Garou: Mark of the Wolves/Meta Strategy

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Basic Neutral

Source: Garou Discord Group. Picture created by player Kuronekoekoeko.

Description of basic neutral.

GAROU BASIC NEUTRAL.png

Generally,


5A > Runs, dashes.

2B > 5A.

Hops > 2B.

Anti-air > Hops.

Jumps/cross-ups < Use IAJD.


(Exceptions exist, such as Kevin's excellent 5A that when close can beat 2B.)


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

The best bet against hops is to GC / block / backdash (or even neutral jump-in to avoid the hop-in and attack when they land).

The best options against jumps, besides going airborne with IAJD, are backdash / 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.


Rolling Strategy

See the System Mechanics page for basic information on Rolling (or ground recovery)


Roll Options:

  • D roll is the safest (often means your opponent doesn't get oki)
  • C roll is the more rewarding but it's far riskier. Use cautiously, if not sparingly
  • A/B-roll are mostly used to fake out
  • No roll


For rolls, you should mostly mix between D-roll & nothing (not rolling at all).

You almost always want to roll except some rare cases.


You can’t always be obvious on wake-up, relying on the same options, because then you’ll be called out. You have to vary it.

And when you do, your opponent won't really know which roll will be done and if their approach or setup will work.

In the end, it depends on who you are playing and how they react to roll recovery.


The opponent will expect the D-roll usually, and are prepared to cross-through if you use C-roll.
The use of A and B rolls are situational used mainly for fake-out/baiting.
You're baiting something out by changing your position you'd normally be at with C and D rolls.

An opponent expecting a D-roll is caught off-guard with a B-roll
  • Dashing twice to chase a D-roll, but a B-roll happens and you unexpectedly side-switch.
  • Jumping forward to chase a D-roll, and missing your jump-in.

Some people have a bad habit of C-rolling towards their opponent a lot. Usually you can take advantage of that by using a straightforward dash cross-through.
But an A-roll can catch them off guard
  • Doing a dash forward expecting a C-roll, but staying on the same side because of an A-roll.
  • Doing a double side-switch setup expecting a C-roll (or D-roll), but are positioned further away because of an A-roll.

Usually people expect a C-roll recovery out of the corner.
Not just doing the other rolls, but sometimes not doing a roll at all also throws people off (no tech-roll fake-out)
  • The opponent may mistime their approach
  • Oppositely, when your opponent is near the corner and you’re mid-screen, not rolling can prevent you from being cornered by a cross-through.


Roll Oki Side-Switching Examples

Your forward and back directions reverse as you pass through each other and switch sides.


The time you have to side-switch (or for okizeme in general) is really dependent on the character, moves, and combos (i.e., distance) being done. e.g., a knockdown with Jae's 2D has more time to do this than one with his 236D


6>5>4 Oki


See this post for video of this example.


Jenet is going to mash throw after you soft knockdown her in the corner.

To run input 6>5>4: - vs C roll it can run out of throw range - vs B/D rolls it walks back (won't backdash)


The [6] is done during recovery, and the [5] is done during recovery.

then the [4] is done as recovery ends and the roll is happening.

(and side-switch during forward roll)


Match-Up Chart by Japanese Players

See this link for translated match-up notes.


BnB Combos Document

See this link for the original "Garou: Mark of the Wolves - Bread and Butter combos" discord document.


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
  • 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
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant