Garou: Mark of the Wolves/Meta Strategy

From SuperCombo Wiki

Basic Neutral

Source: Posted in the Garou Discord Group. Created by player Kuronekoekoeko.

Description of basic neutral.

GAROU BASIC NEUTRAL.png


5A > Runs, dashes.

2B > 5A.

Hops > 2B.

Anti-air > Hops.

Jumps/cross-ups < Use IAJD.


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


The best bet against hops is to GC / block / backdash,

the 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 (?).


GAROU CORE META GAME DIAGRAM.png


Key

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


Situation (hexagon)



far-range footsies (AKA neutral)


(purple = variable, hexagon = situation)


Equals
(blue = equal/neutral) projectiles


mid-range footsies


(purple = variable, hexagon = situation)


Beaten by


close-range footsies


(purple = variable, hexagon = situation)


Beaten by


life disadvantage


(blue = neutral, hexagon = situation)


Beaten by


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


(red = strong, hexagon = situation)


Beats


Beaten by


Elements (space/time) (cloud)



timer (time control)


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


Equals


Beats


2d space (space control)


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


Equals


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


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


Movement (oval)



forward dash/run


(yellow = somewhat weak, oval = movement)


Beats


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


(red = strong, oval = movement)


Equals
  • (blue = equal/neutral) jabs


Beats


dash/run unders (under jumps)


(yellow = somewhat weak, oval = movement)


Beats


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


(orange = somewhat strong, oval = movement)


Beats


Beaten by


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


(yellow = somewhat weak, oval = movement)


Beaten by
  • (green = weak) 2AB
  • w/proper spacing or timing


Defense (rectangle)



Pressure v. Turtling


(purple = variable, rectangle = defense)


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


Backdashes


(yellow = somewhat weak, rectangle = defense)


Backdashes are invincible.


Beats


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


JD (GC)


(red = strong, rectangle = defense)


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


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


meter building


(green = weak, rectangle = defense)


Equals


Beats


Beaten by


turtling/blocking (fishing for GC's too)


(orange = somewhat strong, rectangle = defense)


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


Beats


Beaten by


Offense (diamond)



(feint) pressure/mixups


(yellow = somewhat weak, diamond = offense)


Beats


Beaten by
  • risky!!


projectiles


(yellow = somewhat weak, diamond = offense)


Equals


Beats


jump normals


(yellow = somewhat weak, diamond = offense)


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


Equals


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


Beaten by


DP (break)


(yellow = somewhat weak, diamond = offense)


Equals


Beats


Beaten by


jabs


(red = strong, diamond = offense)


Equals


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


Beaten by


lows (2B mainly)


(red = strong, diamond = offense)


Beats


Beaten by
  • (blue = neutral) AB


sweeps


(green = weak, diamond = offense)


Beaten by
  • (red = strong) AB


2AB or AB


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


2AB Beats
  • w/proper spacing or timing


AB Beats

throws


(yellow = somewhat weak, diamond = offense)


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


0f supers or supers


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


Both Beats


0f supers Beats
  • risky!!


0f supers Beaten by


Game Navigation

General
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Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant