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=== | ===hexagon = situation=== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
===far-range footsies (AKA neutral)=== | ====far-range footsies (AKA neutral)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(purple = variable, hexagon = situation) | (purple = variable, hexagon = situation) | ||
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===mid-range footsies=== | ====mid-range footsies==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(purple = variable, hexagon = situation) | (purple = variable, hexagon = situation) | ||
Line 52: | Line 47: | ||
===close-range footsies=== | ====close-range footsies==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(purple = variable, hexagon = situation) | (purple = variable, hexagon = situation) | ||
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===life disadvantage=== | ====life disadvantage==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(blue = neutral, hexagon = situation) | (blue = neutral, hexagon = situation) | ||
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===life advantage (often turtles. check what beats turtling!)=== | ====life advantage (often turtles. check what beats turtling!)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, hexagon = situation) | (red = strong, hexagon = situation) | ||
Line 95: | Line 90: | ||
===timer (time control)=== | ===cloud = elements(space/time)=== | ||
------------------------------------------------------------------------------- | |||
====timer (time control)==== | |||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, cloud = elements(space/time)) | (red = strong, cloud = elements(space/time)) | ||
Line 111: | Line 110: | ||
===2d space (space control)=== | ====2d space (space control)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, cloud = elements(space/time)) | (red = strong, cloud = elements(space/time)) | ||
Line 141: | Line 140: | ||
===oval = movement=== | |||
------------------------------------------------------------------------------- | |||
===forward dash/run=== | ====forward dash/run==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(yellow = somewhat weak, oval = movement) | (yellow = somewhat weak, oval = movement) | ||
Line 154: | Line 156: | ||
===advanced dash/run footsies and movement (requires high level understanding and skill)=== | ====advanced dash/run footsies and movement (requires high level understanding and skill)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, oval = movement) | (red = strong, oval = movement) | ||
Line 170: | Line 172: | ||
===dash/run unders (under jumps)=== | ====dash/run unders (under jumps)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(yellow = somewhat weak, oval = movement) | (yellow = somewhat weak, oval = movement) | ||
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===Backdashes=== | ====Empty jumps (a powerful mechanic; IF you can master empty jump JD's)==== | ||
------------------------------------------------------------------------------- | |||
(orange = somewhat strong, oval = movement) | |||
;Beats | |||
:*(green = weak) (feint) pressure/mixups | |||
:*(red = strong) 2d space (space control) | |||
;Beaten by | |||
:*(yellow = somewhat weak) dash/run unders (under jumps) | |||
====hop attacks (you can't JD during a hop's descent, but can JD during the ascent)==== | |||
------------------------------------------------------------------------------- | |||
(yellow = somewhat weak, oval = movement) | |||
;Beaten by | |||
:*(green = weak) 2AB | |||
::*w/proper spacing or timing | |||
:*(blue = neutral) Backdashes (invincible) | |||
:*(yellow = somewhat weak) JD (GC) | |||
===rectangle = defense=== | |||
------------------------------------------------------------------------------- | |||
====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) | (yellow = somewhat weak, rectangle = defense) | ||
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===JD (GC)=== | ====JD (GC)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, rectangle = defense) | (red = strong, rectangle = defense) | ||
Line 227: | Line 273: | ||
===meter building=== | ====meter building==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(green = weak, rectangle = defense) | (green = weak, rectangle = defense) | ||
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=== | ====turtling/blocking (fishing for GC's too)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(orange = somewhat strong, rectangle = defense) | (orange = somewhat strong, rectangle = defense) | ||
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===projectiles=== | ===diamond = offense=== | ||
------------------------------------------------------------------------------- | |||
====(feint) pressure/mixups==== | |||
------------------------------------------------------------------------------- | |||
(yellow = somewhat weak, diamond = offense) | |||
;Beats | |||
:*(purple = variable) turtling/blocking (fishing for GC's too) | |||
:*(yellow = somewhat weak) life advantage (often turtles. check what beats turtling!) | |||
;Beaten by | |||
:*(orange = somewhat strong) JD (GC) | |||
:*(yellow = somewhat weak) DP (breaks) | |||
:*(yellow = somewhat weak) 0f supers/supers | |||
::*risky!! | |||
:*(yellow = somewhat weak) 2AB | |||
:*(green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's) | |||
====projectiles==== | |||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(yellow = somewhat weak, diamond = offense) | (yellow = somewhat weak, diamond = offense) | ||
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===jump normals=== | ====jump normals==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(yellow = somewhat weak, diamond = offense) | (yellow = somewhat weak, diamond = offense) | ||
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= | ====DP (break)==== | ||
===DP (break)=== | |||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(yellow = somewhat weak, diamond = offense) | (yellow = somewhat weak, diamond = offense) | ||
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===jabs=== | ====jabs==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, diamond = offense) | (red = strong, diamond = offense) | ||
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===lows (2B mainly)=== | ====lows (2B mainly)==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(red = strong, diamond = offense) | (red = strong, diamond = offense) | ||
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===sweeps=== | ====sweeps==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(green = weak, diamond = offense) | (green = weak, diamond = offense) | ||
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===2AB or AB=== | ====2AB or AB==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense) | 2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense) | ||
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===throws=== | ====throws==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
(yellow = somewhat weak, diamond = offense) | (yellow = somewhat weak, diamond = offense) | ||
Line 488: | Line 507: | ||
===0f supers or supers=== | ====0f supers or supers==== | ||
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | ||
0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense) | 0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense) |
Revision as of 06:45, 18 November 2022
Core Garou MetaGame
Key
- Color
- red = strong,
- orange = somewhat strong,
- yellow = somewhat weak,
- green = weak,
- blue = equal/neutral,
- purple = variable
- Type
- rectangle = defense,
- diamond = offense,
- oval = movement,
- hexagon = situation,
- cloud = elements(space/time))
hexagon = situation
far-range footsies (AKA neutral)
(purple = variable, hexagon = situation)
- Equals
- (blue = equal/neutral) projectiles
mid-range footsies
(purple = variable, hexagon = situation)
- Beaten by
- (green = weak) projectiles
close-range footsies
(purple = variable, hexagon = situation)
- Beaten by
- (red = strong) DP (breaks)
life disadvantage
(blue = neutral, hexagon = situation)
- Beaten by
- (red = strong) turtling/blocking (fishing for GC's too)
- (purple = variable) meter building
- (red = strong) timer (time control)
- (red = strong) 2d space (space control)
life advantage (often turtles. check what beats turtling!)
(red = strong, hexagon = situation)
- Beats
- (red = strong) turtling/blocking (fishing for GC's too)
- Beaten by
- (orange = somewhat strong) JD (GC)
- (yellow = somewhat weak) (feint) pressure/mixups
- (orange = somewhat strong) 0f supers/supers
cloud = elements(space/time)
timer (time control)
(red = strong, cloud = elements(space/time))
- Equals
- (blue = equal/neutral) meter building
- Beats
- (red = strong) life disadvantage
2d space (space control)
(red = strong, cloud = elements(space/time))
- Equals
- (blue = equal/neutral) projectiles
- Beats
- (red = strong) life disadvantage
- (red = strong) turtling/blocking (fishing for GC's too)
- (red = strong) Backdashes (invincible)
- backdashes give space control to the opponent, because backdashes move you closer into the corner
- Beaten by
- (red = strong) advanced dash/run footsies and movement (requires high level understanding and skill)
- (red = strong) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
- (red = strong) jump normals
- if done reacting to an opponent trying to jump, say, out of the corner
- this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
- keep full jumps either empty, or wait to press a button after the opponent jumps
- (yellow = somewhat weak) forward dash/run
- (green = weak) jabs
oval = movement
forward dash/run
(yellow = somewhat weak, oval = movement)
- Beats
- (yellow = somewhat weak) 2d space (space control)
advanced dash/run footsies and movement (requires high level understanding and skill)
(red = strong, oval = movement)
- Equals
- (blue = equal/neutral) jabs
- Beats
- (red = strong) 2d space (space control)
dash/run unders (under jumps)
(yellow = somewhat weak, oval = movement)
- Beats
- (yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
(orange = somewhat strong, oval = movement)
- Beats
- (green = weak) (feint) pressure/mixups
- (red = strong) 2d space (space control)
- Beaten by
- (yellow = somewhat weak) dash/run unders (under jumps)
hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
(yellow = somewhat weak, oval = movement)
- Beaten by
- (green = weak) 2AB
- w/proper spacing or timing
- (blue = neutral) Backdashes (invincible)
- (yellow = somewhat weak) JD (GC)
rectangle = defense
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
- (blue = neutral) DP (breaks)
- (blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
- (purple = variable) 0f supers/supers
- Beaten by
- (red = strong) 2d space (space control)
- backdashes give space control to the opponent, because backdashes move you closer into the corner
JD (GC)
(red = strong, rectangle = defense)
- Beats
- (red = strong) DP (breaks)
- (red = strong) jump normals
- full jump attacks get DESTROYED easily by many things;
DO NOT throw out random high jump attacks without reaction. You'll get blown up.
- full jump attacks get DESTROYED easily by many things;
- (yellow = somewhat weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
- (orange = somewhat strong) (feint) pressure/mixups
- (orange = somewhat strong) life advantage (often turtles, check what beats turtling!)
- Beaten by
- (orange = somewhat strong) jabs
- mashing jab or 2B can interrupt lots of JD/GC's
- (orange = somewhat strong) lows (2B mainly)
- mashing jab or 2B can interrupt lots of JD/GC's
meter building
(green = weak, rectangle = defense)
- Equals
- (blue = equals/neutral) timer (time control)
- Beats
- (green = weak) turtling/blocking (fishing for GC's too)
- (purple = variable) life disadvantage
- Beaten by
- (orange = somewhat strong) projectiles
turtling/blocking (fishing for GC's too)
(orange = somewhat strong, rectangle = defense)
Pressure v. Turtling --
pressure is green at midrange, turns to orange/red in the corner,
which is why space control is so effective at getting turtles to make a move
- Beats
- (red = strong) life disadvantage
- Beaten by
- (purple = variable) (feint) pressure/mixups
- (orange = somewhat strong) throws
- (red = strong) life advantage (often turtles. check what beats turtling!)
- (red = strong) 2d space (space control)
- (green = weak) meter building
diamond = offense
(feint) pressure/mixups
(yellow = somewhat weak, diamond = offense)
- Beats
- (purple = variable) turtling/blocking (fishing for GC's too)
- (yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)
- Beaten by
- (orange = somewhat strong) JD (GC)
- (yellow = somewhat weak) DP (breaks)
- (yellow = somewhat weak) 0f supers/supers
- risky!!
- (yellow = somewhat weak) 2AB
- (green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
projectiles
(yellow = somewhat weak, diamond = offense)
- Equals
- (blue = equal/neutral) 2d space (space control)
- (blue = equal/neutral) far-range footsies (AKA neutral)
- Beats
- (green = weak) mid-range footsies
- (orange = somewhat strong) meter building
jump normals
(yellow = somewhat weak, diamond = offense)
full jump attacks get DESTROYED easily by many things;
DO NOT throw out random high jump attacks without reaction.
You'll get blown up.
- Equals
- (blue = neutral) DP (breaks)
- Beats
- (red = strong) throws
- neutral jumps can be a hard counter to attempted throw on wake-up.
this is why wake-up throw is risky!
- neutral jumps can be a hard counter to attempted throw on wake-up.
- (red = strong) 2d space (space control)
- if done reacting to an opponent trying to jump, say, out of the corner
- this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
- keep full jumps either empty, or wait to press a button after the opponent jumps
- Beaten by
- (red = strong) JD (GC)
DP (break)
(yellow = somewhat weak, diamond = offense)
- Equals
- (blue = neutral) jump normals
- Beats
- (yellow = somewhat weak) (feint) pressure/mixups
- (red = strong) close-range footsies
- Beaten by
- (red = strong) JD (GC)
- (blue = neutral) Backdashes (are invincible)
jabs
(red = strong, diamond = offense)
- Equals
- (blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)
- Beats
- (orange = somewhat strong) JD (GC)
- mashing jab or 2B can interrupt lots of JD/GC's
- (green = weak) 2d space (space control)
- Beaten by
- (green = weak) 2AB
- (green = weak) lows (2B mainly)
lows (2B mainly)
(red = strong, diamond = offense)
- Beats
- (orange = somewhat strong) JD (GC)
- (green = weak) jabs
- Beaten by
- (blue = neutral) AB
sweeps
(green = weak, diamond = offense)
- Beaten by
- (red = strong) AB
2AB or AB
2AB (red = strong, diamond = offense)
AB (green = weak, diamond = offense)
- 2AB Beats
- (green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
- w/proper spacing or timing
- (yellow = somewhat weak) (feint) pressure/mixups
- (green = weak) jabs
- (purple = variable) 0f supers/supers
AB Beats:
- (blue = neutral) lows (2B mainly)
- (red = strong) sweeps
throws
(yellow = somewhat weak, diamond = offense)
- Beats
- (orange = somewhat strong) turtling/blocking (fishing for GC's too)
- Beaten by
- (red = strong) jump normals
- neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!
0f supers or supers
0f supers (yellow = somewhat weak, diamond = offense)
supers (yellow = somewhat weak, diamond = offense)
- Both Beats
- (orange = somewhat strong) life advantage (often turtles. check what beats turtling!)
- 0f supers Beats
-
- (yellow = somewhat weak) (feint) pressure/mixups
- risky!!
- 0f supers Beaten by
- (purple = variable) Backdashes (invincible)
- (purple = variable) 2AB