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==Garou | ==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)) | |||
===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 | |||
in the | |||
===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 | |||
===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 | |||
===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) | |||
=== | ===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; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up. | |||
:*(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 | |||
===(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) | |||
===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 | |||
===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. <br>this is why wake-up throw is risky! | |||
:*(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) | ||
===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) | |||
===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) <br>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) <br>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 |
Revision as of 06:00, 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))
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
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
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
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)
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
(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)
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
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)
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)
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