Garou: Mark of the Wolves/Controls: Difference between revisions

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Directional inputs

Universal numeric notation

The numeric notation is an universal standard for many fighting games. In Garou it is largely used, since it allows better understanding of just defense, guard cancel, and shortcut inputs. The number 5 represents the neutral position, that is, no directional input.

Universal numeric notation for fighting game directional inputs.


Common motion inputs

  • F.png - Forward (6)- Input direction forward/towards the opponent.
  • B.png - Backward (4)- Input direction backward/away from the opponent.
  • U.png - Up (8)
  • D.png - Down (2)
  • Qcf.png - Quarter circle forward/Hadouken/Fireball (236)
  • Qcb.png - Quarter circle backward (214)
  • Hcf.png - Half circle forward (41236)
  • Hcb.png - Half circle backward (63214)
  • Dp.png - Dragon punch (623)
  • Rdp.png - Reverse Dragon Punch Motion (421)
  • 360.png - 360° (63214789) - Full turn. Complete 360° rotation movement. Usually written only as 360°, since the numerical notation is too long. Can be inputted both in the clockwise and counterclockwise directions.
  • 360.png,360.png -720° (6321478963214789) - Double turn. Two complete rotations, resulting in a 720° motion. Usually written only as 720°, since the numerical notation is too long. Can be inputted both in the clockwise and counterclockwise directions.

Button notation

  • Snka.gif - LP - Light Punch
  • Snkb.gif - LK - Light Kick
  • Snkc.gif - HP - Hard Punch
  • Snkd.gif - HK - Hard Kick

Universal commands

  • (After certain special skills) Snka.gif + Snkb.gif - Break. An universal mechanic that cancels part of the animation of certain special attacks.
  • Snka.gif + Snkb.gif - Lower body evasion attack. Universal move with low crush properties. It is a little tricky to use and may not be very reliable, depending on the character. It is an overhead for most characters, with a few exceptions.
  • D.pngSnka.gif + Snkb.gif - Upper body evasion attack. Universal move with high crush properties. It is a little tricky to use and may not be very reliable, depending on the character. Sometimes can be used as anti-air.
  • D.pngSnka.gif + Snkc.gif and F.pngSnka.gif + Snkc.gif - Feint. A feint animation that mimics certain specials and supers. Used to cancel the recovery animation of normal attacks and in mind games. It is easier to input feint attacks if you hold the desired directional input before pressing A and C.


Arcade controller layouts

Square: Same layout used in the King of Fighters series.

Square button layout commonly used in SNK games.


Line: Used to be the default layout on the NeoGeo and in arcade back in the 1990s. Mostly used in Osaka & Kyoto. Is less popular in Garou.

Line button layout commonly used in SNK games.

Pad controller layout

Feel free to use the layout that suits you the best. The one below is the default one in Garou.

Commonly used pad layout in Garou.

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