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

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(Added to and modified →‎Short Jump / Small Jump / Hop: section)
(Adding concise explanation of what landing recovery applies with the 1F of landing in →‎Canceling Landing Recovery: section)
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In both cases, a normal input will be registered.  
In both cases, a normal input will be registered.  
(And if there wasn't already a jump normal landing recovery, the landing recovery becomes as if it were from a jump attack with that registered normal input.)


If the buffer window (see [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals "Timing For Reversals"]) does not end before the landing recovery ends,  
If the buffer window (see [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals "Timing For Reversals"]) does not end before the landing recovery ends,  

Revision as of 07:20, 14 October 2022

Game Mechanics

Dash/Run

Tap F.png, F.png (or 6, 6).

After pressing 4/6 the first time, you have 17 frames to go back to neutral, and then 17 more frames to go back to 4/6.

  • You can hold forward for 17F, then wait 17F to press forward again for dash. ([6], [6]). 34F total to input.


Characters do either one of 2 types of dashes: run or step.


These characters do a dash run:
Rock, Hoku, Dong, Terry, Gato and Hotaru.

Hold the second forward (6, [6]) to continue to run.


These characters do a dash step:
Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon.

Hold the second forward (6, [6]) to immediately walk after the dash.


Every character but Griffon can stop their dash at anytime. There will be 3 frames of recovery though.

  • Griffon can only special cancel his dash.


When doing a forward jump during a dash, you get airborne at the 2nd frame. For a neutral jump, or a backward jump, you will have to go through 3 recovery frames for stopping the dash, and then jump.


For attacks after a dash, you can go for a standing attack immediately from the dash (canceling the dash with a standing normal). But crouching attacks won’t come out unless you wait for 2 frames since stopping.


You cannot dash straight from a dash.


You cannot throw directly from the dash state.
See "Throw Window After Dash/Run"


Notes: Freeman can hold his dash to cover more distance. Jenet and Tizoc have airborne frames during their dashes.

Back dash

Tap B.png, B.png (or 4, 4). Everyone can back dash in Garou.


You get full invincibility as soon as you complete the backdash input (on the first frame of backdash).


So you can go through normal, special or super attacks. It does have a small period of recovery at the end of it. So use it wisely and don't do it at the wrong times cause you might get hit as you finish the back dash animation.


Backdash Frames:

19F (Invincible 14F, Recovery 5F) Kain
20F (Invincible 15F, Recovery 5F) Gato
21F (Invincible 16F, Recovery 5F) Butt/Marco, Kevin
23F (Invincible 18F, Recovery 5F) Rock, Terry, Dong, Jae, Hokutomaru, Freeman, Hotaru, Grant
25F (Invincible 19F, Recovery 6F) Tizoc/The Griffon
27F (Invincible 22F, Recovery 5F) Jenet


Certain characters can cancel out of their backdash animations as well.

  • Since air specials have a minimum height, the only ones you can do during backdashes are Jenet’s dive kick, Hokutomaru’s 214K, and Hokutomaru’s 236P.
  • Every character except Kain is considered airborne. But Kain can cancel his backdash into a TOP attack, a special or a super.

List of what cancels backdashes:

  • Jenet - During the backdash animation cancel into D.pngKick.gif
  • Hoku - During backdash animation cancel into either Qcf.pngPunch.gif or Qcb.pngKick.gif
  • Kain - During backdash you can cancel into his charge D.pngU.pngKick.gif, TOP attack (Snkc.gifSnkd.gif), all supers. His backdash cancels require real fast strict timing. As soon as you backdash with him you have to cancel within two frames of the backdash start up animation.


Jumps

A jump has 2 frames of startup and is airborne on the 3rd frame. (For Tizoc/Griffon, a jump has 3 frames of startup and airborne from the 4th frame.)

These 2 frames (3 frames for Tizoc/Griffon) of pre-jump cannot get hit by lows, but are throwable.


Canceling Landing Recovery

It is possible to cancel landing recovery with a special or a super.

Even if your input is perfect, there will always be 1 frame of landing recovery.


To perfectly cancel a landing, the special/super command must always be completed after 1F of landing.


Before that 1F of landing, the special/super command won’t come out.

And on the 1F of landing, it's impossible for any normal, special, super, etc. to come out.


In both cases, a normal input will be registered.

(And if there wasn't already a jump normal landing recovery, the landing recovery becomes as if it were from a jump attack with that registered normal input.)

If the buffer window (see "Timing For Reversals") does not end before the landing recovery ends, that normal comes out (or as a throw, or even a throw tech).


And after that, the landing recovery will continue until you cancel it with the command.


Notes:

  • Because of input lag, you should try to input the command 1-2F before landing.

Normal Jump

Press and hold Ub.png/U.png/Uf.png.

You can't air block in Garou MOTW but you can JD while you are in a normal jump state. You simply press B.png/Db.png just as you are about to get hit so you can JD their attack.

You can JD as soon as you leave the ground, also called instant-air JD (IAJD) with the motion : U.pngUb.pngB.png

It is also possible to do target combos and special cancels (there are exceptions during hops).


Jump Airborne Frames (Jump length):

31F Grant
33F Kevin, Tizoc/Griffon
35F Rock, Terry, Dong, Jae, Butt/Marco, Gato, Hotaru, Kain, Jenet (forward jump takes 36F)
36F Hokutomaru (backwards jump takes 35F)
37F Freeman (backwards jump takes 35F)


Normal Jump Landing Recovery:

  • Empty jumps have 1 frame of landing recovery, if you do a light attack you get 4 frames of landing recovery, 3 frames for a strong attack.
  • Hokutomaru gets 4 frames of landing recovery no matter if the attack is light or strong.
  • Freeman’s frame of landing recovery from an empty jump is invincible on the bottom half. So you cannot punish his empty jump with a meaty low, because it will be JDed.


If you jump forward while doing a dash step or dash run (6 6 9), you will get a forward jump that travels a farther distance. Except for the farther distance traveled, this dash jump is the same as a normal jump (same jump length airborne frames, ability to air JD).


On wake-up : waking-up with jump will dodge meaty low attacks.

Short Jump / Small Jump / Hop

Tap Ub.png/U.png/Uf.png.

Your character jumps about half the height of a normal jump which can help you when you want to throw an opponent off.

Since small jumps tend to be a bit more difficult to counter from that jump height.

Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening.


You cannot JD when you small jump.

You cannot use target combos and special cancels.

  • Jenet and Hokutomaru are exceptions. They can use the air-throw input (holding any direction except 8 + C) to do them.
    • Jenet can small jump j.C into dive kick.
    • Hokutomaru can do air target combo small jump j.C into A or B. He can also small jump j.C special cancel into a teleport or air shuriken.


If you do an attack in the first 5 frames of the small jump (pre-jump startup frames included), the small jump will become a normal jump.


The landing recovery is a bit longer than of a regular jump:

  • Empty small jumps have 4 frames of landing recovery (5 frames for Freeman and Griffon)
  • 8 frames with a light attack
  • 7 frames with a strong attack.

Super Jump (SJ)

Tap d then quickly tap Ub.png/U.png/Uf.png (Only for Dong and Jenet). Cannot JD during SJ animation.

Throws

Ground Throw

For a ground throw, press either F.png/B.png + Snkc.gif up close.

Gato and Tizoc/The Griffon are the only two with a Snkd.gif throw, by pressing either F.png/B.png + Snkd.gif.

(6C or 6D for forward throw. 4C or 4D for back throw.)


Air Throw

For an air throw, use Snkc.gif (Jenet, Hoku, Hotaru and Dong only have air throws in the game with jump/hop Snkc.gif).

Air throwing is done with 4/1/2/3/6+C.

(Dong cannot air throw with 4 because of his j.4C.)

You can air grab when you small jump, regular jump or even super jump as well.


Throw is 1F Active

Throws are 1F active (active on the 1st frame).

As one of the fastest options, throws beat out many moves with longer startup.

Throws also have priority over meaty attacks, especially on wake-up: if someone use a meaty attack while in throw range and the opponent presses throw, the throw will win.

(That is, if both the active frame of the throw is done at the same time the active frame of an attack is done, and the attack has no invincibility, the throw will beat the attack.)


Throw Invincibility

Normal throw invincibility:

  • 8F after hitstun
  • 11F after blockstun
  • 10F after wakeup

Command grab invincibility:

  • 4F after hitstun
  • 5F after blockstun
  • 4F after wakeup


Throw Window After Dash/Run

A dash has to go through 3 recovery frames before stopping, and then wait for 6 more frames to throw.

(total: 9 frames before being able to throw, otherwise the attack comes out).


Teching Throws

You can tech out of throws by pressing the Snkc.gif/Snkd.gif button.

To tech throws, you need to press 4/1/3/6+C/D within 9 frames after being thrown. (During 1-9F of the throw.)

You cannot tech out of command grabs or air grabs.


Throw Option-Select

It is possible to option-select the throw-tech, for example Db.pngSnkb.gifSnkd.gif will come out as crouch Snkb.gif if you whiff it (faster animation).

Throw-tech OS with these directions and button combinations: 6, 4, 1, or 3 and C, D, AD, BC, BD, ABC, ABD, BCD, ACD, CD, or ABCD

(See "Motion Storing Technique")

Other examples:

  • Delay throw-tech with 1BD: hold [1] for a moment before pressing BD.
  • 1ABC done to 2AB or tech throw (on wake up or recovery from a normal, special, or super)
  • Dash forward 66AD (when you don't have a 6A) to dash-cancel 5A or tech throw.

Throw Bug Escape Technique

There is also a bug in MOTW that allows you to escape any ground normal/command throw.

Whenever you input a TOP attack/Super during the recovery of a move, you won't be able to get thrown.

It's a strange bug but it works pretty easy. This video shows it in application: http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624


T.O.P Mode

Tactical Offense Position: When selecting your character, you can designate a 1/3 portion of your life bar for T.O.P. When your character's health is within this portion you will notice that your character will begin flashing. The following benefits become available to you once you are in T.O.P:

  • Enhanced damage to all of your attacks
  • Faster meter build up
  • Slow regeneration of your health bar (however, it doesn't regenerate past the T.O.P section)
  • T.O.P special move becomes available

In competitive play it is usually placed at the start, allowing the players to benefit from it as soon as the round start and try their best to remain in this state.
Placing it middle can be a way to mess with an inexperienced opponent's combos, as the TOP activation's flash causes a short freeze.
T.O.P Attack pressed during the recovery of a move prevent from being thrown (throw bug).

T.O.P sizes other than 1/3 of a life bar are available in home console versions of Garou and are usually ignored in competitive play. The shorter the T.O.P is, the more damage can be dealt (max. of 1.75x), conversely the longer your T.O.P is, the less damage can be dealt (Min. of 1.25x = standard arcade setting).

T.O.P. Attack

Snkc.gif + Snkd.gif while in T.O.P. mode only.

All characters in Garou have an extra move that becomes available to them only when they are in T.O.P. (the orange region of the health bar). T.O.P. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage.

Super Meter

The super meter can hold up to 2 stocks. Meter can be filled by doing one of the following: attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent. Whiffing normal and command attacks will not build any meter. In some cases, a super move connecting on an opponent will also give you a little meter.

Super Moves

S Power Supers - Level 1 Supers (Qcf.png, Qcf.png + Snka.gif/Snkb.gif) - Available with 1 Super Stock
P Power Supers - Level 2 Supers (Qcf.png, Qcf.png + Snkc.gif/Snkd.gif) - Available with 2 Super Stocks
Hidden Supers - Level 2 Only Super - Available with 2 Super Stock, only 5 characters have them:

  • Rock Howard - Hcb.png, F.png + Snka.gif
  • Kim Dong Hwan - Qcf.png, Qcf.png, Qcf.png + Snkc.gif
  • Khushnood Butt - Qcf.png, Qcf.png, Qcf.png + Snkc.gif
  • B. Jenet - Press Snka.gif, Snkb.gif and Snkc.gif quickly as you are JDing.
  • Gato - Dp.png, Snka.gif + Snkb.gif, Dp.png, Snka.gif + Snkb.gif, Dp.png, Snka.gif + Snkb.gif. You have to keep doing it like a reka type special to land it fully.

Feints

Feints are partial attack animations that can be done in either of 2 ways:

  • F.png + Snka.gif + Snkc.gif (6AC)
  • D.png + Snka.gif + Snkc.gif (2AC)

Feints show the first few frames of animation and sound of a special or super attack, but do not follow through with the actual attack. While they can be used for mindgames to make your opponent think you're going to go for a special move, they truly show their power when used in combos, since you can cancel out cancellable normal attacks with feints (like a special move). This is called a feint cancel (FC). Since the feints are very short and can be cancelled by anything, this will often allow you to recover from a move faster, and even give opportunites for linking more normals than would otherwise be possible.
For example with Terry you can do stand Snkc.gif, then hit F.pngSnka.gifSnkc.gif (since the F.pngSnka.gifSnkc.gif feint cancels the stand Snkc.gif from its recovery animation and also moves Terry foward as well), stand Snkc.gif again, F.pngSnka.gifSnkc.gif, etc.
Certain Feints have particular properties :

  • Griffon : forward feint has immediate upper body invincibility
  • Freeman : down feint has upper body invincibility halfway into the animation (when his body is lowered)
  • Jenet : down feint has full body invincibility halfway into the animation (when she spins around)
  • Terry : forward feint moves him forward

Feint Cancel Frame Advantage

After you hit an opponent with a normal and after you both exit hitstop/blockstop, you go through recovery while the opponent goes through hitstun/blockstun.

Pressing a feint during the normal's hitstop/blockstop causes the recovery of that normal to cancel into that feint. So instead, you feint while the opponent goes through hitstun/blockstun.

Therefore, you can determine the frame advantage obtained by the feint cancel by subtracting the minimum frames of feint animation before you can do something (move forward, do another normal, etc.) from the hitstun/blockstun of the move.


List of minimum feint frames:

Character 6A+C 2A+C
Rock Howard 12 11
Terry Bogard 11 11
Kim Dong Hwan 10 10
Kim Jae Hoon 10 10
Khushnood Butt 10 11
Tizoc 13 26
Hokutomaru 10 8
Freeman 11 10
Hotaru Futaba 10 14
Gato 11 11
Kevin Rian 10 11
B. Jenet 10 8
Grant 10 19
Kain R. Heinlein 10 10


The hitstun and blockstun for normals are the same:

  • 14F of hitstun/blockstun from a light attack.
  • 20F of hitstun/blockstun from a heavy attack.
  • 18F of hitstun from an Upper Body Evasive Attack (not cancelable on block).


Example: If Rock cancels a heavy attack cl.5C with 2AC, 20-11 gives 9F advantage.


Example: Everyone does f.5A light attack and does their fastest feint cancel, then that advantage is compared to uncanceled advantage.

Note: Butt f.5A cannot be FCed.

Character Light - Feint far A's regular Guard Adv.
Rock 14 - 11 = +3F < +4F
Terry 14 - 11 = +3F < +4F
Dong 14 - 10 = +4F < +6F
Jae 14 - 10 = +4F < +6F
Tizoc 14 - 13 = +1F = +1F
Hokuto 14 - 8 = +6F > +5F
Freeman 14 - 10 = +4F > -1F
Hotaru 14 - 10 = +4F > +2F
Gato 14 - 11 = +3F > +1F
Kevin 14 - 10 = +4F > +2F
Jenet 14 - 8 = +6F > +2F
Kain 14 - 10 = +4F < +6F


List of characters' most advantageous feint cancel:

Rock ---> 2AC

Terry ---> 6AC

Dong ---> 6AC/2AC

Jae ---> 6AC/2AC

Butt ---> 6AC

Griffon ---> 6AC

Hokuto ---> 2AC

Freeman ---> 2AC

Hotaru ---> 6AC

Gato ---> 6AC/2AC

Kevin ---> 6AC

Jenet ---> 2AC

Kain ---> 6AC/2AC

Break Moves

Press Snka.gif + Snkb.gif
Every character has one designated special move/super move that can be broken (only Tizoc and Kain have 2 different break specials moves and Hokutomaru can break his super move. At the appropriate point(s) in the special move, inputting the break command (Snka.gif + Snkb.gif) will tend to allow the character to recover faster, making the move far safer if blocked, and allowing more extenstive combos (mostly juggles) if hit. Garou only lets you perform 1 break move during a combo, unless you land a counter hit which lets you do another free break cancel. Break moves are some of the easiest methods of hit-confirming a combo to super in the game. All characters can break on hit and a few can whiff their breaks to build meter.

Hit Break - a hit or grab is registered before the move is broken (Tizoc is an exception to this because his break moves will cause him to backstep, but he still only has one timing for each of these).
Whiff Break - no hit or grab is registered before the move is broken.

Character Break Move Command
Rock Howard Evac Toss 360.png + Snkc.gif
Kim Dong Hwan Kuusa-jin Dp.png + Punch.gif
Hotaru Futaba Kobi-kyaku Qcb.png + Kick.gif
Khushnood Butt Kohou Dp.png + Punch.gif
Hokutomaru Kuuha-dan
Chou Hissatsu Shuriken
Qcf.png + Kick.gif
Qcf.png, Qcf.png + Punch.gif
Kevin Rian Hell Trap Qcf.png + Kick.gif
Freeman Morbid Angel Hcf.png + Kick.gif
Tizoc Poseidon Wave
Olympus Over
Rdp.png + Snkc.gif
Qcb.png + Snkd.gif
B. Jenet The Hind Qcf.png + Kick.gif
Gato Rai-ga Dp.png + Kick.gif
Kim Jae Hoon Hien-zan ch. D.png, U.png + Kick.gif
Terry Bogard Power Dunk Dp.png + Kick.gif
Kain R. Heinlein Schwarze Lanze
Schwarze Panzer
ch. D.png, U.png + Kick.gif
ch. B.png, F.png + Snkd.gif
Grant Kyou Choujin Dp.png + Punch.gif

Just Defend (JD)

While Standing - tap B.png.
While Crouching - tap Db.png.
While Jumping - tap Ub.png/B.png/Db.png.

By defending an attack just before it connects, you can "just defend" it. JDs can be done in succession on multi-hit attacks or combos. JD windows are normally 7 frames wide, and give you the following benefits:

  • Air Defense: There is no air blocking in Garou, but you can JD in the air. An instant air JD can be performed with U.pngUb.pngB.png (Note: you can not JD during any short or super jump.)
  • Gain Life: Regain a small amount of health for a successful JD, even against moves that would do chip damage when blocked (the more damaging the move, the more life gained).
  • Shorter Block Stun: If an attack is JD'd, the block stun is reduced by 2 frames, allowing you to recover faster.
  • Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GCL, immediately ending the block stun and going into the attack's animation. The motions of the command can be buffered before the JD occurs, or done entirely during the JD if you are fast enough.
  • No Guard Meter Loss: JD'n a move will not bring you closer to a guard crush (GCH) like blocking will.


Low Un-JDable and High Un-JDable Normals

Some high/low blockable normal moves can only be JDed either standing or crouching, not both.

Most close C or close D cannot be JDed while crouching (must stand).

Most 2C cannot be JDed while standing (must crouch).


Normals you cannot JD while crouching:

Rock Howard cl.5D
Kim Dong Hwan cl.5D, f.5C, f.5D
Hotaru Futaba cl.5D, f.5C
Khushnood Butt cl.5C
Hokutomaru cl.5D
Kevin Rian cl.5C, f.5C
Freeman f.5C, f.5D
Tizoc None
B. Jenet cl.5D, f.5C
Gato cl.5C
Kim Jae Hoon cl.5C, cl.5D, f.5D
Terry Bogard cl.5C, cl.5D, f.5C
Grant cl.5C, cl.5D, f.5C, f.5D
Kain R. Heinlein cl.5C, f.5C, cl.5D, f.5D


Normals you cannot JD while standing:

Rock Howard None
Kim Dong Hwan 2C
Hotaru Futaba 2C
Khushnood Butt None
Hokutomaru 2C
Kevin Rian 2C
Freeman 2C
Tizoc None
B. Jenet 2C
Gato 2C
Kim Jae Hoon 2C
Terry Bogard 2C
Grant 2C
Kain R. Heinlein 2C

Guard Cancel (GC)

An essential counter attacking system in Garou (there are similar counter attacking systems in other fighting games, but without the added stipulation of JD). GCs can only be performed during JD frames (while you flash blue). During a JD, a counter attack of your choosing will cancel frames in the JD animation, allowing you to counter attack. Only 3 kinds of attacks will let you guard cancel out of a JD animation:

  • Special Moves
  • Super Moves
  • T.O.P. Attack

Note that the large buffer allows you to perform the motion before JDing, for example 623 > 4 > JD > press A : will GC with a DP.

Evasion Moves

Universal Anti-Low (UAL/AB) (or Lower Body Evasive Attack) - Press Snka.gif + Snkb.gif (5AB) (Any character). You can also do 4AB or 6AB.

When you do an Snka.gifSnkb.gif attack your character gains lower body invincibilty, so if an opponent tries to perform a low attack it wont hit you.

These attacks hit overhead and can counter-hit.

Gato and Rock are the only characters who dont come off the ground with their Snka.gifSnkb.gif move.

As a general rule, this attack has more blockstun than hitstun (in some matchups they are punishable on hit but not on guard).


Universal Anti-Air (UAA/2AB/dAB) (or Upper Body Evasive Attack) - Press D.png + Snka.gif + Snkb.gif (2AB) (Any character). You can also do 1AB or 3AB.

When you do a D.pngSnka.gifSnkb.gif attack, your character gains upper body invincibility.

A great tool to use as an anti-air attack against aerial moves that don't hit too deep.

It also beat most standing attack (lowprofile).

These attacks can counter-hit and have to property to be cancellable only on hit (except Tizoc and Grant), making them a great tool for hitconfirms.


Kara Cancel - Press Snka.gif + Snkb.gif/D.png + Snka.gif + Snkb.gif then do a special move to cancel out of its starting animation. A lot like Kara Cancels in Street Fighter 3: 3rd Strike you can cancel certain high/low dodge attacks with every character. Some are more useful than others and some are easier to cancel out than other characters. Great tool to benefit from the upper/lower invincibility when performing special moves.


Here is a list of characters that can cancel their Snka.gif + Snkb.gif overheards while in the air:

  • Tizoc - Qcf.png + Snka.gif
  • Hotaru - Qcb.png + Kick.gif
  • Jenet - D.png +Kick.gif
  • Grant - D.png + Kick.gif
  • Hokutomaru - Qcf.png + Punch.gif or Qcb.png + Kick.gif
  • Rock - any of his specials/supers - Rock (His doesn't come off the ground but he uses it the most effectively. Mainly because it opens up so many options for him during wake up situations.)

Kara Cancels

Japanese term that means "empty cancel". In other words when you can cancel out of normal attack into a special move, before seeing the normal attack animation fully finish. Mainly used to gain some extra range on certain special/super attacks. Each normal attack for each character has different timings for the kara cancels. Use them again to throw off opponents in mind game situations.

Counter Hits

In Garou, Counter Hits differ from most games, as they grant huge amount of frame advantage and juggle properties, somewhat similar to SFV's crush counter mechanism.

All attacks (UAA/UAL included) and Supers can cause a Counter Hit. A Counter Hit can be obtained from hitting an opponent out of a start-up animation, as well as certain specials during their recovery.

A Counter Hit on the ground will cause the opponent to spin around, allowing for a ground combo follow-up in most situations.

A Counter Hit in the air will send the opponent flying, putting them in an airborne situation, allowing for an air combo follow-up in most situations. Air combo can be performed with light normal cancelled into a fast enough special/super, a strong normal will air reset before a special can hit. If the opponent hit the ground, they will land facing the ground, allowing for an extra OTG hit (Off The Ground). However they can techroll with any button to prevent this. If a super's freeze animation happens at the same time the opponent hit the ground, they won't be able to tech, allowing unescapable OTG combos.

Guard Crush (GCH)

Overview:


Blocking, but not JDing, a move reduces a hidden guard meter for your character.

When the guard meter is close to empty, your character will flash red, more strongly the closer you are to being guard crushed.

When this meter empties, you are 'guard crushed', and your character reels back, completely vulnerable for a short time.

Your guard meter instantly refills to full when this happen.


Explanation


This hidden guard meter is your guard (crush) durability.


Guard durability ranges from 50-60 points. Here is a list of guard durability for the characters:

Hokutomaru, Hotaru, Jenet - 50
Rock, Dong, Jae, Marco, Freeman, Gato, Terry - 55
Kain, Kevin, Tizoc, Grant - 60


Each move has a set guard crush value or values that, on block (not on JD), decreases your guard durability by that amount of points.

For all characters, if the cumulative reduction of your guard durability exceeds 43 points, their guard animation changes by flashing red.

And with further reduction of guard durability, the flashing goes faster until the character is mostly red and the guard durabilility is depleted.


And when guard durability is depleted, you enter guard crush state.

Guard crush state lasts for 64 frames, but the 64th frame is invincible. Crush state lasts longer for both Dong (7f) and Marco/Butt (5f).


Since the guard crush state elapses even during hitstop, If a guard crush is induced by a "strike attack" other than a projectile (unlike projectiles, these are long lasting or minus moves), the guard crush state is actually 63 frames or less. (Because the last 1F of the guard crush state is invincible.)


Guard crush durability recovers over time:
the recovery speed is 1 point per 30 frames. The guard crush durability value recovers even during continuous guard (when you're in proximity guard, auto guard, or still in blockstun)

Ground Recovery (Rolling)

Roll Recovery - When you land on the ground on your back/stomach press Snka.gif, Snkb.gif, Snkc.gif or Snkd.gif. Depending on which button you press executes the direction you will roll towards. Use them to recover quicker than just the normal get up recovery. Helps you out by preventing possible crossups or jump in attacks from the opponent as you get up. Though be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well. Here is a list of what each button does, as you hit the ground press:

  • Snka.gif - for a forward small roll recovery
  • Snkb.gif - for a backward small roll recovery
  • Snkc.gif - for a forward big roll recovery
  • Snkd.gif - for a backward big roll recovery

Motion Storing Technique

In MOTW when multiple button press occur, the weaker button will come out, following this priority : Snka.gif > Snkb.gif > Snkc.gif > Snkd.gif


Buttons and Their Simultaneous Multiple Inputs:

A A+D
B B+C or B+D
C A+C+D or B+C+D (C+D outside of TOP)
D nothing
evasive attacks A+B or A+B+C

Note: Simultaneous inputs are just frame: have to be pressed on the exact same frame.


This also applies to special, therefore if you do Qcf.png + Snka.gif + Snkd.gif, a normal stand Snka.gif will come out, not a fireball or whatever special was qcfA or qcfD.


This allows you to "store" motions to make combos easier.

For example cancelling light attacks into supers : Snka.gif xx Qcf.pngQcf.pngSnka.gif requieres very fast execution, you can instead do Qcf.pngSnka.gifSnkd.gif(stand A) xx Qcf.pngSnka.gif(Super comes out, thanks to the first qcf previously stored)

Damage and Meter Calculation

("Gauge" and "Meter" are used interchangeably.)


Damage Calculation Formula:


All characters have 121 hit points.


To calculate damage, you first apply the moves damage, then defense rate, then the hit counter rate, and then the TOP rate. Every time you calculate a hit’s damage, truncate the unit number.

Truncate(Hit[1] * DFRate(P2) * HitCountRate(1) * TOPRate) +

Truncate(Hit[2] * DFRate(P2) * HitCountRate(2) * TOPRate) +

Truncate(Hit[3] * DFRate(P2) * HitCountRate(3) * TOPRate) +

Truncate(Hit[4] * DFRate(P2) * HitCountRate(4) * TOPRate) +

Truncate(Hit[5] * DFRate(P2) * HitCountRate(5) * TOPRate) +

Truncate(Hit[6] * DFRate(P2) * HitCountRate(5) * TOPRate) +

Truncate(Hit[7] * DFRate(P2) * HitCountRate(5) * TOPRate) +

Truncate(Hit[8] * DFRate(P2) * HitCountRate(5) * TOPRate) +

.

.

.


【DEFENSE RATE】


High : Grant, Griffon : 95% (.95)

Low : Hotaru, Hokutomaru, Jenet : 110% (1.10)

Normal : the rest : 100% (1.00)


【HIT COUNT RATE (DAMAGE SCALING)】


1st hit : 100% (1.00)

2nd hit : 90% (.90)

3rd hit : 80% (.80)

4th hit : 80% (.80)

5th+ hit : 70% (.70)


【TOP RATE】


TOP’s rate is 125%.

You can set it to 150% or 175% exclusively on the console version.

(i.e., 1.00x (not in TOP), 1.25x (normal TOP), 1.50x 1.75x)


【POWER GAUGE】


1 bar has 64 points.

Having the P power ready means you have 64 x 2 = 128 points.



【POWER GAUGE INCREASE CONDITIONS AND FORMULA】



Normals:


  • When a normal move hits, you (both you and opponent) get 1/4 of its power (points) as meter gain.
  • When a normal move is blocked (by opponent), you get 1/8 of its power (points) as meter gain.

(Each character can have normal attacks that do not build meter for you when attacking a blocking opponent. And some characters have normal attacks that build meter on block/hit, but not on JD. e.g., Jae: Blocked light attacks, close standing heavy attacks, and jump/hop light attacks, DO NOT build meter for you as the attacker. Blocked crouching heavy attacks, far heavy attacks, and jump/hop heavy attacks DO build meter for you as the attacker.)

  • When you block an attack from your opponent, you get 1/4 of its power (points) as meter gain. (all blocked attacks build meter)


i.e., Both you and the opponent build the same meter when your normal moves hit. The opponent will build at least 2x the meter than you will when the opponent is blocking your normal moves.


Also the opponent will build at least 2x the meter than you will by JDing your normal moves.

i.e., JDing normal-only blockstrings will help your meter build a lot more than your opponent's meter build.


Specials:


Specials have a set-value for meter gain. You get meter just by performing it (even when it whiffs).


So the same meter gain on special move whiff occurs for you on special move hit. You gain additional meter from the hits after the special's startup. But the opponent doesn't gain meter from the special move being done, but only from the hits after the special's startup.

i.e., Effectively you get 2x more meter gain than the opponent.

e.g., One of the highest damaging normals at 14 points of damage would usually give 3.5 points of meter to the blocking opponent. But this effectively becomes less than half of meter build of a blocked special. (because of the set-value meter gain and the meter gain from actual move attack)


When they are done as guard cancels, the meter build is not the special move set-values, but instead just the meter build from the JD. And for the actual attack, it has the same meter build as normal moves on hit or block.


Specials, TOP attacks, and supers have their meter gain multiplied by 1.5 when they are JD'ed (multiplied by 2 only when the original value is 1).

i.e., specials, TOP, and supers give great meter build not only because of meter gain set-values but because them being JDed increases meter gain.


As with damage calculations, the unit number for meter calculations has to be truncated after every calculation. (i.e., fractions after the decimal point are rounded down)


Overview of meter building with normals, specials and throws:


  • The opponent will build at least 2x the meter than you will blocking the opponent's special moves.
  • The opponent will build at least 2x the meter than you will being hit by the opponent's special moves

(especially during a combo of specials).

  • The opponent will build at least 2x the meter than you will JDing the opponent's special moves.

i.e., If your specials are relatively safe, on block or hit they will build a lot of meter and more than your opponent. Also JDing special-only blockstrings will help your opponent's meter build a lot more than yours.


Opponent attacks with normals and specials:

  • on hit: The opponent builds at least 2x the meter than you.
  • on block: The opponent builds 33% more meter than you.
  • on JD: Both meter build about the same.


Opponent attacks with TOP:

  • on hit: Both meter build about the same.
  • on block: You build around 2x more meter than your opponent.
  • on JD: You build 3x more meter than the opponent.


Both you and the opponent build the same meter when one of you does a normal throw. (but no meter build when either of you tech the throw)

Timing For Reversals

How do reversals work as far as how the input is handled?


You're in blockstun or hitstun or wake-up or recovery or landing recovery, and before these states end, you can't do anything. You can see this visually as guard animation, or hit animation, or getting-up animation during wake-up, or recovery animation after moves.

All these states are a type of "recovery". There is a window of frames mid-recovery where you can "queue" a move, which then activates as soon as you're recovered.


Situations when the reversal message comes out:


The reversal indicator is shown when an attack is performed during:

wake-up, roll recovery/wake-up, guard (blockstun/hitstun), air hit landing recovery.

(Or sometimes after a successful guard cancel, perhaps due to a bug.)


Techniques that can display the reversal message:

specials, supers, TOP attacks.


The other "recovery" situations have the same window/buffer being applied, so moves come out immediately after them, but no reversal indicator is shown. (the recovery of normals, specials, supers, TOP moves, jump landings, throw, etc.)


Backdash buffer:


The 2nd (or last) back direction should be pressed:

1F-4F before the end of wake-up/recovery/stun

1F after wake-up/recovery/stun

(5F window)


Reversal message will not appear.


Normals and Evasive Attacks (AB and 2AB) buffer:


The attack must be pressed:

1F-6F before the end of wake-up/recovery/stun

1F after wake-up/recovery/stun

(7F window)


Reversal message will not appear.


Special buffer:


After the special motion, the button must be pressed:

1F-4F before the end of wake-up/recovery/stun

1F after wake-up/recovery/stun

(5F window)


Super buffer:


After the super motion, the button must be pressed:

1F-4F before the end of wake-up/recovery/stun

1F after wake-up/recovery/stun

(5F window)


TOP buffer:


The TOP attack must be pressed:

1F-4F before the end of wake-up/recovery/stun

1F after wake-up/recovery/stun

(5F window)


Throw buffer:


Usually you press the button and direction to throw at the same time. But they can be pressed separately.


The button for throw should be pressed:

1F-6F before the end of wake-up/recovery/stun

1F after wake-up/recovery/stun

(7F window)


The side direction must be pressed:

1F after wake-up/recovery/stun

or pressed and held until that time.


If a direction is inputted twice or more, it may come out as a backdash.


Reversal message will not appear.

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