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.

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

Even though Gato has one of the fastest meter build speeds in the game, managing his meter use is still very important and essential to his gameplan.

Okizeme

Gato's most commonly used okizeme setup after a hard knockdown (D throw and Ryuu-ga specifically) revolves around his stomp mixup. This is a high/low mixup where you would perform an instant Kyuu-ga (214B~C) as an overhead or a stomp cancel into 2B (214B~A > 2B) as a low. Both options can be confirmed into his 0f super or linked into Rai-ga (623B) break to start a juggle combo in the corner. An additional option is to stomp cancel then go for a throw (D throw) against a blocking opponent, which then starts the mixup all over again. Other options can include a stomp cancel into a backdash (in the corner), run (midscreen), or jump, to potentially bait out various options from the opponent (depending on their character). To set it up from a D throw, simply run forward after the throw so that you're anywhere near point-blank range to the opponent. To set it up from his Ryuu-ga, which is generally only used as a corner juggle combo ender, you can whiff a Shin-ga A without the follow-up (236A), then perform the mixup.

Unblockable Setups

Like other characters with 0f supers, Gato is able to set up unblockables with his Rei-ga/Zero Kiba. The most common way to do this is to perform the super just as the opponent lands on the ground, from the air. The super flash prevents directional inputs from registering, including holding back to block, and since the super has 0f startup, the opponent will get hit if they try to block. The other commonly used method for Gato specifically is inputting his 0f super as soon as possible after his 6A overhead (you would want to confirm into it of course). Below is a list of 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).

The opponent can potentially escape Gato's 0f super unblockable through three main methods. The first two are through a backdash or 2AB, which must be inputted before the super flash. The third is an after-cancel/ave maria with an invincible move. This works by buffering the input for the invincible move and storing it with a simultaneous button press to get a normal (e.g. 623BD would buffer a DP input but give a 2B), then kara cancelling the normal with another button on reaction to the super flash (e.g. 623BD~A would then kara cancel the 2B into a 623A DP). Below is a list of methods to escape Gato's unblockables with listed counters against them:

  • 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 guard cancel against a low).

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Kim Dong Hwan
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