m (→2AB or AB) |
m (Added context about content transribed from diagram in →Core Garou MetaGame) |
||
Line 33: | Line 33: | ||
==Core Garou MetaGame== | ==Core Garou MetaGame== | ||
[https://glossary.infil.net/?t=Meta Meta] strategy. | Garou [https://glossary.infil.net/?t=Meta Meta] strategy. | ||
Below the diagram is the transcription of all its items, organized by type, and their relationships (what beats what). | |||
Revision as of 03:10, 19 November 2022
Basic Neutral
Source: Posted in the Garou Discord Group. Created by player Kuronekoekoeko.
Description of basic neutral.
5A > Runs, dashes.
2B > 5A.
Hops > 2B.
Anti-air > Hops.
Jumps/cross-ups < Use IAJD.
In KOF you can beat hops with 5A, you can't in Garou
Best bet against hops is to GC / block / backdash,
best option against jumps is back dash / GC / run below it
and 2B when they hit the ground (unblockable)
See "Just Defend & Neutral Guide" posted in the Garou Discord Group for more info.
Core Garou MetaGame
Garou Meta strategy.
Below the diagram is the transcription of all its items, organized by type, and their relationships (what beats what).
Diagram
Source: Posted in the Garou Discord Group. Created by player Stone (?).
Key
- Color
- red = strong,
- orange = somewhat strong,
- yellow = somewhat weak,
- green = weak,
- blue = equal/neutral,
- purple = variable
- Type
- rectangle = defense,
- diamond = offense,
- oval = movement,
- hexagon = situation,
- cloud = elements (space/time)
Situation (hexagon)
far-range footsies (AKA neutral)
(purple = variable, hexagon = situation)
- Equals
- (blue = equal/neutral) projectiles
mid-range footsies
(purple = variable, hexagon = situation)
- Beaten by
- (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
Elements (space/time) (cloud)
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
Movement (oval)
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)
Defense (rectangle)
Pressure v. Turtling
(purple = variable, rectangle = defense)
Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move
Backdashes
(yellow = somewhat weak, rectangle = defense)
Backdashes are invincible.
- Beats
- (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
Offense (diamond)
(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
- Beaten by
- (blue = neutral) AB
sweeps
(green = weak, diamond = offense)
- Beaten by
- (red = strong) AB
2AB or AB
2AB (red = strong, diamond = offense)
AB (green = weak, diamond = offense)
- 2AB Beats
-
- w/proper spacing or timing
- (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