Garou: Mark of the Wolves/Gato/Strategy

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Neutral Game

Anti-Airs:
  • 2AB: cancelled into 236A/C > 66A/C or 214D~B > 0f super.
  • cl.D: if the opponent is directly above. Can go for an unblockable setup with 0f super after.
  • 2B: if spaced well from the front or from a cross-under (can combo into 0f super or go for a combo like 2B > 5A xx 623D if close). Targets the landing recovery frames of a whiffed jump normal.
  • GC 214D~B: can combo into 0f super or 623D.
  • Backdash > 0f super: uses the invincibility of the backdash to evade and whiff punish a jump normal on landing or to catch one mid-air.

Corner Carry

Stomp Cancel

Gato has a special meter-building technique called the "stomp cancel" (also known as "wind cancel" from Wind Fang / Fuu-ga). By inputting Kou-ga right as he's about to leave the ground from his Fuu-ga (i.e. 214B~A), he is able to cancel out of Fuu-ga without having Kou-ga come out, and build meter from both cancelled moves. This is the optimal way to build meter with Gato, however the timing is quite strict as it's a one-frame window (a just frame). The correct timing is when both of Gato's arms are fully outstretched. Gato can build nearly one full bar of meter in just 5 stomp cancels. The cancel is typically done from Fuu-ga B (214B) as it has 1f faster startup and is less likely to be punished than Fuu-ga D if you miss your timing on the cancel. The stomp cancel itself is hard to punish on whiff if done successfully, but if you miss the timing, Gato will leap into the air leaving him (very) vulnerable, especially if you don't cancel into any of the other follow-ups. He is at greatest risk against characters like Marco and Kain who can counter hit him with a fireball, then convert into a guaranteed OTG super. A guard cancel into stomp cancel is possible to perform, but requires different timing (more delayed) than a regular stomp cancel, which is especially useful against certain characters' fireballs such as Kain.

Meter Management

Okizeme

Unblockable Setups

Gato's most commonly used unblockable setups for his 0f super:

  • Air-to-air: any jump normal or Kyuu-ga (214B/D > C) into super on the opponent's landing.
  • cl.D: anti-air into super on the opponent's landing.
  • 6A: confirm into super (not a true combo/link if it doesn't hit meaty).

Methods to escape Gato's unblockables with listed counters:

  • Backdash: chase down with a run into hop D > 0f super.
  • 2AB: jump/hop into any jump combo starter.
  • Invincible Move: these are done as an after-cancel/ave maria, so you would have to adjust accordingly depending on what normal the opponent kara cancels into the invincible move from (e.g. 2B is a commonly used one, so you could potentially go for a hop or low guard cancel).

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Rock
Kim Dong Hwan
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Khushnood Butt
Hokutomaru
Kevin Rian
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Kim Jae Hoon
Terry
Kain
Grant