Garou: Mark of the Wolves/System: Difference between revisions

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{{GarouHeader}}
== Game Mechanics ==
== Game Mechanics ==
===Dash/Run=== 
Tap [[File:f.png]], [[File:f.png]] (or 6, 6).
After pressing 4/6 the first time, you have 17 frames to go back to neutral,
and then 17 more frames to go back to 4/6.
* You can hold forward for 17F, then wait 17F to press forward again for dash. ([6], [6]). 34F total to input.
Characters do either one of 2 types of dashes: run or step.
These characters do a dash run:<BR>
Rock, Hoku, Dong, Terry, Gato and Hotaru.
Hold the second forward (6, [6]) to continue to run.
These characters do a dash step:<BR> Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon.
Hold the second forward (6, [6]) to immediately walk after the dash.
Every character but Griffon can stop their dash at anytime. There will be 3 frames of recovery though.
* Griffon can only special cancel his dash.
When doing a forward jump during a dash, you get airborne at the 2nd frame.
For a neutral jump, or a backward jump, you will have to go through 3 recovery frames for stopping the dash, and then jump.
For attacks after a dash, you can go for a standing attack immediately from the dash (canceling the dash with a standing normal).
But crouching attacks won’t come out unless you wait for 2 frames since stopping. 
You cannot dash straight from a dash.
You cannot throw directly from the dash state. <br>
See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Throw_Window_After_Dash.2FRun "Throw Window After Dash/Run"]
Notes: Freeman can hold his dash to cover more distance. Jenet and Tizoc have airborne frames during their dashes.
===Back dash=== 
Tap [[File:b.png]], [[File:b.png]] (or 4, 4).
Everyone can back dash in Garou.
You get full invincibility as soon as you complete the backdash input (on the first frame of backdash).
So you can go through normal, special or super attacks.
It does have a small period of recovery at the end of it. So use it wisely and don't do it at the wrong times cause you might get hit as you finish the back dash animation.
Backdash Frames:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| 19F (Invincible 14F, Recovery 5F)  || '''Kain'''
|-
| 20F (Invincible 15F, Recovery 5F) || '''Gato'''
|-
| 21F (Invincible 16F, Recovery 5F) || '''Butt/Marco, Kevin'''
|-
| 23F (Invincible 18F, Recovery 5F) || '''Rock, Terry, Dong, Jae, Hokutomaru, Freeman, Hotaru, Grant'''
|-
| 25F (Invincible 19F, Recovery 6F) || '''Tizoc/The Griffon'''
|-
| 27F (Invincible 22F, Recovery 5F) || '''Jenet'''
|}
Certain characters can cancel out of their backdash animations as well.
* Since air specials have a minimum height, the only ones you can do during backdashes are Jenet’s dive kick, Hokutomaru’s 214K, and Hokutomaru’s 236P.
* Every character except Kain is considered airborne. But Kain can cancel his backdash into a TOP attack, a special or a super.
List of what cancels backdashes:
*Jenet - During the backdash animation cancel into [[File:d.png]][[File:kick.gif]]
*Hoku - During backdash animation cancel into either  [[File:qcf.png]][[File:punch.gif]] or [[File:qcb.png]][[File:kick.gif]]
*Kain - During backdash you can cancel into his charge [[File:d.png]][[File:u.png]][[File:kick.gif]], TOP attack ([[File:snkc.gif]][[File:snkd.gif]]), all supers. His backdash cancels require real fast strict timing. As soon as you backdash with him you have to cancel within two frames of the backdash start up animation.
=== Jumps ===
A jump has 2 frames of startup and is airborne on the 3rd frame.
(For Tizoc/Griffon, a jump has 3 frames of startup and airborne from the 4th frame.) 
These 2 frames (3 frames for Tizoc/Griffon) of pre-jump cannot get hit by lows, but are throwable.
====Canceling Landing Recovery====
It is possible to cancel landing recovery with a special or a super.
Even if your input is perfect, there will always be 1 frame of landing recovery.
To perfectly cancel a landing,
the special/super command must always be completed after 1F of landing.
Before that 1F of landing, the special/super command won’t come out.
And on the 1F of landing, it's impossible for any normal, special, super, etc. to come out.
In both cases, a normal input will be registered.
(And if there wasn't already a jump normal landing recovery, the landing recovery becomes as if it were from a jump attack with that registered normal input.)
If the buffer window (see [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals "Timing For Reversals"]) does not end before the landing recovery ends,
that normal comes out (or as a throw, or even a throw tech). 
And after that, the landing recovery will continue until you cancel it with the command.
Notes:
* Because of input lag, you should try to input the command 1-2F before landing.
====Normal Jump====
Press and hold [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].
You can't air block in Garou MOTW but you can JD while you are in a normal jump state.
You simply press [[File:b.png]]/[[File:db.png]] just as you are about to get hit so you can JD their attack.<br>
You can JD as soon as you leave the ground, also called instant-air JD (IAJD) with the motion : [[File:u.png]][[File:ub.png]][[File:b.png]]
It is also possible to do target combos and special cancels (there are exceptions during hops).
Jump Airborne Frames (Jump length):
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| 31F  || '''Grant'''
|-
| 33F || '''Kevin, Tizoc/Griffon'''
|-
| 35F || '''Rock, Terry, Dong, Jae, Butt/Marco, Gato, Hotaru, Kain, Jenet (forward jump takes 36F)'''
|-
| 36F || '''Hokutomaru (backwards jump takes 35F)'''
|-
| 37F || '''Freeman (backwards jump takes 35F)'''
|}
Normal Jump Landing Recovery:
* Empty jumps have 1 frame of landing recovery, if you do a light attack you get 4 frames of landing recovery, 3 frames for a strong attack.
* Hokutomaru gets 4 frames of landing recovery no matter if the attack is light or strong.
* Freeman’s frame of landing recovery from an empty jump is invincible on the bottom half. So you cannot punish his empty jump with a meaty low, because it will be JDed.
If you jump forward while doing a dash step or dash run (6 6 9), you will get a forward jump that travels a farther distance.
Except for the farther distance traveled, this dash jump is the same as a normal jump (same jump length airborne frames, ability to air JD).
<br>On wake-up : waking-up with jump will dodge meaty low attacks.
==== Short Jump / Small Jump / Hop ====
Tap [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].
Your character jumps about half the height of a normal jump which can help you when you want to throw an opponent off.
Since small jumps tend to be a bit more difficult to counter from that jump height.
Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening.
You cannot JD when you small jump.
You cannot use target combos and special cancels.
* Jenet and Hokutomaru are exceptions. They can use the air-throw input (holding any direction except 8 + C) to do them.
** Jenet can small jump j.C into dive kick.
** Hokutomaru can do air target combo small jump j.C into A or B. He can also small jump j.C special cancel into a teleport or air shuriken. 
If you do an attack in the first 5 frames of the small jump (pre-jump startup frames included), the small jump will become a normal jump.
The landing recovery is a bit longer than of a regular jump:
* Empty small jumps have 4 frames of landing recovery (5 frames for Freeman and Griffon)
* 8 frames with a light attack
* 7 frames with a strong attack.
====Super Jump (SJ)==== 
Tap d then quickly tap [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]]
Only for Dong and Jenet.
You cannot JD during super jumps.
Landing recovery:
* 3 frames of landing recovery for an empty super jump
* 7 frames if you do any attack.
====Wall Jump (Triangle Jump)====
Dong only.
JD is possible during a wall jump, unless it was done from a super jump.
Landing recovery:
* Empty wall jumps have 3 frames of landing recovery, even if done from a super jump.
* If an attack is done, then the landing recovery of the jump you’ve done will be applied (normal or super).
====Turn Around In The Air====
Hotaru and Gato only.
Cannot be done during a small jump.
You cannot JD after a turn around in the air.
Landing recovery:
* Empty turn around has 4 frames of landing recovery.
* If an attack is done, then the normal jump’s landing recovery will we applied.
====Double Jump====
Hokutomaru only.
You cannot JD after doing a double jump.
Landing recovery:
* Empty double jump has 4 frames of landing recovery
* 7 frames if any attack is done.
====Stomp====
Hotaru’s j.2B.
You cannot JD after doing a stomp.
Landing recovery:
* 4 frames of landing recovery, no matter if it’s done during a normal or small jump.
* If you attack after the stomp, then normal jump’s landing recovery will be applied.
* If you turn around after the stomp, then the landing recovery for turn around applies.
* If it is done at the lowest height possible during a small jump, there will only be 3 frames of landing recovery.
====Jump Normal Advantage====
Jump normals have variable advantage.
The higher you hit, the sooner the opponent enters and leaves hitstun/blockstun,
and the longer you take to hit the ground.
The advantage depends on the position of the jump normal's hitbox
during your jump arc when you hit,
and the landing recovery of the type of jump normal.
That is, the higher you hit, the more disadvantageous you are.
  Jump normal attack advantage =
    14 hitstun/blockstun - landing recovery of jump attack - remaining airborne frames of the jump after the hit
  (remaining frames of jump length after hit = total airborne frames of the jump - what airborne frame the attack hit)
The maximum advantage is straightforward. Your jump attack is hitting at the lowest point, immediately landing after exiting hitstop/blockstop. 
Max. adv. for hop light is  14 - 8 = +6.
Max. adv. for hop heavy is 14 - 7 = +7.
Max. adv. for jump light is 14 - 4 = +10.
Max. adv. for jump heavy is 14 - 3 = +11.
The minimum advantage will come from jump normals
with hitboxes oriented downward that hit while you are higher in the air.
And from opponents with taller hurtboxes that get hit sooner while you are higher in the air.


===Throws===  
===Throws===  
====Normal Throw (Ground Throw)====
Press either [[File:f.png]]/[[File:b.png]] + [[File:snkc.gif]]/[[File:snkd.gif]] up close (Gato and Tizoc/The Griffon are the only two with [[File:snkd.gif]]) throws) or in the air with [[File:snkc.gif]]  
For a normal throw (ground throw), press either [[File:f.png]]/[[File:b.png]] + [[File:snkc.gif]] up close.
 
Gato and Tizoc/The Griffon are the only two with a [[File:snkd.gif]] throw, by pressing either [[File:f.png]]/[[File:b.png]] + [[File:snkd.gif]].
 
(6C or 6D for forward throw. 4C or 4D for back throw.)
 
 
Every character’s normal throws have 1 frame startup, and 40 pixels range.
 
If you're pressing multiple buttons simultaneously to option-select a throw,
the throw won’t come out unless you press both strong attacks.
* CD (when not in TOP), BCD, ACD, ABCD are OK
* AD, BC, BD, ABC, ABD won’t work.
 
 
====Air Throw====
Only Jenet, Hokutomaru, Hotaru and Dong have air throws.
For an air throw, do a normal jump, small jump, or even super jump and use [[File:snkc.gif]].
 
 
Air throwing is done with 4/1/2/3/6 + C.
* Dong cannot air throw with 4 because of his j.4C.
* Jenet can also air throw with 7 and 9.
* Hokuto can air throw after double jump.
 
They have the same range and startup as normal throws.
 
You cannot option select air throws by pressing multiple buttons simultaneously.
 
Air throws cannot be teched.
 
 
====Normal and Air Throw is 1F Active====
Normal throws and air throws are 1F active (active on the 1st frame).
 
As one of the fastest options, throws beat out many moves with longer startup.
 
Throws also have priority over meaty attacks, especially on wake-up:
if someone use a meaty attack while in throw range and the opponent presses throw, the throw will win.
 
(That is, if both the active frame of the throw is done at the same time the active frame of an attack is done, and the attack has no invincibility, the throw will beat the attack.)
 
 
====Command Throw====
Command throws cannot be teched.
 
Command throws’ range :
* Rock’s 360 : 60 pixels
* Kevin’s 41236A : 70 pixels
* Kevin’s 41236C : 61 pixels
* Hotaru’s 41236D : 53 pixels
* Griffon’s 360A : 75 pixels
* Griffon’s 360C : 67 pixels
* Griffon’s 41236B : 70 pixels
* Griffon’s 720 : 80 pixels
 
 
====Throw Window After Dash/Run====
A dash has to go through 3 recovery frames before stopping,
and then wait for 6 more frames to throw.
 
In other words, wait for a total of 9 frames between the end of the dash and the throw,
otherwise the throw won't come out and instead an attack comes out.
 
 
====Throw Invincibility====
Normal throw invincibility:
* 8F after hitstun
* 11F after blockstun
* 10F after wakeup


Command throw invincibility:  
(Jenet, Hoku, Hotaru and Dong only have air throws in the game with jump/hop [[File:snkc.gif]]).
* 4F after hitstun
* 5F after blockstun
* 4F after wakeup




====Teching Throws====
You can tech out of throws by pressing the [[File:snkc.gif]]/[[File:snkd.gif]] button.  
You can tech out of normal throws by pressing the [[File:snkc.gif]]/[[File:snkd.gif]] button.  
 
 
To tech normal throws, you need to press 7/4/1/3/6/9 + C/D within 9 frames after being thrown.
(During 1-9F of the throw.)
 
As long as you press C or D to tech the throw,
it doesn’t matter if you also press any other button.
(for example: AD, BC, BD, etc.)


You can air grab when you small jump, regular jump or even super jump as well.


You cannot tech out of command grabs or air grabs.  
You cannot tech out of command grabs or air grabs.  




====Throw Option-Select====
It is possible to option-select the throw-tech, for example [[File:db.png]][[File:snkb.gif]][[File:snkd.gif]] will come out as crouch [[File:snkb.gif]] if you whiff it (faster animation).
Throw-tech OS with a throw-tech direction (7/4/1/3/6/9) and a button combination (AD, BC, BD, ABC, ABD, BCD, ACD, CD, or ABCD)
With simultaneous inputs, if the opponent throws, you throw-tech.
But if they don't, you do the attack that was supposed to come out from that simultaneous input.
See the "Buttons and Their Simultaneous Multiple Inputs" table in [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Motion_Storing_Technique "Motion Storing Technique"]
Other examples:
* Delay throw-tech with 1BD: hold [1] for a moment before pressing BD.
* 1ABC done to 2AB or tech throw (on wake up or recovery from a normal, special, or super)
* Dash forward 66AD (when you don't have a 6A) to dash-cancel 5A or tech throw.
====Throw Bug Escape Technique====
There is also a bug in MOTW that allows you to escape any ground normal/command throw.  
There is also a bug in MOTW that allows you to escape any ground normal/command throw.  


Whenever you input a TOP attack/Super during the recovery of a move, you won't be able to get thrown.  
Whenever you input a TOP attack/Super during the recovery of a move, you won't be able to get thrown.  


It's a strange bug but it works pretty easy. This video shows it in application: http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624
It's a strange bug but it works pretty easy. This video shows it in application: http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624  


It is possible to option-select the throw-tech, for example [[File:db.png]][[File:snkb.gif]][[File:snkd.gif]] will come out as crouch [[File:snkb.gif]] if you whiff it (faster animation).


=== Ground Recovery (Rolling) ===


Roll Recovery --
Throws have priority over meaty attacks on wake-up : if someone use a meaty attack while in throw range and the opponent presses throw, the throw will win.
When getting knocked down, you have until the 2nd frame of knockdown to press [[File:snka.gif]], [[File:snkb.gif]], [[File:snkc.gif]] or [[File:snkd.gif]].  


In other words, you are given a large window to tech roll: from while you are falling to the 1st frame of knockdown. 




Depending on which button you press, you will roll a certain distance in the backwards or forwards direction.  
=== Short Jump / Small Jump / Hop ===
Tap [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].


This works for both knockdowns: when you land on your back or land on your stomach.  
Your character jumps about half the amount of a normal jump which can help you when you want to throw an opponent off.  


Since small jumps tend to be a bit more difficult to counter from the amount of jump height.


Here is a list of what each button does, as you hit the ground press:
Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening.  
*[[File:snka.gif]] - for a forward small roll recovery
*[[File:snkb.gif]] - for a backward small roll recovery
*[[File:snkc.gif]] - for a forward big roll recovery
*[[File:snkd.gif]] - for a backward big roll recovery


Also remember that you cannot JD when you small jump so make sure you use it wisely.


Use the rolls to recover quicker than the normal wake-up recovery.  
The landing recovery is a bit longer than of a regular jump, however it can be special canceled.


They help you out by preventing possible cross-ups or jump-in attacks from the opponent as you get up.




But be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.  
===Normal Jump===
Press and hold [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].


You lose your collision box when you roll, so your opponent can cross you down for a strong okizeme.


It’s quite easy to go for that kind of okizeme specially in the corner since opponents tend to try to roll out of the corner.
You can't air block in Garou MOTW but you can JD while you are in a normal jump state.  


You simply press [[File:b.png]]/[[File:db.png]] just as you are about to get hit so you can JD their attack.


You can JD as soon as you leave the ground, also called instant-air JD with the motion : [[File:u.png]][[File:ub.png]][[File:b.png]]


Not every knockdown move is techable:
---------------------------------------
You cannot tech after throws and supers.


For multi-hit supers, if some hits whiff, it may be possible to tech though.
On wake-up : waking-up with jump will dodge meaty low attacks.


The following specials are untechable:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''236D, 214B'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''214C, 236B/D, 214B B'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''214B/D'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''TOP attack'''
|}




 
===Super Jump (SJ)===  
The following specials are untechable if done as guard cancel:
Tap d then quickly tap [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]] (Only for Dong and Jenet). Cannot JD during SJ animation.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]] || '''[2]8A/C (only if some hits whiff), 214C, TOP attack (on air hit) '''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''623C, TOP attack'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''214A, TOP attack'''
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || '''236D, C release, 623C, TOP attack'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''214A/C, 214D, 236B/D, TOP attack'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''623A/C'''
|-
| [[Freeman (Garou)|Freeman]] || '''f.5C, f.5D'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''421A/C, TOP attack'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''divekick, TOP attack '''
|-
| [[Gato (Garou)|Gato]] || '''623D'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''[2]8B/D, divekick’s follow-up, 236B/D, 236A/C'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''214A/C, 623B/D, 214D, TOP attack'''
|-
| [[Grant (Garou)|Grant]] || '''214A, 623A/C, TOP attack'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''[4]6D, [2]8B/D, TOP attack (ground hit)'''
|}




====Forced Untechable Knockdown====
Besides the previous listed specials,
there is a way to force the untechable knockdown,
even if the conditions aren’t fulfilled.


The way to do it is to freeze the screen with a super during the tech input window.
===Dash/Run=== 
Tap [[File:f.png]], [[File:f.png]].  


So you just have to do a super when the opponent touches the ground.


Here is a list of character that run:<BR>
Rock, Hoku, Dong, Terry, Gato and Hotaru.


When the screen freezes, if the opponent didn’t touch the ground yet,
he can mash buttons to tech after.


These characters dash:<BR> Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon.


=== Counter Hits ===
Counter Hits grant huge amount of frame advantage and juggle properties (somewhat similar to SFV's crush counter mechanism).


Unlike in street fighter, dashes can be cancelled anytime like a run, with the exception of Griffon (he can only special cancel his dash).


You do a counter hit (CH) when your evasive attack, special, or super
hits the startup of the opponent's move.


This move can be the opponent's normal, special, super, or TOP attack.  
Notes : Freeman can hold his dash to cover more distance. Jenet and Tizoc have airborne frames during their dashes.




Exceptions that do not get counter hit:
* You do not do a CH when your evasive attack, special, or super hits the startup of the opponent's evasive attack.
* Some command normals might not get counter hit. (Kevin's 6B, Marco's 6A, do get counter hit)


===Back dash=== 
Tap [[File:b.png]], [[File:b.png]].


Some moves also get counter hit after their startup:
* Dong 623A/C, Marco 623A/C


Everyone can back dash in Garou.


There are two types of counter hits:
It has invincibility during the back dash so you can go through normal, special or super attacks.
* ground (opponent spins around)
* floating (opponent air launch)


It does have a small period of recovery at the end of it.


Ground (spin around) CH
So use it wisely and don't do it at the wrong times cause you might get hit as you finish the back dash animation.  
---------------------------------------
Moves that don’t normally knockdown
while the opponent is on the ground cause this counter hit.


Even if your opponent mashes directions and buttons, he won’t recover faster.


(There are some exceptions such as Kevin’s 236D or Hokutomaru’s 214D
Certain characters can cancel out of their backdash animations as well.  
that usually knockdown but will still apply this effect on counter hit.)


Here is a list of which characters can cancel their backdashes:


The advantage you get after doing a counter hit from a move
*Jenet - During the backdash animation cancel into [[File:d.png]][[File:kick.gif]]
= (the move's advantage on block + 10F)
*Hoku - During backdash animation cancel into either  [[File:qcf.png]][[File:punch.gif]] or [[File:qcb.png]][[File:kick.gif]]
*Kain - During backdash you can cancel into his charge [[File:d.png]][[File:u.png]][[File:kick.gif]], TOP attack ([[File:snkc.gif]][[File:snkd.gif]]), all supers. His backdash cancels require real fast strict timing. As soon as you backdash with him you have to cancel within two frames of the backdash start up animation.


This advantage allows for a ground combo follow-up in most situations.


These moves are the few exceptions there are:
* Dong’s 236236B : -5 on block --> -10 on counter hit
* Jae’s TOP attack : -1 on block --> +7 on counter hit
* Hokutomaru’s 214D : -22 on block --> +1 on counter hit


===T.O.P. Mode===
Tactical Offense Position: When selecting your character, you can designate a 1/3 portion of your life bar for T.O.P.


Floating (air launch) CH
When your character's health is within this portion you will notice that your character will begin flashing.  
---------------------------------------
Moves done to an airborne opponent, or done on ground moves that are considered airborne (like Dong/Jae's f.5D), cause this counter hit.


Moves that knockdown on hit will send the opponent flying upwards when they counter.  
The following benefits become available to you once you are in T.O.P.:


* Enhanced damage to all of your attacks
* Faster meter build up
* Slow regeneration of your health bar (however, it doesn't regenerate past the T.O.P. section)
* T.O.P. special move becomes available


This allows for an air combo follow-up in most situations.


You can add any attack after that.  
In competitive play it's used interchangeably between the start and middle.
Placing it in the middle or end of your healthbar can disrupt your opponent's combo timing, as the TOP activation's flash causes a short freeze.
Try different locations and see what works best for your character. For example, Tizoc does MASSIVE damage with his C justice Hurricane if he's in TOP, capable of knocking someone out of their TOP in a single strike.
Having it at the start means you don't have to get beat up first to use it, while being in the middle or end means you have more time to build meter first.


Such as an air combo that can be performed with light normal
cancelled into a fast enough special/super.


Otherwise, a strong normal will air reset before a special can hit.
T.O.P. Attack pressed during the recovery of a move prevent from being thrown (throw bug).  




If the opponent hits the ground, they will land facing the ground,  
T.O.P. sizes other than 1/3 of a life bar are available in home console versions of Garou and are usually ignored in competitive play.
allowing for an one extra OTG hit (Off The Ground).  
The shorter the T.O.P is, the more damage can be dealt (max. of 1.75x), conversely the longer your T.O.P is, the less damage can be dealt (Min. of 1.25x = standard arcade setting).


However they can tech roll with any button to prevent this.  
=== T.O.P. Attack ===
[[File:snkc.gif]] + [[File:snkd.gif]] while in T.O.P. mode only.


If a super's freeze animation happens at the same time the opponent hit the ground,
All characters in Garou have an extra move that becomes available to them only when they are in T.O.P. (the orange region of the health bar).  
they won't be able to tech, allowing unescapable OTG combos.


===T.O.P Mode===
T.O.P. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage. Notably good TOP moves being kain's and tizoc's
Tactical Offense Position: When selecting your character, you can designate a 1/3 portion of your life bar for T.O.P. When your character's health is within this portion you will notice that your character will begin flashing. The following benefits become available to you once you are in T.O.P:


* Enhanced damage to all of your attacks
=== Super Meter ===
* Faster meter build up
The super meter can hold up to 2 stocks.  
* Slow regeneration of your health bar (however, it doesn't regenerate past the T.O.P section)
* T.O.P special move becomes available


In competitive play it is usually placed at the start, allowing the players to benefit from it as soon as the round start and try their best to remain in this state.<br>
Meter can be filled by doing one of the following:
Placing it middle can be a way to mess with an inexperienced opponent's combos, as the TOP activation's flash causes a short freeze.<br>
T.O.P Attack pressed during the recovery of a move prevent from being thrown (throw bug).<br>


T.O.P sizes other than 1/3 of a life bar are available in home console versions of Garou and are usually ignored in competitive play. The shorter the T.O.P is, the more damage can be dealt (max. of 1.75x), conversely the longer your T.O.P is, the less damage can be dealt (Min. of 1.25x = standard arcade setting).''
attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent.  


Whiffing normal and command attacks will not build any meter.


=== T.O.P. Attack ===
In some cases, a super move connecting on an opponent will also give you a little meter.  
[[File:snkc.gif]] + [[File:snkd.gif]] while in T.O.P. mode only.


All characters in Garou have an extra move that becomes available to them only when they are in T.O.P. (the orange region of the health bar). T.O.P. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage.




=== Super Meter ===
=== Super Moves ===
The super meter can hold up to 2 stocks. Meter can be filled by doing one of the following: attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent.  Whiffing normal and command attacks will not build any meter. In some cases, a super move connecting on an opponent will also give you a little meter.


'''S Power Supers''' - Level 1 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snka.gif]]/[[File:snkb.gif]]) - Available with 1 Super Stock


=== Super Moves ===
'''P Power Supers''' - Level 2 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]/[[File:snkd.gif]]) - Available with 2 Super Stocks


'''S Power Supers''' - Level 1 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snka.gif]]/[[File:snkb.gif]]) - Available with 1 Super Stock<br>
'''P Power Supers''' - Level 2 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]/[[File:snkd.gif]]) - Available with 2 Super Stocks<br>
'''Hidden Supers''' - Level 2 Only Super - ''Available with 2 Super Stock, only 5 characters have them:''
'''Hidden Supers''' - Level 2 Only Super - ''Available with 2 Super Stock, only 5 characters have them:''


Line 616: Line 163:
* B. Jenet - Press [[File:snka.gif]], [[File:snkb.gif]] and [[File:snkc.gif]] quickly as you are JDing.
* B. Jenet - Press [[File:snka.gif]], [[File:snkb.gif]] and [[File:snkc.gif]] quickly as you are JDing.
* Gato - [[File:Dp.png]], [[File:snka.gif]] + [[File:snkb.gif]], [[File:Dp.png]], [[File:snka.gif]] + [[File:snkb.gif]], [[File:Dp.png]], [[File:snka.gif]] + [[File:snkb.gif]]. You have to keep doing it like a reka type special to land it fully.
* Gato - [[File:Dp.png]], [[File:snka.gif]] + [[File:snkb.gif]], [[File:Dp.png]], [[File:snka.gif]] + [[File:snkb.gif]], [[File:Dp.png]], [[File:snka.gif]] + [[File:snkb.gif]]. You have to keep doing it like a reka type special to land it fully.




===Feints===
===Feints===
Feints are partial attack animations that can be done in either of 2 ways:<br>
Feints are partial attack animations that can be done in either of 2 ways:
* [[File:F.png]] + [[File:snka.gif]] + [[File:snkc.gif]]  (6AC)<br>
* [[File:D.png]] + [[File:snka.gif]] + [[File:snkc.gif]]  (2AC)<br>
Feints show the first few frames of animation and sound of a special or super attack, but do not follow through with the actual attack. While they can be used for mindgames to make your opponent think you're going to go for a special move, they truly show their power when used in combos, since you can cancel out cancellable normal attacks with feints (like a special move). This is called a feint cancel (FC). Since the feints are very short and can be cancelled by anything, this will often allow you to recover from a move faster, and even give opportunites for linking more normals than would otherwise be possible.<br>
For example with Terry you can do stand [[File:snkc.gif]], then hit [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] (since the [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] feint cancels the stand [[File:snkc.gif]] from its recovery animation and also moves Terry foward as well), stand [[File:snkc.gif]] again, [[File:F.png]][[File:snka.gif]][[File:snkc.gif]], etc.<br>
Certain Feints have particular properties :
* Griffon : forward feint has immediate upper body invincibility
* Freeman : down feint has upper body invincibility halfway into the animation (when his body is lowered)
* Jenet : down feint has full body invincibility halfway into the animation (when she spins around)
* Terry : forward feint moves him forward
 
 
====Feint Cancel Frame Advantage====
After you hit an opponent with a normal and after you both exit hitstop/blockstop,
you go through recovery while the opponent goes through hitstun/blockstun. 


Pressing a feint during the normal's hitstop/blockstop
* [[File:F.png]] + [[File:snka.gif]] + [[File:snkc.gif]]
causes the recovery of that normal to cancel into that feint.  
So instead, you feint while the opponent goes through hitstun/blockstun.  


Therefore, you can determine the frame advantage obtained by the feint cancel
* [[File:D.png]] + [[File:snka.gif]] + [[File:snkc.gif]]
by subtracting the minimum frames of feint animation
before you can do something (move forward, do another normal, etc.)
from the hitstun/blockstun of the move.




List of minimum feint frames:
Feints show the first few frames of animation and sound of a special or super attack, but do not follow through with the actual attack.  
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''6A+C''' || '''2A+C'''
|-
| [[Rock (Garou)|Rock Howard]]  || '''12''' || '''11'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''11''' || '''11'''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''10''' || '''10'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''10''' || '''10'''
|-
| [[Khushnood Butt (Garou)|Butt/Marco]] || '''10''' || '''11'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''13''' || '''26'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''10''' || '''8'''
|-
| [[Freeman (Garou)|Freeman]] || '''11''' || '''10'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''10''' || '''14'''
|-
| [[Gato (Garou)|Gato]] || '''11''' || '''11'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''10''' || '''11'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''10''' || '''8'''
|-
| [[Grant (Garou)|Grant]] || '''10''' || '''19'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''10''' || '''10'''
|}


While they can be used for mindgames to make your opponent think you're going to go for a special move,
they truly show their power when used in combos, since you can cancel out cancellable normal attacks with feints (like a special move).


The hitstun and blockstun for normals are the same:
This is called a feint cancel (FC). Since the feints are very short and can be cancelled by anything,
* 14F of hitstun/blockstun from a light attack.
this will often allow you to recover from a move faster, and even give opportunites for linking more normals than would otherwise be possible.
* 20F of hitstun/blockstun from a heavy attack.
* 18F of hitstun from an Upper Body Evasive Attack (not cancelable on block).


For example with Terry you can do stand [[File:snkc.gif]], then hit [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] (since the [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] feint cancels the stand [[File:snkc.gif]] from its recovery animation and also moves Terry foward as well), stand [[File:snkc.gif]] again, [[File:F.png]][[File:snka.gif]][[File:snkc.gif]], etc.


Example:  
Certain Feints have particular properties :
If Rock cancels a heavy attack cl.5C with 2AC, 20-11 gives 9F advantage.
* Griffon : forward feint has immediate upper body invincibility
* Freeman : down feint has upper body invincibility halfway into the animation (when his body is lowered)
* Jenet : down feint has full body invincibility halfway into the animation (when she spins around)
* Terry : forward feint moves him forward




Example:
Everyone does f.5A light attack and does their fastest feint cancel, then that advantage is compared to uncanceled advantage.


Note: Butt f.5A cannot be FCed.
===Break Moves===
{| border="1em" cellspacing="0" width="70%"
'''Press [[File:snka.gif]] + [[File:snkb.gif]]
|-
| '''Character''' || '''Light - Feint ''' || '''far A's regular Guard Adv.'''
|-
| '''Rock'''  || '''14 - 11 = +3F ''' || '''<    +4F'''
|-
| '''Terry''' || '''14 - 11 = +3F ''' || '''<    +4F'''
|-
| '''Dong''' || '''14 - 10 = +4F ''' || '''<    +6F'''
|-
| '''Jae''' || '''14 - 10 = +4F ''' || '''<    +6F'''
|-
| '''Tizoc/Griffon'''|| '''14 - 13 = +1F ''' || '''=    +1F'''
|-
| '''Hokuto''' || '''14 - 8 = +6F ''' || '''>    +5F'''
|-
| '''Freeman'''|| '''14 - 10 = +4F ''' || '''>    -1F'''
|-
| '''Hotaru''' || '''14 - 10 = +4F ''' || '''>    +2F'''
|-
| '''Gato''' || '''14 - 11 = +3F ''' || '''>    +1F'''
|-
| '''Kevin''' || '''14 - 10 = +4F ''' || '''>    +2F'''
|-
| '''Jenet''' || '''14 - 8 = +6F ''' || '''>    +2F'''
|-
| '''Kain''' || '''14 - 10 = +4F ''' || '''<    +6F'''
|}
 
 
List of characters' most advantageous feint cancel:
 
Rock ---> 2AC
 
Terry ---> 6AC
 
Dong ---> 6AC/2AC
 
Jae ---> 6AC/2AC
 
Butt/Marco ---> 6AC
 
Tizoc/Griffon ---> 6AC
 
Hokuto ---> 2AC
 
Freeman ---> 2AC


Hotaru ---> 6AC


Gato ---> 6AC/2AC
Every character has one designated special move/super move that can be broken (only Tizoc and Kain have 2 different break specials moves and Hokutomaru can break his super move.


Kevin ---> 6AC
At the appropriate point(s) in the special move, inputting the break command ([[File:snka.gif]] + [[File:snkb.gif]])
will tend to allow the character to recover faster, making the move far safer if blocked,
and allowing more extenstive combos (mostly juggles) if hit.


Jenet ---> 2AC
Garou only lets you perform 1 break move during a combo, unless you land a counter hit which lets you do another free break cancel.


Kain ---> 6AC/2AC
Break moves are some of the easiest methods of hit-confirming a combo to super in the game.
All characters can break on hit and a few can whiff their breaks to build meter.




===Break Moves===
'''Press [[File:snka.gif]] + [[File:snkb.gif]]
<br>
Every character has one designated special move/super move that can be broken (only Tizoc and Kain have 2 different break specials moves and Hokutomaru can break his super move. At the appropriate point(s) in the special move, inputting the break command ([[File:snka.gif]] + [[File:snkb.gif]]) will tend to allow the character to recover faster, making the move far safer if blocked, and allowing more extenstive combos (mostly juggles) if hit. Garou only lets you perform 1 break move during a combo, unless you land a counter hit which lets you do another free break cancel. Break moves are some of the easiest methods of hit-confirming a combo to super in the game. All characters can break on hit and a few can whiff their breaks to build meter.<br>
<br>
'''Hit Break''' - a hit or grab is registered before the move is broken (Tizoc is an exception to this because his break moves will cause him to backstep, but he still only has one timing for each of these).<br>
'''Hit Break''' - a hit or grab is registered before the move is broken (Tizoc is an exception to this because his break moves will cause him to backstep, but he still only has one timing for each of these).<br>
'''Whiff Break''' - no hit or grab is registered before the move is broken.<br>
'''Whiff Break''' - no hit or grab is registered before the move is broken.<br>
Line 772: Line 222:
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''Kobi-kyaku''' || [[File:Qcb.png]] + [[File:kick.gif]]
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''Kobi-kyaku''' || [[File:Qcb.png]] + [[File:kick.gif]]
|-
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || '''Kohou''' || [[File:Dp.png]] + [[File:punch.gif]]
| [[Khushnood Butt (Garou)|Khushnood Butt]] || '''Kohou''' || [[File:Dp.png]] + [[File:punch.gif]]
|-
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''Kuuha-dan'''<br> '''Chou Hissatsu Shuriken''' || [[File:Qcf.png]] + [[File:kick.gif]]<br> [[File:Qcf.png]], [[File:Qcf.png]] + [[File:punch.gif]]
| [[Hokutomaru (Garou)|Hokutomaru]] || '''Kuuha-dan'''<br> '''Chou Hissatsu Shuriken''' || [[File:Qcf.png]] + [[File:kick.gif]]<br> [[File:Qcf.png]], [[File:Qcf.png]] + [[File:punch.gif]]
Line 780: Line 230:
| [[Freeman (Garou)|Freeman]] || '''Morbid Angel''' || [[File:Hcf.png]] + [[File:kick.gif]]  
| [[Freeman (Garou)|Freeman]] || '''Morbid Angel''' || [[File:Hcf.png]] + [[File:kick.gif]]  
|-
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''Poseidon Wave'''<br> '''Olympus Over'''|| [[File:Rdp.png]] + [[File:snkc.gif]]<br> [[File:Qcb.png]] + [[File:snkd.gif]]
| [[Tizoc (Garou)|Tizoc]] || '''Poseidon Wave'''<br> '''Olympus Over'''|| [[File:Rdp.png]] + [[File:snkc.gif]]<br> [[File:Qcb.png]] + [[File:snkd.gif]]
|-
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''The Hind''' || [[File:Qcf.png]] + [[File:kick.gif]]  
| [[B. Jenet (Garou)|B. Jenet]] || '''The Hind''' || [[File:Qcf.png]] + [[File:kick.gif]]  
Line 794: Line 244:
| [[Grant (Garou)|Grant]] || '''Kyou Choujin''' || [[File:Dp.png]] + [[File:punch.gif]]
| [[Grant (Garou)|Grant]] || '''Kyou Choujin''' || [[File:Dp.png]] + [[File:punch.gif]]
|} </center>
|} </center>




Line 799: Line 250:


'''While Standing''' - tap [[File:B.png]].<br>
'''While Standing''' - tap [[File:B.png]].<br>
'''While Crouching''' - tap [[File:Db.png‎ ]].<br>
'''While Crouching''' - tap [[File:Db.png]].<br>
'''While Jumping''' - tap [[File:Ub.png]]/[[File:B.png]]/[[File:Db.png]].<br>
'''While Jumping''' - tap [[File:Ub.png]]/[[File:B.png]]/[[File:Db.png]].
<br>
 
 
By defending an attack just before it connects, you can "just defend" it. JDs can be done in succession on multi-hit attacks or combos.  JD windows are normally 7 frames wide, and give you the following benefits:
By defending an attack just before it connects, you can "just defend" it. JDs can be done in succession on multi-hit attacks or combos.  JD windows are normally 7 frames wide, and give you the following benefits:
* Air Defense: There is no air blocking in Garou, but you can JD in the air. An instant air JD can be performed with [[File:U.png]][[File:Ub.png]][[File:B.png]] (Note: you can not JD during any short or super jump.)
* Air Defense: There is no air blocking in Garou, but you can JD in the air. An instant air JD can be performed with [[File:U.png]][[File:Ub.png]][[File:B.png]] (Note: you can not JD during any short or super jump.)
* Gain Life: Regain a small amount of health for a successful JD, even against moves that would do chip damage when blocked (the more damaging the move, the more life gained).
* Gain Life: Regain a small amount of health for a successful JD, even against moves that would do chip damage when blocked (the more damaging the move, the more life gained).
* Shorter Block Stun: If an attack is JD'd, the block stun is reduced by 2 frames, allowing you to recover faster.  
* Shorter Block Stun: If an attack is JD'd, the block stun is reduced by 2 frames, allowing you to recover faster.  
* Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GCL, immediately ending the block stun and going into the attack's animation. The motions of the command can be buffered before the JD occurs, or done entirely during the JD if you are fast enough.  
* Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GCL, immediately ending the block stun and going into the attack's animation. The motions of the command can be buffered before the JD occurs, or done entirely during the JD if you are fast enough.  
* No Guard Meter Loss: JD'n a move will not bring you closer to a guard crush (GCH) like blocking will.
* No Guard Meter Loss: JD'n a move will not bring you closer to a guard crush (GCH) like blocking will.




====Low Un-JDable and High Un-JDable Normals====


Some high/low blockable normal moves can only be JDed either standing or crouching, not both.
=== Guard Cancel (GC) ===
 
An essential counter attacking system in Garou (there are similar counter attacking systems in other fighting games, but without the added stipulation of JD).  
Most close C or close D cannot be JDed while crouching (must stand).
 
Most 2C cannot be JDed while standing (must crouch).
 
 
Normals you cannot JD while crouching:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''cl.5D'''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''cl.5D, f.5C, f.5D'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''cl.5D, f.5C'''
|-
| [[Khushnood Butt (Garou)|Khushnood Butt]] || '''cl.5C'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''cl.5D'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''cl.5C, f.5C'''
|-
| [[Freeman (Garou)|Freeman]] || '''f.5C, f.5D'''
|-
| [[Tizoc (Garou)|Tizoc]] || '''None'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''cl.5D, f.5C'''
|-
| [[Gato (Garou)|Gato]] || '''cl.5C'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''cl.5C, cl.5D, f.5D'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''cl.5C, cl.5D, f.5C'''
|-
| [[Grant (Garou)|Grant]] || '''cl.5C, cl.5D, f.5C, f.5D'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''cl.5C, f.5C, cl.5D, f.5D'''
|}


GCs can only be performed during JD frames (while you flash blue).
During a JD, a counter attack of your choosing will cancel frames in the JD animation, allowing you to counter attack.


 
Only 3 kinds of attacks will let you guard cancel out of a JD animation:<br>
Normals you cannot JD while standing:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''None'''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''2C'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''2C'''
|-
| [[Khushnood Butt (Garou)|Khushnood Butt]] || '''None'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''2C'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''2C'''
|-
| [[Freeman (Garou)|Freeman]] || '''2C'''
|-
| [[Tizoc (Garou)|Tizoc]] || '''None'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''2C'''
|-
| [[Gato (Garou)|Gato]] || '''2C'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''2C'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''2C'''
|-
| [[Grant (Garou)|Grant]] || '''2C'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''2C'''
|}
 
 
=== Guard Cancel (GC) ===
An essential counter attacking system in Garou (there are similar counter attacking systems in other fighting games, but without the added stipulation of JD). GCs can only be performed during JD frames (while you flash blue). During a JD, a counter attack of your choosing will cancel frames in the JD animation, allowing you to counter attack. Only 3 kinds of attacks will let you guard cancel out of a JD animation:<br>
* Special Moves<br>
* Special Moves<br>
* Super Moves<br>
* Super Moves<br>
Line 895: Line 281:




=== Evasion Moves ===


=== Evasion Moves ===
'''Universal Anti-Low (UAL/AB)''' - Press [[File:snka.gif]] + [[File:snkb.gif]] (Any character).


'''Universal Anti-Low (UAL/AB)''' (or '''Lower Body Evasive Attack''') - 
---------------------------------------
Press [[File:snka.gif]] + [[File:snkb.gif]] (5AB) (Any character). You can also do 4AB or 6AB.


When you do an [[File:snka.gif]][[File:snkb.gif]] attack your character gains lower body invincibilty, so if an opponent tries to perform a low attack it wont hit you.  
When you do an [[File:snka.gif]][[File:snkb.gif]] attack your character gains lower body invincibilty,  
so if an opponent tries to perform a low attack it wont hit you.  


These attacks hit overhead and can counter-hit.  
These attacks hit overhead (except for Gato's) and can counter hit.  


Gato and Rock are the only characters who dont come off the ground with their [[File:snka.gif]][[File:snkb.gif]] move.  
Gato and Rock are the only characters who don't come off the ground with their [[File:snka.gif]][[File:snkb.gif]] move.  


As a general rule, this attack has more blockstun than hitstun (in some matchups they are punishable on hit but not on guard).  
As a general rule, this attack has more blockstun than hitstun (in some matchups they are punishable on hit but not on guard).  




'''Universal Anti-Air (UAA/2AB/dAB)''' (or '''Upper Body Evasive Attack''') -
---------------------------------------
It can be performed by pressing A + B while crouching.


Press  [[File:D.png]] + [[File:snka.gif]] + [[File:snkb.gif]] (2AB) (Any character). You can also do 1AB or 3AB.
'''Universal Anti-High (UAH/2AB/dAB)''' - Press  [[File:D.png]] + [[File:snka.gif]] + [[File:snkb.gif]] (Any character).  




For most characters, it can only be canceled on hit.  
When you do a [[File:D.png]][[File:snka.gif]][[File:snkb.gif]] attack, your character gains upper body invincibility.  


Can be used as an anti-air, but its effectiveness varies between characters.


Griffon and Grant are exceptions:
It also beats most standing attacks (low profile).
* Grant and Griffon cannot cancel on either hit or block.
* Grant's upper-body evasive attack is a 2-stage move, <br>and it is possible to kara cancel the second hit into a special move.
* Griffon is also a 2-stage move, <br>but there is no startup gap between both hits, so it is impossible to kara cancel.


These attacks can counter hit and have the property of being cancellable only on hit (except Tizoc and Grant), making them a great tool for hit confirms.


This move has upper-body invincibility from the moment of input,
and the duration varies from 5F to 8F depending on the character.


'''Kara Cancel''' - Press [[File:snka.gif]] + [[File:snkb.gif]]/[[File:D.png]] + [[File:snka.gif]] + [[File:snkb.gif]]
then do a special move to cancel out of its starting animation.


Upper Body Evasive Attack is often used to stop pressure (especially blockstrings with gaps) from the opponent,
A lot like Kara Cancels in Street Fighter 3: 3rd Strike you can cancel certain high/low dodge attacks with every character.
beating most standing attack (low-profile).  
Some are more useful than others and some are easier to cancel out than other characters.
Great tool to benefit from the upper/lower invincibility when performing special moves. <br>


It's useful as an anti-air attack against aerial moves that don't hit too deep.


It can be used in combos, depending on the character.  
Here is a list of characters that can cancel their [[File:snka.gif]] + [[File:snkb.gif]] overheards while in the air:
 
*Tizoc - [[File:Qcf.png]] + [[File:snka.gif]]
 
*Hotaru - [[File:Qcb.png]] + [[File:kick.gif]]
 
*Jenet - [[File:D.png]] +[[File:kick.gif]]
 
*Grant - [[File:D.png]] + [[File:kick.gif]]


*Hokutomaru - [[File:Qcf.png]] + [[File:punch.gif]] or [[File:Qcb.png]] + [[File:kick.gif]]


And as explained in [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Counter_Hits "Counter Hits"] section,
*Rock - any of his specials/supers - Rock (His doesn't come off the ground but he uses it the most effectively. Mainly because it opens up so many options for him during wake up situations.)
these attacks can counter-hit, making them even better tools for hit-confirms besides a regular cancel on hit.




List of 2AB's:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Startup''' || '''Upper-body Invincibility''' || '''Guard''' || '''Hit''' || '''Notes'''
|-
| [[Rock (Garou)|Rock Howard]]  || '''9''' || '''1-5'''|| '''-5''' || '''-11'''||
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''8''' || '''1-6'''|| '''-7''' || '''-13'''||
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''10''' || '''1-5'''|| '''+4''' || '''-2'''||
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''11''' || '''1-5''' || '''+3''' || '''-3'''||
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''8''' || '''1-6''' || '''+3''' || '''-3''' ||
|-
| [[Gato (Garou)|Gato]] || '''8''' || '''1-7''' || '''+1''' || '''-5'''||
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''8''' || '''1-7''' || '''-3''' || '''-9'''||
|-
| [[Khushnood Butt (Garou)|Butt/Marco]] || '''9''' || '''1-6'''|| '''0''' || '''-6'''||
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''10''' || '''1-5''' || '''+7''' || '''+1''' || '''Move follow-up combination with B+C'''
|-
| [[Freeman (Garou)|Freeman]] || '''8''' || '''1-6''' || '''+2''' || '''-4''' || '''Second half 3F whole body invincibility'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''13''' || '''1-5''' || '''+1''' || '''+1''' || '''2nd hit, can't be canceled'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''8''' || '''1-8''' || '''0''' || '''-6'''||
|-
| [[Grant (Garou)|Grant]] || '''8''' || '''1-7'''|| '''-2''' || '''-6''' || '''2nd hit startup can be kara canceled'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''8''' || '''1-6''' || '''-6''' || '''-12'''|| '''Has follow-up 5C'''
|}


===Kara Cancels===   
===Kara Cancels===   
Line 989: Line 345:




'''Kara Cancel''' - Press [[File:snka.gif]] + [[File:snkb.gif]]/[[File:D.png]] + [[File:snka.gif]] + [[File:snkb.gif]]  then do a special move to cancel out of its starting animation.


A lot like Kara Cancels in Street Fighter 3: 3rd Strike you can cancel certain high/low dodge attacks with every character.  
=== Counter Hits ===
In Garou, Counter Hits differ from most games, as they grant huge amount of frame advantage and juggle properties, somewhat similar to SFV's crush counter mechanism.
 
All attacks (UAA/UAL included) and Supers can cause a Counter Hit. A Counter Hit can be obtained from hitting an opponent out of a start-up animation, as well as certain specials during their recovery.


Some are more useful than others and some are easier to cancel out than other characters.  
A Counter Hit on the ground will cause the opponent to spin around, allowing for a ground combo follow-up in most situations.


Great tool to benefit from the upper/lower invincibility when performing special moves. <br>
A Counter Hit in the air will send the opponent flying, putting them in an airborne situation, allowing for an air combo follow-up in most situations.  


Air combo can be performed with light normal cancelled into a fast enough special/super, a strong normal will air reset before a special can hit.


Here is a list of characters that can cancel their [[File:snka.gif]] + [[File:snkb.gif]] overheards while in the air:
If the opponent hit the ground, they will land facing the ground, allowing for an extra OTG hit (Off The Ground).
However they can techroll with any button to prevent this.  


*Tizoc - [[File:Qcf.png]] + [[File:snka.gif]]
If a super's freeze animation happens at the same time the opponent hit the ground, they won't be able to tech, allowing unescapable OTG combos.
*Hotaru - [[File:Qcb.png]] + [[File:kick.gif]]
*Jenet - [[File:D.png]] +[[File:kick.gif]]
*Grant - [[File:D.png]] + [[File:kick.gif]]
*Hokutomaru - [[File:Qcf.png]] + [[File:punch.gif]] or [[File:Qcb.png]] + [[File:kick.gif]]
*Rock - any of his specials/supers - Rock (His doesn't come off the ground but he uses it the most effectively. Mainly because it opens up so many options for him during wake up situations.)






=== Guard Crush (GCH) ===
=== Guard Crush (GCH) ===
 
Blocking, but not JD'n, a move reduces a hidden guard meter for your character.  
Overview:
--------------------------------------
Blocking, but not JDing, a move reduces a hidden guard meter for your character.  


When the guard meter is close to empty, your character will flash red, more strongly the closer you are to being guard crushed.  
When the guard meter is close to empty, your character will flash red, more strongly the closer you are to being guard crushed.  
When this meter empties, you are 'guard crushed', and your character reels back, completely vulnerable for a short time.  
When this meter empties, you are 'guard crushed', and your character reels back, completely vulnerable for a short time.  
Your guard meter instantly refills to full when this happen.
Your guard meter instantly refills to full when this happen.


Guard Crush state lasts for 64 frames, but the 64th frame is invincible. Crush state lasts longer for both Dong (7f) and Marco/Butt (5f).


Explanation
--------------------------------------
This hidden guard meter is your guard (crush) durability.


Guard Durability ranges from 50-60. Here is a list of guard durability for the characters:


Guard durability ranges from 50-60 points. Here is a list of guard durability for the characters:
Hokutomaru, Hotaru, Jenet - 50


Hokutomaru, Hotaru, Jenet - 50<br>
Rock, Dong, Jae, Marco, Freeman, Gato, Terry - 55
Rock, Dong, Jae, Marco, Freeman, Gato, Terry - 55<br>
Kain, Kevin, Tizoc, Grant - 60<br>


Kain, Kevin, Tizoc, Grant - 60


Each move has a set guard crush value or values that, on block (not on JD), decreases your guard durability by that amount of points.


For all characters, if the cumulative reduction of your guard durability exceeds 43 points, their guard animation changes by flashing red.


And with further reduction of guard durability, the flashing goes faster until the character is mostly red and the guard durabilility is depleted.  
=== Ground Recovery (Rolling) ===
Roll Recovery - When you land on the ground on your back/stomach press [[File:snka.gif]], [[File:snkb.gif]], [[File:snkc.gif]] or [[File:snkd.gif]].  


Depending on which button you press executes the direction you will roll towards.


And when guard durability is depleted, you enter guard crush state.
Use them to recover quicker than just the normal get up recovery.  


Guard crush state lasts for 64 frames, but the 64th frame is invincible. Crush state lasts longer for both Dong (7f) and Marco/Butt (5f).
Helps you out by preventing possible crossups or jump in attacks from the opponent as you get up.  




Since the guard crush state elapses even during hitstop,
Though be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.  
If a guard crush is induced by a "strike attack" other than a projectile
(unlike projectiles, these are long lasting or minus moves),
the guard crush state is actually 63 frames or less.
(Because the last 1F of the guard crush state is invincible.)




Guard crush durability recovers over time: <br>
Here is a list of what each button does, as you hit the ground press:
the recovery speed is 1 point per 30 frames.
The guard crush durability value recovers even during continuous guard
(when you're in proximity guard, auto guard, or still in blockstun)


*[[File:snka.gif]] - for a forward small roll recovery


=== Motion Storing Technique ===
*[[File:snkb.gif]] - for a backward small roll recovery
When a simultaneous button press occurs, an attack will come out following this priority:


Buttons and Their Simultaneous Multiple Inputs:  
*[[File:snkc.gif]] - for a forward big roll recovery
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''A'''  || '''A+D'''
|-
| '''B'''  || '''B+C or B+D'''
|-
| '''C'''  || '''A+C+D or B+C+D or A+B+C+D (or C+D outside of TOP)'''
|-
| '''D'''  || '''nothing'''
|-
| '''evasive attacks'''  || '''A+B or A+B+C or A+B+D'''
|-
| '''TOP'''  || '''C+D while in TOP mode'''
|}
Note: Simultaneous inputs are just frame: have to be pressed on the exact same frame.


*[[File:snkd.gif]] - for a backward big roll recovery




This can be applied to specials, where you "override" the special with a simultaneous input to do a button attack instead.
 
Therefore if you do [[File:qcf.png]] + [[File:snka.gif]] + [[File:snkd.gif]], a normal stand [[File:snka.gif]] will come out, not a fireball or whatever special was qcf A or qcf D.<br>


=== Motion Storing Technique ===
In MOTW when multiple button press occur, the weaker button will come out, following this priority : [[File:snka.gif]] > [[File:snkb.gif]] > [[File:snkc.gif]] > [[File:snkd.gif]]


This allows you to "store" motions to make combos easier.<br>
This also applies to special, therefore if you do [[File:qcf.png]] + [[File:snka.gif]] + [[File:snkd.gif]],
 
a normal stand [[File:snka.gif]] will come out, not a fireball or whatever special was qcfA or qcfD.
For example cancelling light attacks into supers : [[File:snka.gif]] xx [[File:qcf.png]][[File:qcf.png]][[File:snka.gif]] requieres very fast execution, you can instead do [[File:qcf.png]][[File:snka.gif]][[File:snkd.gif]](stand A) xx [[File:qcf.png]][[File:snka.gif]](Super comes out, thanks to the first qcf previously stored)
 
=== Damage and Meter Calculation ===
 
("Gauge" and "Meter" are used interchangeably.)
 
 
Damage Calculation Formula:
---------------------------------------
All characters have 121 hit points.
 
 
To calculate damage, you first apply the moves damage, then defense rate, then the hit counter rate, and then the TOP rate.
Every time you calculate a hit’s damage, truncate the unit number.
 
(i.e., fractions after the decimal point are rounded down)
 
 
Truncate(Hit[1] * DFRate(P2) * HitCountRate(1) * TOPRate) +
 
Truncate(Hit[2] * DFRate(P2) * HitCountRate(2) * TOPRate) +
 
Truncate(Hit[3] * DFRate(P2) * HitCountRate(3) * TOPRate) +
 
Truncate(Hit[4] * DFRate(P2) * HitCountRate(4) * TOPRate) +
 
Truncate(Hit[5] * DFRate(P2) * HitCountRate(5) * TOPRate) +
 
Truncate(Hit[6] * DFRate(P2) * HitCountRate(5) * TOPRate) +
 
Truncate(Hit[7] * DFRate(P2) * HitCountRate(5) * TOPRate) +
 
Truncate(Hit[8] * DFRate(P2) * HitCountRate(5) * TOPRate) +
 
.
 
.
 
.
 
 
【DEFENSE RATE】
---------------------------------------
High : Grant, Griffon : 95%  (.95)
 
Low : Hotaru, Hokutomaru, Jenet : 110%  (1.10)
 
Normal : the rest : 100%  (1.00)
 
 
【HIT COUNT RATE (DAMAGE SCALING)】
---------------------------------------
1st hit : 100%  (1.00)
 
2nd hit : 90%    (.90)
 
3rd hit : 80%    (.80)
 
4th hit : 80%    (.80)
 
5th+ hit : 70%  (.70)
 
 
【TOP RATE】
---------------------------------------
TOP’s rate is 125%.
 
You can set it to 150% or 175% exclusively on the console version.
 
(i.e., 1.00x (not in TOP), 1.25x (normal TOP), 1.50x 1.75x)
 
 
【POWER GAUGE】
---------------------------------------
1 bar has 64 points.
 
Having the P power ready means you have 64 x 2 = 128 points.
 
 
 
 
【POWER GAUGE INCREASE CONDITIONS AND FORMULA】
---------------------------------------
 
As with damage calculations, the unit number for meter calculations has to be truncated after every calculation.
 
(i.e., fractions after the decimal point are rounded down)
 
 
Normals:
---------------------------------------
 
* When your normal move hits, both you and your opponent get 1/4 of its basic damage points as meter gain.
* When your normal move is blocked (by your opponent), you get 1/8 of its basic damage points as meter gain.
* When you block a normal move from your opponent, you get 1/4 of its basic damage points as meter gain.
* Doing a JD results in the same meter gain as blocking.
 
 
As a consequence:
* Truncation can give 0 meter gain for lower-damage hits when your normal attack is blocked.
* But because all normals have damage at 4 or above, all normals you block will build meter for you.
* Both you and the opponent build the same meter when your normal moves hit.
* The opponent will build at least 2x the meter than you will when the opponent is guarding against your normal moves.
 
 
 
Specials:
---------------------------------------
 
Special Moves follow the same meter gain as normals:
* When your special move hits, both you and your opponent get 1/4 of its basic damage points as meter gain.
* When your special move is blocked or JD'ed (by your opponent), you get 1/8 of its basic damage points as meter gain.
* When you block a special move from your opponent, you get 1/4 of its basic damage points as meter gain.
 
 
In addition to the above values,
Specials have their own meter gain just by performing them (even when it whiffs).
* Most specials have this set-value inherent meter gain:
** 6 points of meter gain for light version
** 7 points of meter gain for heavy version
* When specials are done as guard cancels, they do not have this set-value meter gain.
 
 
Specials, TOP attacks, and supers have their meter gain for you multiplied by 1.5
when they are JD'ed by you (multiplied by 2 only when the original value is 1).
 
(As opposed to normals where you get the same meter gain when you JD them just as when you block them.)
 
 
As a consequence:
* The meter gain when your special gets blocked is the same as when that special gets JD'ed.
* When you get hit by or block a guard canceled special, the meter gain is the same, and it's the same as the meter gain when getting hit by the raw special.
 
 
Throws:
---------------------------------------
Both you and the opponent build the same meter when one of you does a normal throw.
 
(but no meter build when either of you tech the throw)
 
 
 
=== Differences Between 1P and 2P ===
 
When inputs are processed in Garou, Player 1 takes precedence.
 
For example, if P1 and P2 input a super move at the same time, the super flash for P1 appears before P2.
 
P2 directional inputs are reset and instead of a super attack, P2 throws a normal attack.
 
 
Also, when attacking a player at the corner of the screen by chain canceling a normal, P2 is pushed back 1 pixel farther than P1 would be. (after 2 hits of a chain cancel are made)
 
This makes it slightly easier for P1 to connect combos and blockstrings.
 
 
However, the 2P side benefits even more from the following characteristics:
 
* When attacking a player at the corner of the screen, if an attack is cancelled into a special or feint, P2 has 4 pixels less pushback than P1. <br>In case of weak attacks, this difference is 3 pixels.
* When attacking a player at the corner of the screen with a target combo, P2 has 3 pixels less pushback than P1. (Check Hokutomaru’s B~D)
 
 
The first advantage is especially important for corner pressure with feint cancelled combos.
 
Terry and Kevin benefit greatly from their increased combo reliability when on the P2 side.
 
=== Timing For Reversals ===
 
 
 
How do reversals work as far as how the input is handled?
---------------------------------------
 
You're in blockstun or hitstun or wake-up or recovery or landing recovery,
and before these states end, you can't do anything.
You can see this visually as guard animation, or hit animation,
or getting-up animation during wake-up, or recovery animation after moves.
 
All these states are a type of "recovery".
There is a window of frames mid-recovery where you can "queue" a move,
which then activates as soon as you're recovered.
 
 
Situations when the reversal message comes out:
---------------------------------------
 
The reversal indicator is shown when an attack is performed during:
 
wake-up, roll recovery/wake-up, guard (blockstun/hitstun), air hit landing recovery.
 
(Or sometimes after a successful guard cancel, perhaps due to a bug.)
 
 
Techniques that can display the reversal message:
 
specials, supers, TOP attacks.
 
 
The other "recovery" situations have the same window/buffer being applied,
so moves come out immediately after them,
but no reversal indicator is shown.
(the recovery of normals, specials, supers, TOP moves, jump landings, throw, etc.)
 
 
Backdash buffer:
---------------------------------------
The 2nd (or last) back direction should be pressed:
 
1F-4F before the end of wake-up/recovery/stun
 
1F after wake-up/recovery/stun
 
(5F window)
 
 
Reversal message will not appear.
 
 
Normals and Evasive Attacks (AB and 2AB) buffer:
---------------------------------------
The attack must be pressed:
 
1F-6F before the end of wake-up/recovery/stun
 
1F after wake-up/recovery/stun
 
(7F window)
 
 
Reversal message will not appear.
 
 
Special buffer:
---------------------------------------
After the special motion, the button must be pressed:
1F-4F before the end of wake-up/recovery/stun
 
1F after wake-up/recovery/stun
 
(5F window)
 
 
Super buffer:
---------------------------------------
After the super motion, the button must be pressed:
 
1F-4F before the end of wake-up/recovery/stun
 
1F after wake-up/recovery/stun
 
(5F window)
 
 
TOP buffer:
---------------------------------------
The TOP attack must be pressed:
 
1F-4F before the end of wake-up/recovery/stun
 
1F after wake-up/recovery/stun
 
(5F window)
 
 
Throw buffer:
---------------------------------------
Usually you press the button and direction to throw at the same time.
But they can be pressed separately.
 
 
The button for throw should be pressed:
 
1F-6F before the end of wake-up/recovery/stun
 
1F after wake-up/recovery/stun
 
(7F window)
 
 
The side direction must be pressed:
 
1F after wake-up/recovery/stun
 
or pressed and held until that time.
 
 
If a direction is inputted twice or more, it may come out as a backdash.
 
 
Reversal message will not appear.
 
 
 
 
 
===The Role of Canceling for Combos===
 
 
When canceling a move with special cancel or super cancel, it may or may not connect into a combo.
 
It depends on both what kind of attack you are canceling from (light/weak, heavy/strong, or upper-body evasive attack)
and on the startup frames of the special or super you are canceling into.
 
 
The frame advantage is calculated by subtracting the startup frames of the special or super
from the hitstun values described in the [https://wiki.supercombo.gg/index.php?title=Garou:_Mark_of_the_Wolves/System#Feint_Cancel_Frame_Advantage "feint section"]:
 
14F for a light attack, 20F for a heavy attack, and 18F for an upper-body evasive attack.
 
If the value is positive, the move will be connected as a combo.
 
 
For example:
 
Dong Hwan
 
2C --> B Raimeidan   20 - 19 = +1  ○ Connects
 
2A+B --> B Raimeidan  18-19 = -1    × Drops the combo
 
 
Tizoc   
 
Weak attack --> D Daedalus 14-13=+1  ○  Connects
 
Weak attack --> B Daedalus 14-14=0   × Drops the combo
 
 
 
※ Since only the fastest startup frames were considered on this calculation,
your combo may still fail depending on the distance between your character and the opponent.
---------------------------------------
Depending on the distance, even if the value is positive, it may not be a combo.
 
 
For example, Rock’s close C → Strong Hard Edge
 
has different properties according to the distance between the characters.
 


If made up-close to the opponent, the frame calculation yields 20-17=+3 and it certainly connects the combo.  
This allows you to "store" motions to make combos easier.


If the opponent's distance is too far, the first active frames of Strong Hard Edge will not hit,
For example cancelling light attacks into supers : [[File:snka.gif]] xx [[File:qcf.png]][[File:qcf.png]][[File:snka.gif]] requieres very fast execution,
and the time when Strong Hard Edge hits may be at 20F or more, so it may not connect.
you can instead do [[File:qcf.png]][[File:snka.gif]][[File:snkd.gif]](stand A) xx [[File:qcf.png]][[File:snka.gif]](Super comes out, thanks to the first qcf previously stored)





Latest revision as of 19:19, 18 June 2024

MOTW Logo.png

Game Mechanics

Throws

Press either F.png/B.png + Snkc.gif/Snkd.gif up close (Gato and Tizoc/The Griffon are the only two with Snkd.gif) throws) or in the air with Snkc.gif

(Jenet, Hoku, Hotaru and Dong only have air throws in the game with jump/hop Snkc.gif).


You can tech out of throws by pressing the Snkc.gif/Snkd.gif button.

You can air grab when you small jump, regular jump or even super jump as well.

You cannot tech out of command grabs or air grabs.


There is also a bug in MOTW that allows you to escape any ground normal/command throw.

Whenever you input a TOP attack/Super during the recovery of a move, you won't be able to get thrown.

It's a strange bug but it works pretty easy. This video shows it in application: http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624

It is possible to option-select the throw-tech, for example Db.pngSnkb.gifSnkd.gif will come out as crouch Snkb.gif if you whiff it (faster animation).


Throws have priority over meaty attacks on wake-up : if someone use a meaty attack while in throw range and the opponent presses throw, the throw will win.


Short Jump / Small Jump / Hop

Tap Ub.png/U.png/Uf.png.

Your character jumps about half the amount of a normal jump which can help you when you want to throw an opponent off.

Since small jumps tend to be a bit more difficult to counter from the amount of jump height.

Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening.

Also remember that you cannot JD when you small jump so make sure you use it wisely.

The landing recovery is a bit longer than of a regular jump, however it can be special canceled.


Normal Jump

Press and hold Ub.png/U.png/Uf.png.


You can't air block in Garou MOTW but you can JD while you are in a normal jump state.

You simply press B.png/Db.png just as you are about to get hit so you can JD their attack.

You can JD as soon as you leave the ground, also called instant-air JD with the motion : U.pngUb.pngB.png


On wake-up : waking-up with jump will dodge meaty low attacks.


Super Jump (SJ)

Tap d then quickly tap Ub.png/U.png/Uf.png (Only for Dong and Jenet). Cannot JD during SJ animation.


Dash/Run

Tap F.png, F.png.


Here is a list of character that run:
Rock, Hoku, Dong, Terry, Gato and Hotaru.


These characters dash:
Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon.


Unlike in street fighter, dashes can be cancelled anytime like a run, with the exception of Griffon (he can only special cancel his dash).


Notes : Freeman can hold his dash to cover more distance. Jenet and Tizoc have airborne frames during their dashes.


Back dash

Tap B.png, B.png.


Everyone can back dash in Garou.

It has invincibility during the back dash so you can go through normal, special or super attacks.

It does have a small period of recovery at the end of it.

So use it wisely and don't do it at the wrong times cause you might get hit as you finish the back dash animation.


Certain characters can cancel out of their backdash animations as well.

Here is a list of which characters can cancel their backdashes:

  • Jenet - During the backdash animation cancel into D.pngKick.gif
  • Hoku - During backdash animation cancel into either Qcf.pngPunch.gif or Qcb.pngKick.gif
  • Kain - During backdash you can cancel into his charge D.pngU.pngKick.gif, TOP attack (Snkc.gifSnkd.gif), all supers. His backdash cancels require real fast strict timing. As soon as you backdash with him you have to cancel within two frames of the backdash start up animation.


T.O.P. Mode

Tactical Offense Position: When selecting your character, you can designate a 1/3 portion of your life bar for T.O.P.

When your character's health is within this portion you will notice that your character will begin flashing.

The following benefits become available to you once you are in T.O.P.:

  • Enhanced damage to all of your attacks
  • Faster meter build up
  • Slow regeneration of your health bar (however, it doesn't regenerate past the T.O.P. section)
  • T.O.P. special move becomes available


In competitive play it's used interchangeably between the start and middle. Placing it in the middle or end of your healthbar can disrupt your opponent's combo timing, as the TOP activation's flash causes a short freeze. Try different locations and see what works best for your character. For example, Tizoc does MASSIVE damage with his C justice Hurricane if he's in TOP, capable of knocking someone out of their TOP in a single strike. Having it at the start means you don't have to get beat up first to use it, while being in the middle or end means you have more time to build meter first.


T.O.P. Attack pressed during the recovery of a move prevent from being thrown (throw bug).


T.O.P. sizes other than 1/3 of a life bar are available in home console versions of Garou and are usually ignored in competitive play. The shorter the T.O.P is, the more damage can be dealt (max. of 1.75x), conversely the longer your T.O.P is, the less damage can be dealt (Min. of 1.25x = standard arcade setting).

T.O.P. Attack

Snkc.gif + Snkd.gif while in T.O.P. mode only.

All characters in Garou have an extra move that becomes available to them only when they are in T.O.P. (the orange region of the health bar).

T.O.P. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage. Notably good TOP moves being kain's and tizoc's

Super Meter

The super meter can hold up to 2 stocks.

Meter can be filled by doing one of the following:

attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent.

Whiffing normal and command attacks will not build any meter.

In some cases, a super move connecting on an opponent will also give you a little meter.


Super Moves

S Power Supers - Level 1 Supers (Qcf.png, Qcf.png + Snka.gif/Snkb.gif) - Available with 1 Super Stock

P Power Supers - Level 2 Supers (Qcf.png, Qcf.png + Snkc.gif/Snkd.gif) - Available with 2 Super Stocks

Hidden Supers - Level 2 Only Super - Available with 2 Super Stock, only 5 characters have them:

  • Rock Howard - Hcb.png, F.png + Snka.gif
  • Kim Dong Hwan - Qcf.png, Qcf.png, Qcf.png + Snkc.gif
  • Khushnood Butt - Qcf.png, Qcf.png, Qcf.png + Snkc.gif
  • B. Jenet - Press Snka.gif, Snkb.gif and Snkc.gif quickly as you are JDing.
  • Gato - Dp.png, Snka.gif + Snkb.gif, Dp.png, Snka.gif + Snkb.gif, Dp.png, Snka.gif + Snkb.gif. You have to keep doing it like a reka type special to land it fully.


Feints

Feints are partial attack animations that can be done in either of 2 ways:

  • F.png + Snka.gif + Snkc.gif
  • D.png + Snka.gif + Snkc.gif


Feints show the first few frames of animation and sound of a special or super attack, but do not follow through with the actual attack.

While they can be used for mindgames to make your opponent think you're going to go for a special move, they truly show their power when used in combos, since you can cancel out cancellable normal attacks with feints (like a special move).

This is called a feint cancel (FC). Since the feints are very short and can be cancelled by anything, this will often allow you to recover from a move faster, and even give opportunites for linking more normals than would otherwise be possible.

For example with Terry you can do stand Snkc.gif, then hit F.pngSnka.gifSnkc.gif (since the F.pngSnka.gifSnkc.gif feint cancels the stand Snkc.gif from its recovery animation and also moves Terry foward as well), stand Snkc.gif again, F.pngSnka.gifSnkc.gif, etc.

Certain Feints have particular properties :

  • Griffon : forward feint has immediate upper body invincibility
  • Freeman : down feint has upper body invincibility halfway into the animation (when his body is lowered)
  • Jenet : down feint has full body invincibility halfway into the animation (when she spins around)
  • Terry : forward feint moves him forward


Break Moves

Press Snka.gif + Snkb.gif


Every character has one designated special move/super move that can be broken (only Tizoc and Kain have 2 different break specials moves and Hokutomaru can break his super move.

At the appropriate point(s) in the special move, inputting the break command (Snka.gif + Snkb.gif) will tend to allow the character to recover faster, making the move far safer if blocked, and allowing more extenstive combos (mostly juggles) if hit.

Garou only lets you perform 1 break move during a combo, unless you land a counter hit which lets you do another free break cancel.

Break moves are some of the easiest methods of hit-confirming a combo to super in the game. All characters can break on hit and a few can whiff their breaks to build meter.


Hit Break - a hit or grab is registered before the move is broken (Tizoc is an exception to this because his break moves will cause him to backstep, but he still only has one timing for each of these).
Whiff Break - no hit or grab is registered before the move is broken.

Character Break Move Command
Rock Howard Evac Toss 360.png + Snkc.gif
Kim Dong Hwan Kuusa-jin Dp.png + Punch.gif
Hotaru Futaba Kobi-kyaku Qcb.png + Kick.gif
Khushnood Butt Kohou Dp.png + Punch.gif
Hokutomaru Kuuha-dan
Chou Hissatsu Shuriken
Qcf.png + Kick.gif
Qcf.png, Qcf.png + Punch.gif
Kevin Rian Hell Trap Qcf.png + Kick.gif
Freeman Morbid Angel Hcf.png + Kick.gif
Tizoc Poseidon Wave
Olympus Over
Rdp.png + Snkc.gif
Qcb.png + Snkd.gif
B. Jenet The Hind Qcf.png + Kick.gif
Gato Rai-ga Dp.png + Kick.gif
Kim Jae Hoon Hien-zan ch. D.png, U.png + Kick.gif
Terry Bogard Power Dunk Dp.png + Kick.gif
Kain R. Heinlein Schwarze Lanze
Schwarze Panzer
ch. D.png, U.png + Kick.gif
ch. B.png, F.png + Snkd.gif
Grant Kyou Choujin Dp.png + Punch.gif


Just Defend (JD)

While Standing - tap B.png.
While Crouching - tap Db.png.
While Jumping - tap Ub.png/B.png/Db.png.


By defending an attack just before it connects, you can "just defend" it. JDs can be done in succession on multi-hit attacks or combos. JD windows are normally 7 frames wide, and give you the following benefits:

  • Air Defense: There is no air blocking in Garou, but you can JD in the air. An instant air JD can be performed with U.pngUb.pngB.png (Note: you can not JD during any short or super jump.)
  • Gain Life: Regain a small amount of health for a successful JD, even against moves that would do chip damage when blocked (the more damaging the move, the more life gained).
  • Shorter Block Stun: If an attack is JD'd, the block stun is reduced by 2 frames, allowing you to recover faster.
  • Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GCL, immediately ending the block stun and going into the attack's animation. The motions of the command can be buffered before the JD occurs, or done entirely during the JD if you are fast enough.
  • No Guard Meter Loss: JD'n a move will not bring you closer to a guard crush (GCH) like blocking will.


Guard Cancel (GC)

An essential counter attacking system in Garou (there are similar counter attacking systems in other fighting games, but without the added stipulation of JD).

GCs can only be performed during JD frames (while you flash blue). During a JD, a counter attack of your choosing will cancel frames in the JD animation, allowing you to counter attack.

Only 3 kinds of attacks will let you guard cancel out of a JD animation:

  • Special Moves
  • Super Moves
  • T.O.P. Attack

Note that the large buffer allows you to perform the motion before JDing, for example 623 > 4 > JD > press A : will GC with a DP.


Evasion Moves

Universal Anti-Low (UAL/AB) - Press Snka.gif + Snkb.gif (Any character).


When you do an Snka.gifSnkb.gif attack your character gains lower body invincibilty, so if an opponent tries to perform a low attack it wont hit you.

These attacks hit overhead (except for Gato's) and can counter hit.

Gato and Rock are the only characters who don't come off the ground with their Snka.gifSnkb.gif move.

As a general rule, this attack has more blockstun than hitstun (in some matchups they are punishable on hit but not on guard).


Universal Anti-High (UAH/2AB/dAB) - Press D.png + Snka.gif + Snkb.gif (Any character).


When you do a D.pngSnka.gifSnkb.gif attack, your character gains upper body invincibility.

Can be used as an anti-air, but its effectiveness varies between characters.

It also beats most standing attacks (low profile).

These attacks can counter hit and have the property of being cancellable only on hit (except Tizoc and Grant), making them a great tool for hit confirms.


Kara Cancel - Press Snka.gif + Snkb.gif/D.png + Snka.gif + Snkb.gif then do a special move to cancel out of its starting animation.

A lot like Kara Cancels in Street Fighter 3: 3rd Strike you can cancel certain high/low dodge attacks with every character. Some are more useful than others and some are easier to cancel out than other characters. Great tool to benefit from the upper/lower invincibility when performing special moves.


Here is a list of characters that can cancel their Snka.gif + Snkb.gif overheards while in the air:

  • Tizoc - Qcf.png + Snka.gif
  • Hotaru - Qcb.png + Kick.gif
  • Jenet - D.png +Kick.gif
  • Grant - D.png + Kick.gif
  • Hokutomaru - Qcf.png + Punch.gif or Qcb.png + Kick.gif
  • Rock - any of his specials/supers - Rock (His doesn't come off the ground but he uses it the most effectively. Mainly because it opens up so many options for him during wake up situations.)


Kara Cancels

Japanese term that means "empty cancel".

In other words when you can cancel out of normal attack into a special move, before seeing the normal attack animation fully finish.

Mainly used to gain some extra range on certain special/super attacks.

Each normal attack for each character has different timings for the kara cancels.

Use them again to throw off opponents in mind game situations.


Counter Hits

In Garou, Counter Hits differ from most games, as they grant huge amount of frame advantage and juggle properties, somewhat similar to SFV's crush counter mechanism.

All attacks (UAA/UAL included) and Supers can cause a Counter Hit. A Counter Hit can be obtained from hitting an opponent out of a start-up animation, as well as certain specials during their recovery.

A Counter Hit on the ground will cause the opponent to spin around, allowing for a ground combo follow-up in most situations.

A Counter Hit in the air will send the opponent flying, putting them in an airborne situation, allowing for an air combo follow-up in most situations.

Air combo can be performed with light normal cancelled into a fast enough special/super, a strong normal will air reset before a special can hit.

If the opponent hit the ground, they will land facing the ground, allowing for an extra OTG hit (Off The Ground). However they can techroll with any button to prevent this.

If a super's freeze animation happens at the same time the opponent hit the ground, they won't be able to tech, allowing unescapable OTG combos.


Guard Crush (GCH)

Blocking, but not JD'n, a move reduces a hidden guard meter for your character.

When the guard meter is close to empty, your character will flash red, more strongly the closer you are to being guard crushed. When this meter empties, you are 'guard crushed', and your character reels back, completely vulnerable for a short time. Your guard meter instantly refills to full when this happen.

Guard Crush state lasts for 64 frames, but the 64th frame is invincible. Crush state lasts longer for both Dong (7f) and Marco/Butt (5f).


Guard Durability ranges from 50-60. Here is a list of guard durability for the characters:

Hokutomaru, Hotaru, Jenet - 50

Rock, Dong, Jae, Marco, Freeman, Gato, Terry - 55

Kain, Kevin, Tizoc, Grant - 60


Ground Recovery (Rolling)

Roll Recovery - When you land on the ground on your back/stomach press Snka.gif, Snkb.gif, Snkc.gif or Snkd.gif.

Depending on which button you press executes the direction you will roll towards.

Use them to recover quicker than just the normal get up recovery.

Helps you out by preventing possible crossups or jump in attacks from the opponent as you get up.


Though be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.


Here is a list of what each button does, as you hit the ground press:

  • Snka.gif - for a forward small roll recovery
  • Snkb.gif - for a backward small roll recovery
  • Snkc.gif - for a forward big roll recovery
  • Snkd.gif - for a backward big roll recovery


Motion Storing Technique

In MOTW when multiple button press occur, the weaker button will come out, following this priority : Snka.gif > Snkb.gif > Snkc.gif > Snkd.gif

This also applies to special, therefore if you do Qcf.png + Snka.gif + Snkd.gif, a normal stand Snka.gif will come out, not a fireball or whatever special was qcfA or qcfD.

This allows you to "store" motions to make combos easier.

For example cancelling light attacks into supers : Snka.gif xx Qcf.pngQcf.pngSnka.gif requieres very fast execution, you can instead do Qcf.pngSnka.gifSnkd.gif(stand A) xx Qcf.pngSnka.gif(Super comes out, thanks to the first qcf previously stored)


Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant