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

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m (Clarifying a section of →‎Counter Hits)
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Some moves also get counter hit after their startup:  
Some moves also get counter hit for an interval after their hitbox ends during recovery:  
* Dong 623A/C, Marco 623A/C
* Dong 623A/C, Marco 623A/C, etc.





Revision as of 16:46, 24 October 2022

Game Mechanics

Dash/Run

Tap F.png, 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:
Rock, Hoku, Dong, Terry, Gato and Hotaru.

Hold the second forward (6, [6]) to continue to run.


These characters do a dash step:
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.
See "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 B.png, 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:

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 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.


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 "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 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 (IAJD) with the motion : U.pngUb.pngB.png

It is also possible to do target combos and special cancels (there are exceptions during hops).


Jump Airborne Frames (Jump length):

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).


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


Short Jump / Small Jump / Hop

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

Hitstun and blockstun for all jump attacks is always 14F.

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

Normal Throw (Ground Throw)

For a normal throw (ground throw), press either F.png/B.png + Snkc.gif up close.

Gato and Tizoc/The Griffon are the only two with a Snkd.gif throw, by pressing either F.png/B.png + 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 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:

  • 4F after hitstun
  • 5F after blockstun
  • 4F after wakeup


Teching Throws

You can tech out of normal throws by pressing the Snkc.gif/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 cannot tech out of command grabs or air grabs.


Throw Option-Select

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).


Also known as "Throw Tech Using Simultaneous Button Inputs".

This throw-tech OS is done 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 (with C or D), 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, such as a crouching B or a standing A.

(See "Simultaneous Button Press for Normals" for a table of what button combinations match with what normals)


Some characters, rather than using a simultaneous button input for a strong attack, can lower risk using ones for light attacks -- you might be able to gain opportunities for using chain cancels or other offense and defense.


As a counter to this throw-tech OS, you can expect your opponent to do a reversal.


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 by giving you throw invincibility.

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: {{#evt: service=youtube |id=http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624 |alignment= |dimensions=480x320 |urlargs= }}

Ground Recovery (Rolling)

Roll Recovery -- When getting knocked down, you have until the 2nd frame of knockdown to press Snka.gif, Snkb.gif, Snkc.gif or 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.

This works for both knockdowns: when you land on your back or land on your stomach.


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


Use the rolls to recover quicker than the normal wake-up recovery.

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.

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.


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.


The following specials are untechable:

Rock Howard 236D, 214B
Kevin Rian 214C, 236B/D, 214B B
Tizoc/Griffon 214B/D
Kim Jae Hoon TOP attack


The following specials are untechable if done as guard cancel:

Rock Howard [2]8A/C (only if some hits whiff), 214C, TOP attack (on air hit)
Kim Dong Hwan 623C, TOP attack
Hotaru Futaba 214A, TOP attack
Khushnood Butt/Marco 236D, C release, 623C, TOP attack
Hokutomaru 214A/C, 214D, 236B/D, TOP attack
Kevin Rian 623A/C
Tizoc/Griffon 421A/C, TOP attack
B. Jenet divekick, TOP attack
Gato 623D
Kim Jae Hoon [2]8B/D, divekick’s follow-up, 236B/D, 236A/C
Terry Bogard 214A/C, 623B/D, 214D, TOP attack
Grant 214A, 623A/C, TOP attack
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.

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


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


Counter Hits

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


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.


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 do not get counter hit when being hit on their startup. (Kevin's 6B, Marco's 6A, and other unique/command normals)


Some moves also get counter hit for an interval after their hitbox ends during recovery:

  • Dong 623A/C, Marco 623A/C, etc.


There are two types of counter hits:

  • ground (opponent spins around)
  • floating (opponent air launch)


Ground (spin around) CH


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 that usually knockdown but will still apply this effect on counter hit.)


The advantage you get after doing a counter hit from a move = (the move's advantage on block + 10F)

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


Floating (air launch) CH


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.


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

You can add any attack after that.

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.


If the opponent hits the ground, they will land facing the ground, allowing for an one extra OTG hit (Off The Ground).

However they can tech roll 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.

T.O.P Mode

T.O.P. (Tactical Offensive Power) System --

When selecting your character, you can designate a 1/3 portion of your life bar (first, middle, or last) as the TOP area.

When your character's health is within this portion (your life points entering TOP area range) you will enter into TOP and your character will begin flashing.


You will receive the following 5 benefits (for competitive and CPU games):

  • Enhanced damage for all of your attacks (the default is 1.25 times)
  • Slow regeneration of life points in your health bar (however, it doesn't regenerate past the TOP area)
  • TOP attack becomes available
  • Doubles the technique points (the score points) given by attacks.
  • The inherent meter gain of special moves is increased by 1.


The speed of recovery of life points is about 1 per 2 counts (1 point per 120F).


TOP Placement


You can see that how you utilize your TOP area and how quickly you can eliminate your opponent's TOP can make the difference between victory and defeat.


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.


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.
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).


Kain


The condition for Kain to appear in CPU matches (Story mode) is determined by his Fighting Level point average. (which uses score points).

In order to raise the Fighting Level, the player must "score more points" in a "shorter time".

It is very effective to place TOP, which increases attack power and doubles technique points (score points), at the first part of the life bar in order to advance to the fight against Kain.

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.


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 (6AC)
  • D.png + Snka.gif + Snkc.gif (2AC)

Feints mimic the first few frames of startup animation (and sometimes sound) of a character’s special or super attack, but do not follow through with the actual attack.


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


They can be used to cancel the recovery animation of normal attacks on hit or on block (and upper body evasive attacks only on hit).

They cannot be used for kara canceling.

The feint animations can be cancelled into any other move, except for taunts.


Depending on the character, it can be very effective to use them exactly as feint. They can be used for mindgames to make your opponent think you're going to go for a super or a special move.

(Example: Rock's 2A+C Reppuuken, Don Juan's 6A+C Weak Shidenkyaku, etc.)

Feints are more often used to cancel the recovery animations of strong normal attacks (just like special cancels), leading to extended combos or pressure.


Feint Cancel Frame Advantage

Canceling the recovery animation of normal and 2AB attacks with a feint is called a feint cancel (FC).

Since the feints are very short and themselves can be canceled by most things, this will often allow you to recover from a move faster, and even give opportunities 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.


Explanation:


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 causes the recovery of that normal to cancel into that feint. So instead, you feint while the opponent goes through hitstun/blockstun. The attack is cancelled at exactly the fastest possible time (always canceling the the attacks recovery),


Calculation:


Therefore, you can determine the frame advantage gained by the feint cancel 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. It varies with the attack type that is being cancelled and the feint type used in the feint cancel.


Feint technique performance table (numbers are frames up to the fastest cancellation) or List of minimum feint frames:

Character 6A+C 2A+C
Rock Howard 12 11
Terry Bogard 11 11
Kim Dong Hwan 10 10
Kim Jae Hoon 10 10
Butt/Marco 10 11
Tizoc/Griffon 13 26
Hokutomaru 10 8
Freeman 11 10
Hotaru Futaba 10 14
Gato 11 11
Kevin Rian 10 11
B. Jenet 10 8
Grant 10 19
Kain R. Heinlein 10 10



The hitstun and blockstun for ground normals are the same:

  • 14F of hitstun/blockstun from a light attack.
  • 20F of hitstun/blockstun from a heavy attack.
  • 18F of hitstun from an Upper Body Evasive Attack (not cancelable on block).


 Fad = A - B
  • Fad = is the frame advantage of the attacking character
  • A are the above hitstun/blockstun values
  • B is the value from the above feint cancel table


Example: If Rock cancels a heavy attack with 2A + C, it will be 9F advantage from 20-11, even when the opponent is blocking.


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.

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

Kevin ---> 6AC

Jenet ---> 2AC

Kain ---> 6AC/2AC


Break Moves

Press Snka.gif + Snkb.gif

Break is an important universal system mechanic.


Every character at least one designated special move where they can cancel the rest of the move's animation with break. (only Tizoc and Kain have 2 different break special moves and Hokutomaru can "break" his super move.)

At the appropriate point(s) during the special move's animation, inputting the break command (Snka.gif + Snkb.gif) and interrupting the special move will tend to allow the character to recover faster, making the move far safer if blocked, tightening your pressure, and allowing more extensive 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.


Breaks can be a little tricky for certain characters to use, as they can't all be used the same way.

Some specials have no reason not to break them, like Marco’s DP (623 A/C).

A few characters can whiff their breaks to build meter.

While other special breaks have limited usefulness in a real match, like Freeman’s Morbid Angel (41236 B/D).



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).
In case of hit or block, you have an added window of hitstop/blockstop to break your special.
Whiff Break - no hit or grab is registered before the move is broken.
So you only have the regular window until the 1st frame of the break move to input A+B.

Character Break Move Command Input Timing Main Use
Rock Howard Evac Toss 360.png + Snkc.gif During the grab Break allows the player to pursue the opponent after the attack, increasing the damage potential.
Kim Dong Hwan Kuusa-jin Dp.png + Punch.gif Right after finishing the special input (tight time frame) Keeps Dong Hwan on the ground, making Kuusa-jin safer and turning it into a powerful punishing attack that can be confirmed into a combo.
Hotaru Futaba Kobi-kyaku Qcb.png + Kick.gif After the rising kick Makes the move safer, used for combos, and to fill the super gauge.
Khushnood Butt/Marco Kohou Dp.png + Punch.gif Right after finishing the special input (tight time frame) Keeps Marco on the ground, making Kohou safer. It is a great tool for extending pressure and combo.
Hokutomaru Kuuha-dan

Chou Hissatsu Shuriken
Qcf.png + Kick.gif
Qcf.png, Qcf.png + Punch.gif
Until the second hit Combo extension.
Kevin Rian Hell Trap Qcf.png + Kick.gif During the leg extension Used for extending combos and pressure.
Freeman Morbid Angel Hcf.png + Kick.gif During the grab Used for combos.
Tizoc/Griffon Poseidon Wave
Olympus Over
Rdp.png + Snkc.gif
Qcb.png + Snkd.gif
During backdash Fill the super gauge.
B. Jenet The Hind Qcf.png + Kick.gif During startup Used for extending combos and pressure. The strong version can be easily confirmed into a super.
Gato Rai-ga Dp.png + Kick.gif Right after finishing the special input (tight time frame) Keeps Gato on the ground, making the move safer. Guard cancel (?)
Kim Jae Hoon Hien-zan ch. D.png, U.png + Kick.gif Right after finishing the special input (tight time frame) Keeps Jae Hoon on the ground, making Hienzan safer and turning it into a powerful punishing attack that can be confirmed into a combo. It is also very useful to fill your super gauge.
Terry Bogard Power Dunk Dp.png + Kick.gif Right after finishing the special input (tight time frame) Keeps Terry on the ground, making Power Dunk safer and turning it into a powerful punishing attack that can be confirmed into a combo.
Kain R. Heinlein Schwarze Lanze
Schwarze Panzer
ch. D.png, U.png + Kick.gif
ch. B.png, F.png + Snkd.gif
After the command input

Until the second hit
Kain remains grounded. Very useful as a punishing attack, for confirming hits into combos, and for filling the super gauge.

Not very useful
Grant Kyou Choujin Dp.png + Punch.gif After the command input Grant remains grounded, used for combos


Note: Your break will fail if you input the motion for another special before the A+B break command.

For example, when Marco performs his DP (623+A/C) followed by a fireball motion, the break will fail if A+B is inputted more than 2F after the the 6 input.

In numeric notation, the input would be: 623+A/C > 6 > A+B will result in a failed dp break since the game reads the fireball input 236 in the buffer.

The break fails if the input delay between 6 and A+B is higher than 2F. (the 3rd frame and up after 6 is entered).


Garou does have a very lenient buffer for direction inputs. The same unintuitive outcome occurs when the directional input 6 is input at the same exact frame as the attack button.

Assuming that 623>6+A(exactly at the same time)>A+B is inputted, the game will register the DP attack (623A) followed by the fireball input (236A) and the break will still fail. (This may be the reason why holding the direction 3 input after inputting the break command for Marco’s DP during a break is important to make it work properly.)

However, if the 623 command is already executed when the 236 command is executed, and the game registers a breakable dp, as in 6236 > A or C > A + B, BR is possible. Probably because of how the fireball and DP commands are merged together.



Just Defend (JD or JDF)

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

By defending an attack just before it connects, you can "just defend" it.


There are three types of this kind of guard: standing, crouching, and airborne.


In the air, it is a very important and powerful defensive tool, so you want to be sure you know how to use it.

  • Air Defense: There is no air blocking in Garou, but you can JD in the air. An instant air JD (IAJD) can be performed with U.pngUb.pngB.png
  • You can not air JD during any small jump, super jump, or whiffed jump attacks. Feel free to anti-air them.


The following four benefits are given by you doing a JD over regular guard:


1. Special move chip damage, super move chip damage, and guard crush durability reduction do not occur.
(No guard meter loss that will bring you closer to a guard crush (GCH) like blocking will.)

2. Life points are gained according to the damage points of the opponent's attack (the more damaging the move, the more life gained).

3. Guard cancel becomes available.

  • Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GC, 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.

4. Blockstun is reduced by 2 frames compared to normal guarding, allowing you to recover faster.



Note that the amount of life point recovery is determined by the basic attack power and does not include the TOP correction.


Some special moves cannot be JDed when the life bar is at 0 points (near-KO).


Also, Freeman's strong Morbid Angel cannot be guard canceled.


There are some exceptions to the reduction in blockstun, some of which are only a 1 frame reduction.


Some JD's are significantly disadvantageous (High Angle Nerichagi, Jae's TOP attack).


JD Buffer Period/Window

Directions for air and ground JD are 4 and 1 (7 doesn’t work for air-JD).


For a JD to happen, you must have not input a back direction (1, 4 or 7) for 8F (cooldown).

(this cooldown prevents the continuous spamming of the JD input)


You must be holding guard (4 or 1) for it to happen, and get hit within 7F after pressing guard. In the air, it becomes 9F. (8F only for forward jumps)

Example of the Window for Ground JD:

  • JD can be held alternating between the 4 and 1 directions, but it is only accepted 7 frames in total.
  • If you input 4-direction for 3 frames and then 1-direction starting the next frame, the low JD will only be accepted for 4 frames.


After the first JD, you can spam back to JD successive hits (and also multi-hit attacks or combos). In the air, buffered successive JD stay active until you land, even if you release guard.


You cannot JD for 4F after exiting blockstun.

Even if the guard is released, JD is not possible for 4 frames. JD won't be able to be done during absolute guard (auto guard), a real blockstring, or jailing.


Instant Air JD (IAJD) can happen in 3F: right after the 2F of jump startup to leave the ground.


Air JD and ground JD do not share cooldown. You can hold back on the ground, and air JD without waiting 4F, and hold back in the air and keep holding back to get a JD as you land. (you can even hold the same direction input)

In frame-by-frame this means:

  • Ground JD (7F of active JD) -> jump (2F of vulnerability) -> IAJD (9F or 8F of active JD)
  • release in the air for 4F to obtain another JD when you land
  • Hold back before landing: 9F of active air JD -> land (1F vulnerable) -> keep holding back for 7F of ground JD

(The landing recovery time after jumping is based on the case where no attack is made.)


Low Un-JDable and High Un-JDable Normals

Some high/low blockable normal moves can only be JDed either standing or crouching, not both.

Most close C or close D cannot be JDed while crouching (must stand).

Most 2C cannot be JDed while standing (must crouch).


In particular, crouching "JD-disabled" techniques are important,

and by using them properly with low-hitting light attacks when attacking standing opponents,

it is possible to disrupt the opponent's JD (or GC from that JD).


Normals you cannot JD while crouching:

Rock Howard cl.5D
Kim Dong Hwan cl.5D, f.5C, f.5D
Hotaru Futaba cl.5D, f.5C
Khushnood Butt cl.5C
Hokutomaru cl.5D
Kevin Rian cl.5C, f.5C
Freeman f.5C, f.5D
Tizoc None
B. Jenet cl.5D, f.5C
Gato cl.5C
Kim Jae Hoon cl.5C, cl.5D, f.5D
Terry Bogard cl.5C, cl.5D, f.5C
Grant cl.5C, cl.5D, f.5C, f.5D
Kain R. Heinlein cl.5C, f.5C, cl.5D, f.5D


Normals you cannot JD while standing:

Rock Howard None
Kim Dong Hwan 2C
Hotaru Futaba 2C
Khushnood Butt None
Hokutomaru 2C
Kevin Rian 2C
Freeman 2C
Tizoc None
B. Jenet 2C
Gato 2C
Kim Jae Hoon 2C
Terry Bogard 2C
Grant 2C
Kain R. Heinlein 2C



About JDing "Darkening" Moves (Super)

Although the direction inputs during the darkening time are "frozen" and are not accepted, the JD buffer/acceptance window (as well as the JD cooldown window) can still elapse, especially when the guard input is being held before the freeze/darkening.


That's why immediately when the "darkening" occurs, you can go back to a direction other than guard (such as neutral) so you reset the JD cooldown window and don't take up the JD buffer/acceptance window.


And then at the ending portion of the "darkening", hold a guard direction to start JDing the hits from the super.


Example: If a player releases guard after "darkening", and then enters guard 3 frames before the end of "darkening", JD window would have elapsed 4 frames at the frame after exiting "darkening".


So you adjust according distance and startup of the super and wait some more to hit back again to JD.

But since many of the supers are fast, it is best to input JD as early as possible to reliably and consistently JD.


For 0-frame supers


For 0-frame supers (moves that cannot be guarded against even if the guard input is made after darkening), the guard input must be made before darkening.


Just release the stick during the darkening to retrieve your JD cooldown. Since you’re already blocking, you will JD even if you’re any direction other than guard (neutral is also acceptable).


For 0-frame supers while airborne


It's different for air JD.

You can't just hold the guard input before "darkening" and release the stick like on the ground. There is no blocking state in the air, no proximity guard in the air.

To air JD a 0F, you do as discussed above and must time it when the "darkening" ends. Hold the guard input a few frames before (such as 3 frames) so you don't exceed the JD buffer/acceptance window.





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, 4 frames of blockstop is added to the existing blockstop of the blocked hit. A counter attack of your choosing will cancel part of the added JD blockstop frames, allowing you to counter attack. This GC move happens 3F before the opponent can move.

(i.e., 3F before you normally exit JD blockstop. Reduces hitstop/blockstop by 3F.)


The window for guard cancel:

  • Light attacks (A or B): 9F after the JD occurs (GC executing on the 10F)
  • Heavy attacks (C or D), Evasive attacks, Special moves, Super moves: 13F after the JD occurs (GC executing on the 14F)

(Note: Normally, Light attacks have 8F of hitstop/blockstop, while Heavy attacks have 12F of hitstop/blockstop)


Therefore, offense with “light” attacks make it harder for your opponent to GC.

Because the blue effect when JD is successful appears so quickly, it's almost impossible to input GC on reaction, especially on arcade stick.


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

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

(exception: Freeman's strong Morbid Angel can't be used as a GC.)


If the opponent cancels their normal with a special/super (or cancels with a target combo) while you JD and then GC that normal, usually your GC move and the canceled move will collide. But if the startup of the GC move is 2F or less, the opponent will be hit before the opponent's canceled move will start.


Also, some special/super moves are unavoidable when performed as GC. But even in such cases, some special/super moves can be avoided by doing break moves (invincible) or counter-hitting.


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.


Here are typical input methods for GC:

  • 236 command --> 4 (1) 236 or 1236 to get JD, then press the button. Or 236 > JD > button.
  • 623 command --> 623 is possible after doing JD, but also 6 > JD > 23 > button
  • 214 command -> 214 input, do JD by pressing button during 1 or 4 input, JD > 214 is also possible.
  • 1 rotation command --> 1 rotation input starting from a JD and then button, or 1 rotation input and do JD and then button
  • 236236 command --> 236 > JD > 236 button or 236236 > JD > button
  • 2 charge 8 command --> 2 or 3 to charge > JD > 8 + button, impossible while crouching guard, you can repeat 1 > 2 > 1 > 2 for consecutive/repeating JD's and keep charging while doing lower JD's.
  • 4 charge 6 commands --> charge with 4 or 1 > 6 > JD > button

Evasion Moves

Universal Anti-Low (UAL/AB) (or Lower Body Evasive Attack) -


Press Snka.gif + Snkb.gif (5AB) (Any character). You can also do 4AB or 6AB.

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.


AB is an overhead attack for all characters, except Gato.

Gato’s attack can be blocked by either standing or crouching guard.

Rock's AB does not leave the ground either, but still hits overhead.


Dong Hwan and Jae Hoon are the only characters that become airborne on the first frame of A+B.

Dong Hwan and Jae Hoon are the only two characters that cannot kara cancel their A+B mid-air into air special attacks due to their height (being too low).


Despite being an (almost) universal overhead attack, the startup is very low. So it is difficult to put this attack into practical use.

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

So it is good for pressuring the opponent when they block.

But the pay-off can be good if you can open them up, especially if you can counter-hit.


Universal Anti-Air (UAA/2AB/dAB) (or Upper Body Evasive Attack) -


It can be performed by pressing A + B while crouching.

Press D.png + Snka.gif + Snkb.gif (2AB) (Any character). You can also do 1AB or 3AB.


For most characters, it can only be canceled on hit.


Griffon and Grant are exceptions:

  • Grant and Griffon cannot cancel on either hit or block.
  • Grant's upper-body evasive attack is a 2-stage move,
    and it is possible to kara cancel the second hit into a special move.
  • Griffon is also a 2-stage move,
    but there is no startup gap between both hits, so it is impossible to kara cancel.


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


Upper Body Evasive Attack is often used to stop pressure (especially blockstrings with gaps) from the opponent, beating most standing attack (low-profile).

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.


And as explained in "Counter Hits" section, these attacks can counter-hit, making them even better tools for hit-confirms besides a regular cancel on hit.


List of 2AB's:

Character Startup Upper-body Invincibility Guard Hit Notes
Rock Howard 9 1-5 -5 -11
Terry Bogard 8 1-6 -7 -13
Kim Dong Hwan 10 1-5 +4 -2
Kim Jae Hoon 11 1-5 +3 -3
Hotaru Futaba 8 1-6 +3 -3
Gato 8 1-7 +1 -5
B. Jenet 8 1-7 -3 -9
Butt/Marco 9 1-6 0 -6
Hokutomaru 10 1-5 +7 +1 Move follow-up combination with B+C
Freeman 8 1-6 +2 -4 Second half 3F whole body invincibility
Tizoc/Griffon 13 1-5 +1 +1 2 hits, can't be canceled
Kevin Rian 8 1-8 0 -6
Grant 8 1-7 -2 -6 2nd hit startup can be kara canceled
Kain R. Heinlein 8 1-6 -6 -12 Has follow-up 5C

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.


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.)


Guard Crush (GCH)

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 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.


Explanation


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


Guard durability ranges from 50-60 points. 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


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.


And when guard durability is depleted, you enter guard crush state.

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).


Since the guard crush state elapses even during hitstop, 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:
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)


Motion Storing Technique

See "Simultaneous Button Press for Normals" section

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.
    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.


You are using the large buffer of the game to input some move a bit earlier and have it come out as soon as possible.


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 "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.

(In other words, after canceling the recovery frames, the special/super will combo if it hits before the hitstun ends.)


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.

If the opponent's distance is too far, the first active frames of Strong Hard Edge will not hit, and the time when Strong Hard Edge hits may be at 20F or more, so it may not connect.

Taunts and Win Taunts

Every character has a taunt (or provocation) that can be done anytime during a round by pressing the Start button.


Every character also has two additional "win taunts" that can only be done after a KO (not by time up, or draw):

  • Forward + Start button (6 direction)
  • Backward + Start button (4 direction)

Since they can be used only after a KO, it only functions as a pure taunt.


Note: Normal taunt can also be done after a KO.


Practical Techniques

Pseudo Chain Cancels

Many light normals are "chain cancelable".

This means that the recovery of the light normal can be canceled with that same light normal (rather than just waiting for the recovery to end before the next attack starts).


Weak attacks normally not special cancelable can cancel into specials using this chain cancel property. The weak attack you want to cancel must be chain cancelable (repeatable).


Example:

Let's use Butt/Marco's 2B > Strong Ko-ou-Ken as an example.


Usually entering the 236C during hitstop/blockstop won’t allow a special cancel and it won’t come out.


But by entering 2B > 236+C > 2B

-- by inputting the second 2B at the same time you would normally chain cancel the first 2B's recovery --

236C ends up chain canceling the first 2B.


The principle of how the cancelation is possible is that by inputting 236+C after 2B,

the command for the strong Ko-ou-Ken is completed, but the special cancelation does not take place.

The special cancelation is not applied, so naturally the strong Ko-ou-Ken does not come out.


However, after that, by inputting 2B at the timing to chain cancel from the first 2B, the second 2B comes out....


However, because the special move command's reception still remains as registered, at that moment it's like the cancelation was applied to the second 2B.

The timing of the strong Ko-ou-Ken comes out as if the 2B was canceled,

This is due to the fact that all normal moves in this game can be kara canceled, regardless of whether they can be canceled on hit/block or not.



Also, if the Special Move you wish to perform uses the same button as the Weak Attack you perform a pseudo chain cancel with, the input is slightly relaxed (easier).


For example, Butt/Marco's 2B Weak Hien Shippu-Kyaku can be done by pressing 2B > 2362B

Butt/Marco's Standing A > Weak Ko-ou-Ken can be done with A > 2364A


Kain's 2B > Weak Lanze can be done with 2B > 82B.

Simultaneous Button Press for Normals

Even if the special/super move command is entered correctly, if buttons are pressed simultaneously, the special/super move will never be executed.

(The only exception is Gato's hidden super, Tenryu Retsu Kiba (623AB)(x3))


By using this method, you can avoid the mistakes prone to using chain canceling -- the mis-inputting of a QCF special move afterwards -- when trying to do something like (Weak Attack)(x2) > Super.


Kain can also use this to rush in without worrying about charge time.



This application of simultaneous button inputs is known as the "Motion Storing Technique"

You "override" the special with a simultaneous input to do a button attack instead.

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 qcf A or qcf D.


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)



When a simultaneous button press occurs, an attack will come out following this priority:

Buttons and Their Corresponding Simultaneous Multiple Inputs:

A A+C or 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 Cannot be done if you use simultaneous button press
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.


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