhat strong) (feint) pressure/mixups
:*(orange = somewhat strong) life advantage (often turtles, check what beats turtling!)
;Beaten by
:*(orange = somewhat strong) jabs
::*mashing jab or 2B can interrupt lots of JD/GC's
:*(orange = somewhat strong) lows (2B mainly)
::*mashing jab or 2B can interrupt lots of JD/GC's




====IAJD (with/without air grab)====
===meter building===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(green = weak, rectangle = defense)
;Equals
:*(blue = equals/neutral) timer (time control)
;Beats
:*(green = weak) turtling/blocking (fishing for GC's too)
:*(purple = variable) life disadvantage


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>
;Beaten by


Instant air just defend <br><br>
:*(orange = somewhat strong) projectiles


;Beaten by <br><br>


:;Meaties (except jumps beat low meaties like 2B) <br><br>
:*Since meaties are beaten by almost everything in the game (such as throws, GC, DP (break), backdash, super, etc.), wakeup IAJD is a viable option. <br><br>


:;Air throw <br><br>
===(feint) pressure/mixups===
:*such as delayed hop C that will grab if the opponent tries to jump (OS's the air throw)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
;Beats


:*(purple = variable) turtling/blocking (fishing for GC's too)
:*(yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)


====Backdash====
 
;Beaten by
 
:*(orange = somewhat strong) JD (GC)
:*(yellow = somewhat weak) DP (breaks)
:*(yellow = somewhat weak) 0f supers/supers
::*risky!!
:*(yellow = somewhat weak) 2AB
:*(green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
 
 
 
===turtling/blocking (fishing for GC's too)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(orange = somewhat strong, rectangle = defense)
Pressure v. Turtling --
pressure is green at midrange, turns to orange/red in the corner,
which is why space control is so effective at getting turtles to make a move
;Beats
:*(red = strong) life disadvantage


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>


They cover a good amount of distance and are completely invincible. But you can end up cornering yourself and very quickly lose against a skilled player. <br><br>
;Beaten by


;Beaten by <br><br>
:*(purple = variable) (feint) pressure/mixups
:*(orange = somewhat strong) throws
:*(red = strong) life advantage (often turtles. check what beats turtling!)
:*(red = strong) 2d space (space control)
:*(green = weak) meter building


:;hitting opponent when backdash's invincibility ends. <br><br>
:*delayed forward jump <br><br>
:*in the corner, everyone’s jump D will catch a backdash. <br><br>
:*double hitting moves that would catch a potential backdash. (such as Terry meaty 2B, cl.5C. if the dB doesn’t hit due to the backdash, the close C will catch it (corner only)). <br><br>


:;input a run or a dash to punish a backdash when invincibility ends. <br><br>
:*dangerous if your opponent doesn't backdash, so try to do this option on reaction. <br><br>
:*Throw tech OS -- run, D OR run, BD|AD to escape a throw attempt after the opponent recovers from their backdash. <br><br>


:;specials/supers that beat backdashes when invinciblity ends
===projectiles===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
;Equals
:*(blue = equal/neutral) 2d space (space control)
:*(blue = equal/neutral) far-range footsies (AKA neutral)
;Beats
:*(green = weak) mid-range footsies
:*(orange = somewhat strong) meter building




====Random super or delayed random super====
===jump normals===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
full jump attacks get DESTROYED easily by many things;
DO NOT throw out random high jump attacks without reaction.
You'll get blown up.
;Equals
:*(blue = neutral) DP (breaks)
;Beats


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme Knockdown Okizeme] <br><br>
:*(red = strong) throws
::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
:*(red = strong) 2d space (space control)
::*if done reacting to an opponent trying to jump, say, out of the corner
::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
::*keep full jumps either empty, or wait to press a button after the opponent jumps


;Beaten by <br><br>


:;delayed attack <br><br>
;Beaten by
:*The main problem is that if you are blocking but then press a button during the opponent’s super freeze animation, you’ll get hit by a counter. It is possible to use a delayed attack if you have enough reaction time to not press a button if an enemy super comes out. <br><br>


:;neutral jump (especially buffered with IAJD) <br><br>
:*(red = strong) JD (GC)
:*A neutral jump (associated with an IAJD) at the very last moment before the opponent recovers is also a good solution, since it gives you enough time to react and air JD the super. Just be careful -- doing an empty jump can lead to getting hit by a 0F super right when you land, because there's a few frames of jump landing recovery. <br><br>


:;blocking before JDing 0F supers <br><br>
:*To JD a 0 frame super, you need to block before the freeze then release your guard. <br><br>


:;Ave maria (after-cancel) <br>Using this type of advanced option select can allow you to beat some random wake up 0 frame supers. <br><br>
:*You have to do the motion of an invincible move (let’s say a Dragon Punch for the example), then inputting 2BD. If the enemy’s super animation comes out, press the dragon punch button (B or D for Terry, A or C for Dong, etc). <br><br>


:;Other advanced applications on beating 0F supers -- [https://youtu.be/rsprZE755nc https://youtu.be/rsprZE755nc]
===Empty jumps (a powerful mechanic; IF you can master empty jump JD's)===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(orange = somewhat strong, oval = movement)
;Beats
:*(green = weak) (feint) pressure/mixups
:*(red = strong) 2d space (space control)
;Beaten by
:*(yellow = somewhat weak) dash/run unders (under jumps)






==Jump-in/Hop-in Attacks==
===hop attacks (you can't JD during a hop's descent, but can JD during the ascent)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
;Beaten by


Here you'll learn how to beat jumps.
:*(green = weak) 2AB
You'll learn what options beat an opponent doing jump-in or hop-in attacks on you.
::*w/proper spacing or timing
:*(blue = neutral) Backdashes (invincible)
:*(yellow = somewhat weak) JD (GC)


This applies to an opponent who jumps/hops in on you after knockdown as you wake up,
but of course also applies to Garou’s neutral game in general. (See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Knockdown_Okizeme "Knockdown Okizeme"])


You can handle hops the same as you would with a jump, the only issue is you have less time to react (or buffer/input a reversal). <br><br>


;Beaten by <br><br>
===DP (break)===
:;Usual Options <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Anti-air_DP.2C_normal_move_or_super Anti-air DP, normal move or super] (normals like 5A, 2C, cl.5D, etc.). <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Trying_to_JD.2FGC Trying to JD/GC] <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Instant_Air_JD_.28with_an_air_throw_if_possible.29 Instant Air JD (with an air throw if possible)] <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Dash-under Dash-under] <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Air_to_Air Air to Air] <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#2AB_and_Low_Profile_attacks 2AB and Low Profile attacks] <br><br>
:#[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Blocking Blocking] (Hop-in specific)  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
;Equals
:*(blue = neutral) jump normals
;Beats
:*(yellow = somewhat weak) (feint) pressure/mixups
:*(red = strong) close-range footsies
;Beaten by
:*(red = strong) JD (GC)
:*(blue = neutral) Backdashes (are invincible)




===Options that Beat Jump-in/Hop-in Attacks===
===jabs===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, diamond = offense)
;Equals
:*(blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)
;Beats
:*(orange = somewhat strong) JD (GC)
::*mashing jab or 2B can interrupt lots of JD/GC's
:*(green = weak) 2d space (space control)
;Beaten by
:*(green = weak) 2AB
:*(green = weak) lows (2B mainly)




====Anti-air DP, normal move or super====  
===lows (2B mainly)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, diamond = offense)
;Beats


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>
:*(orange = somewhat strong) JD (GC)
:*(green = weak) jabs


Normals like 5A, 2C, cl.5D, etc. <br><br>


:*It is often a bad idea to go for an unsafe anti-air since a skilled (!) garou veteran can air JD everything. The risk/reward is a matter of point of view and skill level. <br><br>
;Beaten by


:*You can delay a super to counter the air JD (risky). <br><br>
:*(blue = neutral) AB
 
:*Wait for the last moment before the opponent lands, and then do a DP (break) (depending on distance). <br><br>
 
:*Do note that if an opponent becomes too confident with their empty jumps, you can always score a free 0F super if you activate it right when the opponent hits the ground. This applies to hops as well. <br><br>


:*Hops don't allow you to JD while in the air! So the standard anti-airs are easily viable.
-------------------------------------------------------------------------------




====Trying to JD/GC====
===sweeps===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(green = weak, diamond = offense)


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>


:*The main problem with trying to JD an air attack is that you need to release your guard soon enough in order to be able to JD a potential move, meaning you can misread the timing and get hit if you're banking too much on getting a JD GC. <br>It's smart to transition into block if you mistime the JD instead of attempting another JD after the next chance to JD (after 9 frames since the last attempt). <br><br>
;Beaten by


:*Furthermore, a GC attack that is too slow and not invincible is beaten out by a multi-hit air attacks such as “target” air chain combos or Jenet’s jump C. <br>This is why it is usually preferable to GC with a dragon break or an invincible attack or simply using a dragon punch on his landing if the opponent tries a throw attempt.
:*(red = strong) AB
-------------------------------------------------------------------------------






====Instant Air JD (with an air throw if possible)====
===2AB or AB===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense)


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>
;2AB Beats


:*The miracle answer. When your opponent jumps on you, jump with an instant air JD which is done by inputting 874. See it like a reverse Hadouken. <br>If he pressed a button, you’ll JD his attack and be placed above him. If he didn’t, you’ll back jump and it’s up to you to decide what you want to do. <br><br>
:*(green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
::*w/proper spacing or timing
:*(yellow = somewhat weak) (feint) pressure/mixups
:*(green = weak) jabs
:*(purple = variable) 0f supers/supers 


:*If your characters has an air throw, input it after the IAJD, it will air throw in case your opponent didn’t press a button.
-------------------------------------------------------------------------------


====Dash-under====
AB Beats:
-------------------------------------------------------------------------------


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>
:*(blue = neutral) lows (2B mainly)
:*(red = strong) sweeps


:*It requires a good reaction time, but gives you the opportunity to be in someone’s back when he hits the ground. <br>Delay the dash under at the last moment for the dirtiest left/right mix-up.
-------------------------------------------------------------------------------




====Air to Air====
===throws===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>
;Beats


:*It might work and can lead to the unblockable setup with a 0 frame super (remember that if you activate a 0F right when the opponent hits the ground, you are guaranteed a free 0F). <br>Though, against an air JD you’ll find yourself completely free on your landing, unless you do a jump back air to air.
:*(orange = somewhat strong) turtling/blocking (fishing for GC's too)  
-------------------------------------------------------------------------------


;Beaten by


====2AB and Low Profile attacks====
:*(red = strong) jump normals
-------------------------------------------------------------------------------
::*neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>


:*Doing an anti-air 2AB works if your opponent has pressed a button too soon/too high. The 2AB’s upper body invincibility will pass over a jumped attack. <br>That being said, it doesn’t work against some delayed jump attacks. <br>Learning how to 2AB an opponent's jump properly requires you to get used to your specific character’s 2AB -- it's hitbox, start-up, active frames etc. <br>You must learn the proper timing, range, and also have to pay attention to the opponent's timing of their jump attack. <br>It takes some experience and a good player is mindful to avoid it, but it's a great tool to have fresh in your mind. <br><br>


:*Low profile moves (Griffon’s forward feint, Hokutomaru’s 3D, Jenet’s 2B, etc) allow you to dodge most jump in attacks.
===0f supers or supers===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense)


;Both Beats


====Blocking====
:*(orange = somewhat strong) life advantage (often turtles. check what beats turtling!)
-------------------------------------------------------------------------------


Return to [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Wakeup#Jump-in.2FHop-in._Attacks "Jump-in/Hop-in Attacks"] <br><br>


Hop-in specific
;0f supers Beats
:*(yellow = somewhat weak) (feint) pressure/mixups
::*risky!!


:*Hops are rarely positive on block. <br>Most of the time it’s better to block it, rather than trying to JD, backdash, etc. <br>The lower the opponent presses a button in their hop, the more the frame advantage tips in their direction, but the easier it becomes for you to react to and anti-air. <br><br>


;0f supers Beaten by


{{Navbox-MOTW}}
:*(purple = variable) Backdashes (invincible)
[[Category:Garou: Mark of the Wolves]]
:*(purple = variable) 2AB

Revision as of 06:00, 18 November 2022

Core Garou MetaGame

Key

Color
red = strong,
orange = somewhat strong,
yellow = somewhat weak,
green = weak,
blue = equal/neutral,
purple = variable
Type
rectangle = defense,
diamond = offense,
oval = movement,
hexagon = situation,
cloud = elements(space/time))


Pressure v. Turtling


(purple = variable, rectangle = defense)


Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move


far-range footsies (AKA neutral)


(purple = variable, hexagon = situation)


Equals
(blue = equal/neutral) projectiles


mid-range footsies


(purple = variable, hexagon = situation)


Beaten by
  • (green = weak) projectiles


close-range footsies


(purple = variable, hexagon = situation)


Beaten by
  • (red = strong) DP (breaks)


life disadvantage


(blue = neutral, hexagon = situation)


Beaten by
  • (red = strong) turtling/blocking (fishing for GC's too)
  • (purple = variable) meter building
  • (red = strong) timer (time control)
  • (red = strong) 2d space (space control)


life advantage (often turtles. check what beats turtling!)


(red = strong, hexagon = situation)


Beats
  • (red = strong) turtling/blocking (fishing for GC's too)


Beaten by
  • (orange = somewhat strong) JD (GC)
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (orange = somewhat strong) 0f supers/supers


timer (time control)


(red = strong, cloud = elements(space/time))


Equals
  • (blue = equal/neutral) meter building


Beats
  • (red = strong) life disadvantage


2d space (space control)


(red = strong, cloud = elements(space/time))


Equals
  • (blue = equal/neutral) projectiles


Beats
  • (red = strong) life disadvantage
  • (red = strong) turtling/blocking (fishing for GC's too)
  • (red = strong) Backdashes (invincible)
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


Beaten by
  • (red = strong) advanced dash/run footsies and movement (requires high level understanding and skill)
  • (red = strong) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
  • (red = strong) jump normals
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps
  • (yellow = somewhat weak) forward dash/run
  • (green = weak) jabs



forward dash/run


(yellow = somewhat weak, oval = movement)


Beats
  • (yellow = somewhat weak) 2d space (space control)


advanced dash/run footsies and movement (requires high level understanding and skill)


(red = strong, oval = movement)


Equals
  • (blue = equal/neutral) jabs


Beats
  • (red = strong) 2d space (space control)


dash/run unders (under jumps)


(yellow = somewhat weak, oval = movement)


Beats
  • (yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


Backdashes


(yellow = somewhat weak, rectangle = defense)


Backdashes are invincible.


Beats
  • (blue = neutral) DP (breaks)
  • (blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • (purple = variable) 0f supers/supers


Beaten by
  • (red = strong) 2d space (space control)
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


JD (GC)


(red = strong, rectangle = defense)


Beats
  • (red = strong) DP (breaks)
  • (red = strong) jump normals
  • full jump attacks get DESTROYED easily by many things;
    DO NOT throw out random high jump attacks without reaction. You'll get blown up.
  • (yellow = somewhat weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • (orange = somewhat strong) (feint) pressure/mixups
  • (orange = somewhat strong) life advantage (often turtles, check what beats turtling!)


Beaten by
  • (orange = somewhat strong) jabs
  • mashing jab or 2B can interrupt lots of JD/GC's
  • (orange = somewhat strong) lows (2B mainly)
  • mashing jab or 2B can interrupt lots of JD/GC's


meter building


(green = weak, rectangle = defense)


Equals
  • (blue = equals/neutral) timer (time control)


Beats
  • (green = weak) turtling/blocking (fishing for GC's too)
  • (purple = variable) life disadvantage


Beaten by
  • (orange = somewhat strong) projectiles


(feint) pressure/mixups


(yellow = somewhat weak, diamond = offense)


Beats
  • (purple = variable) turtling/blocking (fishing for GC's too)
  • (yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)


Beaten by
  • (orange = somewhat strong) JD (GC)
  • (yellow = somewhat weak) DP (breaks)
  • (yellow = somewhat weak) 0f supers/supers
  • risky!!
  • (yellow = somewhat weak) 2AB
  • (green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


turtling/blocking (fishing for GC's too)


(orange = somewhat strong, rectangle = defense)


Pressure v. Turtling -- pressure is green at midrange, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move


Beats
  • (red = strong) life disadvantage


Beaten by
  • (purple = variable) (feint) pressure/mixups
  • (orange = somewhat strong) throws
  • (red = strong) life advantage (often turtles. check what beats turtling!)
  • (red = strong) 2d space (space control)
  • (green = weak) meter building


projectiles


(yellow = somewhat weak, diamond = offense)


Equals
  • (blue = equal/neutral) 2d space (space control)
  • (blue = equal/neutral) far-range footsies (AKA neutral)


Beats
  • (green = weak) mid-range footsies
  • (orange = somewhat strong) meter building


jump normals


(yellow = somewhat weak, diamond = offense)


full jump attacks get DESTROYED easily by many things; DO NOT throw out random high jump attacks without reaction. You'll get blown up.


Equals
  • (blue = neutral) DP (breaks)


Beats
  • (red = strong) throws
  • neutral jumps can be a hard counter to attempted throw on wake-up.
    this is why wake-up throw is risky!
  • (red = strong) 2d space (space control)
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps


Beaten by
  • (red = strong) JD (GC)


Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


(orange = somewhat strong, oval = movement)


Beats
  • (green = weak) (feint) pressure/mixups
  • (red = strong) 2d space (space control)


Beaten by
  • (yellow = somewhat weak) dash/run unders (under jumps)


hop attacks (you can't JD during a hop's descent, but can JD during the ascent)


(yellow = somewhat weak, oval = movement)


Beaten by
  • (green = weak) 2AB
  • w/proper spacing or timing
  • (blue = neutral) Backdashes (invincible)
  • (yellow = somewhat weak) JD (GC)


DP (break)


(yellow = somewhat weak, diamond = offense)


Equals
  • (blue = neutral) jump normals


Beats
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (red = strong) close-range footsies


Beaten by
  • (red = strong) JD (GC)
  • (blue = neutral) Backdashes (are invincible)


jabs


(red = strong, diamond = offense)


Equals
  • (blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)


Beats
  • (orange = somewhat strong) JD (GC)
  • mashing jab or 2B can interrupt lots of JD/GC's
  • (green = weak) 2d space (space control)


Beaten by
  • (green = weak) 2AB
  • (green = weak) lows (2B mainly)


lows (2B mainly)


(red = strong, diamond = offense)


Beats
  • (orange = somewhat strong) JD (GC)
  • (green = weak) jabs


Beaten by
  • (blue = neutral) AB


sweeps


(green = weak, diamond = offense)


Beaten by
  • (red = strong) AB


2AB or AB


2AB (red = strong, diamond = offense)
AB (green = weak, diamond = offense)


2AB Beats
  • (green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • w/proper spacing or timing
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (green = weak) jabs
  • (purple = variable) 0f supers/supers


AB Beats:

  • (blue = neutral) lows (2B mainly)
  • (red = strong) sweeps


throws


(yellow = somewhat weak, diamond = offense)


Beats
  • (orange = somewhat strong) turtling/blocking (fishing for GC's too)
Beaten by
  • (red = strong) jump normals
  • neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!


0f supers or supers


0f supers (yellow = somewhat weak, diamond = offense)
supers (yellow = somewhat weak, diamond = offense)


Both Beats
  • (orange = somewhat strong) life advantage (often turtles. check what beats turtling!)


0f supers Beats
  • (yellow = somewhat weak) (feint) pressure/mixups
  • risky!!


0f supers Beaten by
  • (purple = variable) Backdashes (invincible)
  • (purple = variable) 2AB