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

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(Added section and link for BnB Combos Document. (may move somewhere else in the future?))
(Added header, reformatted internal/anchor links)
 
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{{GarouHeader}}
==Basic Neutral==
==Basic Neutral==


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==Rolling Strategy==
==Rolling Strategy==
See the System Mechanics page for basic information  
See the System Mechanics page for basic information  
on [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Ground_Recovery_.28Rolling.29 Rolling] (or ground recovery)
on [[Garou:_Mark_of_the_Wolves/Movement#Ground_Recovery_.28Rolling.29 | Rolling]] (or ground recovery)




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** B-roll and D-roll are quicker than A-roll and C-roll.
** B-roll and D-roll are quicker than A-roll and C-roll.
* All rolls have no collision box
* All rolls have no collision box
** it's easier [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Expanded_Hurtbox_and_Collision_Box_During_Low_Profile to throw on wakeup, especially in the corner].  
** it's easier [[Garou:_Mark_of_the_Wolves/Miscellaneous#Expanded_Hurtbox_and_Collision_Box_During_Low_Profile | to throw on wakeup, especially in the corner]].  




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==BnB Combos Document==
==BnB Combos Document==


See [https://docs.google.com/document/d/1DsuWO0vffIsh98GvI5SGZky-HvMV8udVQYAHAXJ9kJU/edit this link] for the original "Garou: Mark of the Wolves - Bread and Butter combos" discord document.  
See [https://docs.google.com/document/d/e/2PACX-1vRKHnQNJnOHcPNKnxg3Sfg7-kbBBsfRau35Swqtoh6s56GrEYKHWWucIBAn9SPcc73lIZDgnT2etv4I/pub this link] for the original "Garou: Mark of the Wolves - Bread and Butter combos" discord document.  




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;Type
;Type
:[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Defense_.28rectangle.29 rectangle = defense],
:[[#Defense_.28rectangle.29 | rectangle = defense]],
:[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Offense_.28diamond.29 diamond = offense],
:[[#Offense_.28diamond.29 | diamond = offense]],
:[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Movement_.28oval.29 oval = movement],
:[[#Movement_.28oval.29 | oval = movement]],
:[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Situation_.28hexagon.29 hexagon = situation],
:[[#Situation_.28hexagon.29 | hexagon = situation]],
:[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Elements_.28space.2Ftime.29_.28cloud.29 cloud = elements (space/time)]
:[[#Elements_.28space.2Ftime.29_.28cloud.29 | cloud = elements (space/time)]]




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;Equals
;Equals


:(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#projectiles projectiles]
:(blue = equal/neutral) [[#projectiles | projectiles]]




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;Beaten by
;Beaten by


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#projectiles projectiles]
:*(green = weak) [[#projectiles | projectiles]]




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;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#DP_.28break.29 DP (breaks)]
:*(red = strong) [[#DP_.28break.29 | DP (breaks)]]




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;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(red = strong) [[#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 | turtling/blocking (fishing for GC's too)]]
:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#meter_building meter building]
:*(purple = variable) [[#meter_building | meter building]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#timer_.28time_control.29 timer (time control)]
:*(red = strong) [[#timer_.28time_control.29 | timer (time control)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(red = strong) [[#2d_space_.28space_control.29 | 2d space (space control)]]




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;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(red = strong) [[#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 | turtling/blocking (fishing for GC's too)]]




;Beaten by
;Beaten by


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(orange = somewhat strong) [[#JD_.28GC.29 | JD (GC)]]
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(yellow = somewhat weak) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#0f_supers_or_supers 0f supers/supers]
:*(orange = somewhat strong) [[#0f_supers_or_supers | 0f supers/supers]]




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;Equals
;Equals


:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#meter_building meter building]
:*(blue = equal/neutral) [[#meter_building | meter building]]




;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_disadvantage life disadvantage]
:*(red = strong) [[#life_disadvantage | life disadvantage]]




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;Equals
;Equals


:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#projectiles projectiles]
:*(blue = equal/neutral) [[#projectiles | projectiles]]




;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_disadvantage life disadvantage]
:*(red = strong) [[#life_disadvantage | life disadvantage]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(red = strong) [[#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 | turtling/blocking (fishing for GC's too)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Backdashes Backdashes (invincible)]
:*(red = strong) [[#Backdashes | Backdashes (invincible)]]
::* backdashes give space control to the opponent, because backdashes move you closer into the corner
::* backdashes give space control to the opponent, because backdashes move you closer into the corner


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;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 advanced dash/run footsies and movement (requires high level understanding and skill)]
:*(red = strong) [[#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 | advanced dash/run footsies and movement (requires high level understanding and skill)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
:*(red = strong) [[#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 | Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jump_normals jump normals]
:*(red = strong) [[#jump_normals | jump normals]]
::*if done reacting to an opponent trying to jump, say, out of the corner
::*if done reacting to an opponent trying to jump, say, out of the corner
::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
::*keep full jumps either empty, or wait to press a button after the opponent jumps
::*keep full jumps either empty, or wait to press a button after the opponent jumps
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#forward_dash.2Frun forward dash/run]
:*(yellow = somewhat weak) [[#forward_dash.2Frun | forward dash/run]]
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jabs jabs]
:*(green = weak) [[#jabs | jabs]]




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;Beats
;Beats


:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(yellow = somewhat weak) [[#2d_space_.28space_control.29 | 2d space (space control)]]




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;Equals
;Equals


:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jabs jabs]
:*(blue = equal/neutral) [[#jabs | jabs]]




;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(red = strong) [[#2d_space_.28space_control.29 | 2d space (space control)]]




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;Beats
;Beats


:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
:*(yellow = somewhat weak) [[#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 | Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]]




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;Beats
;Beats


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(green = weak) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(red = strong) [[#2d_space_.28space_control.29 | 2d space (space control)]]




;Beaten by
;Beaten by


:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#dash.2Frun_unders_.28under_jumps.29 dash/run unders (under jumps)]
:*(yellow = somewhat weak) [[#dash.2Frun_unders_.28under_jumps.29 | dash/run unders (under jumps)]]




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;Beaten by
;Beaten by


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2AB_or_AB 2AB]
:*(green = weak) [[#2AB_or_AB | 2AB]]
::*w/proper spacing or timing
::*w/proper spacing or timing
:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Backdashes Backdashes (invincible)]
:*(blue = neutral) [[#Backdashes | Backdashes (invincible)]]
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(yellow = somewhat weak) [[#JD_.28GC.29 | JD (GC)]]




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;Beats
;Beats


:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#DP_.28break.29 DP (breaks)]
:*(blue = neutral) [[#DP_.28break.29 | DP (breaks)]]
:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
:*(blue = neutral) [[#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 | hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]]
:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#0f_supers_or_supers 0f supers/supers]
:*(purple = variable) [[#0f_supers_or_supers | 0f supers/supers]]




;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(red = strong) [[#2d_space_.28space_control.29 | 2d space (space control)]]
::*backdashes give space control to the opponent, because backdashes move you closer into the corner
::*backdashes give space control to the opponent, because backdashes move you closer into the corner


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;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#DP_.28break.29 DP (breaks)]
:*(red = strong) [[#DP_.28break.29 | DP (breaks)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jump_normals jump normals]
:*(red = strong) [[#jump_normals | jump normals]]
::*full jump attacks get DESTROYED easily by many things; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up.
::*full jump attacks get DESTROYED easily by many things; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up.
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
:*(yellow = somewhat weak) [[#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 | hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]]
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(orange = somewhat strong) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles, check what beats turtling!)]
:*(orange = somewhat strong) [[#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 | life advantage (often turtles, check what beats turtling!)]]




;Beaten by
;Beaten by


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jabs jabs]
:*(orange = somewhat strong) [[#jabs | jabs]]
::*mashing jab or 2B can interrupt lots of JD/GC's
::*mashing jab or 2B can interrupt lots of JD/GC's
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#lows_.282B_mainly.29 lows (2B mainly)]
:*(orange = somewhat strong) [[#lows_.282B_mainly.29 | lows (2B mainly)]]
::*mashing jab or 2B can interrupt lots of JD/GC's
::*mashing jab or 2B can interrupt lots of JD/GC's


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;Equals
;Equals


:*(blue = equals/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#timer_.28time_control.29 timer (time control)]
:*(blue = equals/neutral) [[#timer_.28time_control.29 | timer (time control)]]




;Beats
;Beats


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(green = weak) [[#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 | turtling/blocking (fishing for GC's too)]]
:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_disadvantage life disadvantage]
:*(purple = variable) [[#life_disadvantage | life disadvantage]]




;Beaten by
;Beaten by


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#projectiles projectiles]
:*(orange = somewhat strong) [[#projectiles | projectiles]]




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;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_disadvantage life disadvantage]
:*(red = strong) [[#life_disadvantage | life disadvantage]]




;Beaten by
;Beaten by


:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(purple = variable) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#throws throws]
:*(orange = somewhat strong) [[#throws | throws]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
:*(red = strong) [[#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 | life advantage (often turtles. check what beats turtling!)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(red = strong) [[#2d_space_.28space_control.29 | 2d space (space control)]]
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#meter_building meter building]
:*(green = weak) [[#meter_building | meter building]]




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;Beats
;Beats


:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(purple = variable) [[#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 | turtling/blocking (fishing for GC's too)]]
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
:*(yellow = somewhat weak) [[#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 | life advantage (often turtles. check what beats turtling!)]]




;Beaten by
;Beaten by


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(orange = somewhat strong) [[#JD_.28GC.29 | JD (GC)]]
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#DP_.28break.29 DP (breaks)]
:*(yellow = somewhat weak) [[#DP_.28break.29 | DP (breaks)]]
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#0f_supers_or_supers 0f supers/supers]
:*(yellow = somewhat weak) [[#0f_supers_or_supers | 0f supers/supers]]
::*risky!!
::*risky!!
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2AB_or_AB 2AB]
:*(yellow = somewhat weak) [[#2AB_or_AB | 2AB]]
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]
:*(green = weak) [[#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 | Empty jumps (a powerful mechanic; IF you can master empty jump JD's)]]




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;Equals
;Equals


:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(blue = equal/neutral) [[#2d_space_.28space_control.29 | 2d space (space control)]]
:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#far-range_footsies_.28AKA_neutral.29 far-range footsies (AKA neutral)]
:*(blue = equal/neutral) [[#far-range_footsies_.28AKA_neutral.29 | far-range footsies (AKA neutral)]]




;Beats
;Beats


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#mid-range_footsies mid-range footsies]
:*(green = weak) [[#mid-range_footsies | mid-range footsies]]
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#meter_building meter building]
:*(orange = somewhat strong) [[#meter_building | meter building]]




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;Equals
;Equals


:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#DP_.28break.29 DP (breaks)]
:*(blue = neutral) [[#DP_.28break.29 | DP (breaks)]]




;Beats
;Beats


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#throws throws]
:*(red = strong) [[#throws | throws]]
::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(red = strong) [[#2d_space_.28space_control.29 | 2d space (space control)]]
::*if done reacting to an opponent trying to jump, say, out of the corner
::*if done reacting to an opponent trying to jump, say, out of the corner
::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
::*this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
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;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(red = strong) [[#JD_.28GC.29 | JD (GC)]]




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;Equals
;Equals


:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jump_normals jump normals]
:*(blue = neutral) [[#jump_normals | jump normals]]




;Beats
;Beats


:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(yellow = somewhat weak) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#close-range_footsies close-range footsies]
:*(red = strong) [[#close-range_footsies | close-range footsies]]




;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(red = strong) [[#JD_.28GC.29 | JD (GC)]]
:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Backdashes Backdashes (are invincible)]
:*(blue = neutral) [[#Backdashes | Backdashes (are invincible)]]




Line 564: Line 566:
;Equals
;Equals


:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 advanced dash/run footsies and movement (requires high level understanding and skill)]
:*(blue = equal/neutral) [[#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 | advanced dash/run footsies and movement (requires high level understanding and skill)]]




;Beats
;Beats


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(orange = somewhat strong) [[#JD_.28GC.29 | JD (GC)]]
::*mashing jab or 2B can interrupt lots of JD/GC's
::*mashing jab or 2B can interrupt lots of JD/GC's
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2d_space_.28space_control.29 2d space (space control)]
:*(green = weak) [[#2d_space_.28space_control.29 | 2d space (space control)]]




;Beaten by
;Beaten by


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2AB_or_AB 2AB]
:*(green = weak) [[#2AB_or_AB | 2AB]]
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#lows_.282B_mainly.29 lows (2B mainly)]
:*(green = weak) [[#lows_.282B_mainly.29 | lows (2B mainly)]]




Line 588: Line 590:
;Beats
;Beats


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#JD_.28GC.29 JD (GC)]
:*(orange = somewhat strong) [[#JD_.28GC.29 | JD (GC)]]
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jabs jabs]
:*(green = weak) [[#jabs | jabs]]




;Beaten by
;Beaten by


:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2AB_or_AB AB]
:*(blue = neutral) [[#2AB_or_AB | AB]]




Line 605: Line 607:
;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2AB_or_AB AB]
:*(red = strong) [[#2AB_or_AB | AB]]




Line 616: Line 618:
;2AB Beats
;2AB Beats


:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
:*(green = weak) [[#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 | hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]]
::*w/proper spacing or timing
::*w/proper spacing or timing
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(yellow = somewhat weak) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
:*(green = weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jabs jabs]
:*(green = weak) [[#jabs | jabs]]
:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#0f_supers_or_supers 0f supers/supers]
:*(purple = variable) [[#0f_supers_or_supers | 0f supers/supers]]




;AB Beats
;AB Beats


:*(blue = neutral) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#lows_.282B_mainly.29 lows (2B mainly)]
:*(blue = neutral) [[#lows_.282B_mainly.29 | lows (2B mainly)]]
:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#sweeps sweeps]
:*(red = strong) [[#sweeps | sweeps]]




Line 637: Line 639:
;Beats
;Beats


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(orange = somewhat strong) [[#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 | turtling/blocking (fishing for GC's too)]]


;Beaten by
;Beaten by


:*(red = strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#jump_normals jump normals]
:*(red = strong) [[#jump_normals | jump normals]]
::*neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!
::*neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!


Line 653: Line 655:
;Both Beats
;Both Beats


:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
:*(orange = somewhat strong) [[#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 | life advantage (often turtles. check what beats turtling!)]]




;0f supers Beats
;0f supers Beats
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(yellow = somewhat weak) [[#.28feint.29_pressure.2Fmixups | (feint) pressure/mixups]]
::*risky!!
::*risky!!


Line 663: Line 665:
;0f supers Beaten by
;0f supers Beaten by


:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#Backdashes Backdashes (invincible)]
:*(purple = variable) [[#Backdashes | Backdashes (invincible)]]
:*(purple = variable) [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Meta_Strategy#2AB_or_AB 2AB]
:*(purple = variable) [[#2AB_or_AB | 2AB]]





Latest revision as of 19:29, 22 March 2023

MOTW Logo.png

Basic Neutral

Source: Garou Discord Group. Picture created by player Kuronekoekoeko.

Description of basic neutral.

GAROU BASIC NEUTRAL.png

Generally,


5A > Runs, dashes.

2B > 5A.

Hops > 2B.

Anti-air > Hops.

Jumps/cross-ups < Use IAJD.


(Exceptions exist, such as Kevin's excellent 5A that when close can beat 2B.)


In Garou, 5A is not as strong against hops as in KOF.

The best bet against hops is to GC / block / backdash (or even neutral jump-in to avoid the hop-in and attack when they land).

The best options against jumps, besides going airborne with IAJD, are backdash / GC / run below it and 2B when they hit the ground (unblockable).


See "Just Defend & Neutral Guide" posted in the Garou Discord Group for more info.


Rolling Strategy

See the System Mechanics page for basic information on Rolling (or ground recovery)


Roll Options:

  • D roll is the safest (often means your opponent doesn't get oki)
  • C roll is the more rewarding but it's far riskier. Use cautiously, if not sparingly
  • A/B-roll are mostly used to fake out
  • No roll


For rolls, you should mostly mix between D-roll & nothing (not rolling at all).

You almost always want to roll except some rare cases.


You can’t always be obvious on wake-up, relying on the same options, because then you’ll be called out. You have to vary it.

And when you do, your opponent won't really know which roll will be done and if their approach or setup will work.

In the end, it depends on who you are playing and how they react to roll recovery.


The opponent will expect the D-roll usually, and are prepared to cross-through if you use C-roll.
The use of A and B rolls are situational used mainly for fake-out/baiting.
You're baiting something out by changing your position you'd normally be at with C and D rolls.

An opponent expecting a D-roll is caught off-guard with a B-roll
  • Dashing twice to chase a D-roll, but a B-roll happens and you unexpectedly side-switch.
  • Jumping forward to chase a D-roll, and missing your jump-in.

Some people have a bad habit of C-rolling towards their opponent a lot. Usually you can take advantage of that by using a straightforward dash cross-through.
But an A-roll can catch them off guard
  • Doing a dash forward expecting a C-roll, but staying on the same side because of an A-roll.
  • Doing a double side-switch setup expecting a C-roll (or D-roll), but are positioned further away because of an A-roll.

Usually people expect a C-roll recovery out of the corner.
Not just doing the other rolls, but sometimes not doing a roll at all also throws people off (no tech-roll fake-out)
  • The opponent may mistime their approach
  • Oppositely, when your opponent is near the corner and you’re mid-screen, not rolling can prevent you from being cornered by a cross-through.


Roll Oki Side-Switching Examples

Your forward and back directions reverse as you pass through each other and switch sides.


The time you have to side-switch (or for okizeme in general) is really dependent on the character, moves, and combos (i.e., distance) being done. e.g., a knockdown with Jae's 2D has more time to do this than one with his 236D


6>5>4 Oki


See this post for video of this example.


Jenet is going to mash throw after you soft knockdown her in the corner.

To run input 6>5>4: - vs C roll it can run out of throw range - vs B/D rolls it walks back (won't backdash)


The [6] is done during recovery, and the [5] is done during recovery.

then the [4] is done as recovery ends and the roll is happening.

(and side-switch during forward roll)


Match-Up Chart by Japanese Players

See this link for translated match-up notes.


BnB Combos Document

See this link for the original "Garou: Mark of the Wolves - Bread and Butter combos" discord document.


Core Garou MetaGame

Garou Meta strategy.


Below the diagram is the transcription of all its items, organized by type, and their relationships (what beats what).


Diagram

Source: Posted in the Garou Discord Group. Created by player Stone (?).


GAROU CORE META GAME DIAGRAM.png


Key

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


Situation (hexagon)



far-range footsies (AKA neutral)


(purple = variable, hexagon = situation)


Equals
(blue = equal/neutral) projectiles


mid-range footsies


(purple = variable, hexagon = situation)


Beaten by


close-range footsies


(purple = variable, hexagon = situation)


Beaten by


life disadvantage


(blue = neutral, hexagon = situation)


Beaten by


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


(red = strong, hexagon = situation)


Beats


Beaten by


Elements (space/time) (cloud)



timer (time control)


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


Equals


Beats


2d space (space control)


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


Equals


Beats
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


Beaten by
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps


Movement (oval)



forward dash/run


(yellow = somewhat weak, oval = movement)


Beats


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


(red = strong, oval = movement)


Equals
  • (blue = equal/neutral) jabs


Beats


dash/run unders (under jumps)


(yellow = somewhat weak, oval = movement)


Beats


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


(orange = somewhat strong, oval = movement)


Beats


Beaten by


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


(yellow = somewhat weak, oval = movement)


Beaten by
  • w/proper spacing or timing


Defense (rectangle)



Pressure v. Turtling


(purple = variable, rectangle = defense)


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


Backdashes


(yellow = somewhat weak, rectangle = defense)


Backdashes are invincible.


Beats


Beaten by
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


JD (GC)


(red = strong, rectangle = defense)


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


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


meter building


(green = weak, rectangle = defense)


Equals


Beats


Beaten by


turtling/blocking (fishing for GC's too)


(orange = somewhat strong, rectangle = defense)


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


Beats


Beaten by


Offense (diamond)



(feint) pressure/mixups


(yellow = somewhat weak, diamond = offense)


Beats


Beaten by
  • risky!!


projectiles


(yellow = somewhat weak, diamond = offense)


Equals


Beats


jump normals


(yellow = somewhat weak, diamond = offense)


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


Equals


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


Beaten by


DP (break)


(yellow = somewhat weak, diamond = offense)


Equals


Beats


Beaten by


jabs


(red = strong, diamond = offense)


Equals


Beats
  • mashing jab or 2B can interrupt lots of JD/GC's


Beaten by


lows (2B mainly)


(red = strong, diamond = offense)


Beats


Beaten by
  • (blue = neutral) AB


sweeps


(green = weak, diamond = offense)


Beaten by
  • (red = strong) AB


2AB or AB


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


2AB Beats
  • w/proper spacing or timing


AB Beats


throws


(yellow = somewhat weak, diamond = offense)


Beats
Beaten by
  • neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!


0f supers or supers


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


Both Beats


0f supers Beats
  • risky!!


0f supers Beaten by


Game Navigation

General
Controls
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Movement
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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