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

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==Temporary (needs revision)==
{{MOTW Character Subnav |name=Gato |sub=1}}


===Anywhere===
==Midscreen/Anywhere==
1- j.C, 2C xx 236C~66C
* This one of Gato's best (if not the best) BnB combo as it does a good amount of damage & gives you a good amount of power guage energy.
2- j.A/B/C, 623AB > 623AB > 623AB
* Link into Gato's 623AB.
3- cl.C xx 214B~A
* A rather odd looking combo, just press the '''A''' button a split second after the 214B for the combo to work.
4- 5A/2A*2 xx 236236P
* Basic super confirm.


===Corner only===
====Ground Starters====
5- j.C, 2A > 2B 214B~C, 236236P
 
* You must time pressing the '''C''' button & then quickly input the super as Gato lands.
* '''cl.A''', '''5A''', or '''2A''' xx 236A > 66A
5b- j.C, 2A > 2B 214B~C, c.A, 236236P
Notes: 236A can be fairly safe by itself and confirmed into 66A if not used as a punish.
* A small alteration of the above combo, if you're fast you can link a s.[[File:snka.gif]] before the super.
 
6- j.C, cl.C xx 623B, 236236P
* '''cl.C''' or '''2C''' xx 236C > 66C
* An easy corner super combo which does a fair amount of damage.
Notes: Used as a punish since 236C can be somewhat unsafe.
7- j.C, 2A > 2B xx 214D~B, 214B~B*n, 623B, 236236P
 
* Gato's most powerful combo! If your timing is right you can add up to 4 '''B''' follow-ups of the 214B! You can get usually 1 follow-up, but even with that this combo does around 75% damage! The only other hard part is comboing the 623B & then properly inputting the super as Gato lands.
* cl.D xx 214D~B > 236236A/C
Notes: Used as a punish to combo into super.
 
* cl.D xx 214B~A or 214D~A
Notes: The fireball can be used as a safe ender for Fuu-ga after cl.D. Must be delayed slightly in order to combo/blockstring.
 
* 2B > 5A xx 623D
Notes: Whiffs on crouching opponents, so it must be confirmed to hit standing. It can work well as a cross-under to target landing recovery (the opponent is guaranteed to be in a standing state upon landing).
 
* 2AB xx '''236C > 66C''' or '''214D~B > 236236A/C'''
Notes: 214D~B works best in close range, otherwise it may whiff.
 
====Jump Starters====
 
* '''j.B > j.A''' or '''j.D''' > cl.C/2C xx 236C > 66C
 
* hop B > 623B (br) > 623D
 
* '''j.B > j.A''' or '''hop D''' > 236A > 66A
Notes: Perform 236A as soon as you land to cancel the landing recovery of your normal. j.B > j.A can be done from a neutral jump (such as when baiting a throw tech) or from his j.CD cross-up command. Hop D must hit somewhat deep.
 
* j.B > j.A > 214D~B > 236236A/C
Notes: Typically used as a whiff punish against moves such as fireballs.
 
* j.D > 5A xx 623D
Notes: Whiffs on crouching opponents, so it must be confirmed to hit standing. It can work well as a whiff punish from a neutral jump or confirmed into after his j.CD cross-up command.
 
====Confirms into Super====
 
* '''hop D''', '''cl.D''', or '''2B''' > 236236A/C
 
* hop B > 623B (br) > 236236A/C
 
* 214B~C > 236236A/C
Notes: Have 214B~C hit as deep as possible so it acts as an instant overhead and is easier to link into super.
 
* j.CD > j.D > 236236A/C
Notes: Cross-up.
 
* 6A > 236236A/C
Notes: An unblockable, not a true combo unless it hits meaty.
 
* [2]8C > 236236A/C
Notes: Conversion into super from the counter move.
 
====Guard Cancels====
 
* GC 214D~B > 623D or 236236A/C
 
====Counter Hit====
 
* '''623B (br)''', '''214B/D~B''', or '''214B/D~C (in the air)''' (counter hit) > [run or micro-walk] > 214D~B > 623D or 236236A/C
Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.
 
* '''623B (br)''', '''214B/D~B''', or '''214B/D~C (in the air)''' (counter hit) > [run or micro-walk] > 623B (br) > CD
Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.
 
* 2AB (counter hit) xx 2AC > run '''cl.C xx 236C > 66C''' or '''cl.D xx 214D~B > 236236A/C'''
 
==Corner==
 
* cl.D > 2B > 236236A/C
 
* '''cl.D > 5A''' xx 623D or 623AB (x3)
 
* '''hop B''', '''hop D''', '''j.B > j.A''', or '''2B''' > 623B (br) > [214B~B] x n > 236236B/D or 623B > 236236A/C
Notes: [214B~B] x n is known as Gato's Sen-ga loop. Perform them as low to the ground as possible in order to maximize your number of reps. It is also possible to  use cl.D as a combo starter and link into 623B (br) against characters with wider hurtboxes.
 
* 214B~C > 623B (br) > [214B~B] x n > 236236B/D or 623B > 236236A/C
Notes: Have 214B~C hit as deep as possible in order to link into 623B.
 
* cl.D xx 214D~B > [214B~B] x n > 236236B/D or 623B > 236236A/C
Notes: Used as a punish.
 
====Counter Hit====
 
* '''623B (br)''', '''214B~B''', or '''214B/D~C''' (counter hit) > [623B (br)] > [214B~B] x n > 236236B/D or 623B > 236236A/C
Notes: You can get more potential Sen-ga reps the higher you manage to counter hit the opponent in the air.
 
{{Navbox-MOTW}}

Latest revision as of 09:29, 29 March 2025

Midscreen/Anywhere

Ground Starters

  • cl.A, 5A, or 2A xx 236A > 66A

Notes: 236A can be fairly safe by itself and confirmed into 66A if not used as a punish.

  • cl.C or 2C xx 236C > 66C

Notes: Used as a punish since 236C can be somewhat unsafe.

  • cl.D xx 214D~B > 236236A/C

Notes: Used as a punish to combo into super.

  • cl.D xx 214B~A or 214D~A

Notes: The fireball can be used as a safe ender for Fuu-ga after cl.D. Must be delayed slightly in order to combo/blockstring.

  • 2B > 5A xx 623D

Notes: Whiffs on crouching opponents, so it must be confirmed to hit standing. It can work well as a cross-under to target landing recovery (the opponent is guaranteed to be in a standing state upon landing).

  • 2AB xx 236C > 66C or 214D~B > 236236A/C

Notes: 214D~B works best in close range, otherwise it may whiff.

Jump Starters

  • j.B > j.A or j.D > cl.C/2C xx 236C > 66C
  • hop B > 623B (br) > 623D
  • j.B > j.A or hop D > 236A > 66A

Notes: Perform 236A as soon as you land to cancel the landing recovery of your normal. j.B > j.A can be done from a neutral jump (such as when baiting a throw tech) or from his j.CD cross-up command. Hop D must hit somewhat deep.

  • j.B > j.A > 214D~B > 236236A/C

Notes: Typically used as a whiff punish against moves such as fireballs.

  • j.D > 5A xx 623D

Notes: Whiffs on crouching opponents, so it must be confirmed to hit standing. It can work well as a whiff punish from a neutral jump or confirmed into after his j.CD cross-up command.

Confirms into Super

  • hop D, cl.D, or 2B > 236236A/C
  • hop B > 623B (br) > 236236A/C
  • 214B~C > 236236A/C

Notes: Have 214B~C hit as deep as possible so it acts as an instant overhead and is easier to link into super.

  • j.CD > j.D > 236236A/C

Notes: Cross-up.

  • 6A > 236236A/C

Notes: An unblockable, not a true combo unless it hits meaty.

  • [2]8C > 236236A/C

Notes: Conversion into super from the counter move.

Guard Cancels

  • GC 214D~B > 623D or 236236A/C

Counter Hit

  • 623B (br), 214B/D~B, or 214B/D~C (in the air) (counter hit) > [run or micro-walk] > 214D~B > 623D or 236236A/C

Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.

  • 623B (br), 214B/D~B, or 214B/D~C (in the air) (counter hit) > [run or micro-walk] > 623B (br) > CD

Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.

  • 2AB (counter hit) xx 2AC > run cl.C xx 236C > 66C or cl.D xx 214D~B > 236236A/C

Corner

  • cl.D > 2B > 236236A/C
  • cl.D > 5A xx 623D or 623AB (x3)
  • hop B, hop D, j.B > j.A, or 2B > 623B (br) > [214B~B] x n > 236236B/D or 623B > 236236A/C

Notes: [214B~B] x n is known as Gato's Sen-ga loop. Perform them as low to the ground as possible in order to maximize your number of reps. It is also possible to use cl.D as a combo starter and link into 623B (br) against characters with wider hurtboxes.

  • 214B~C > 623B (br) > [214B~B] x n > 236236B/D or 623B > 236236A/C

Notes: Have 214B~C hit as deep as possible in order to link into 623B.

  • cl.D xx 214D~B > [214B~B] x n > 236236B/D or 623B > 236236A/C

Notes: Used as a punish.

Counter Hit

  • 623B (br), 214B~B, or 214B/D~C (counter hit) > [623B (br)] > [214B~B] x n > 236236B/D or 623B > 236236A/C

Notes: You can get more potential Sen-ga reps the higher you manage to counter hit the opponent in the air.

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