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

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So you can reliably JD twice and GC.
So you can reliably JD twice and GC.
===Special/Super Buffering===
In general, the buffer system for special/super commands works as detailed below:
# Once you enter your the initial direction for the command,
you "charge" on it as long as you like.
But once you leave that initial direction,
you have 16F to go to the next direction of the command (17F total window).
# For each next direction of the command you get to,
you have 16F to go to the next direction of the command (17F total window).
# That is until you get to the final direction of the command,
where you then have 16F to complete the command
and press the final button input (17F total window).
For charge moves:
The minimum charge at the inital back or down direction is 19F.
After leaving the initial charge direction,
you have 11F to go to the other forward or up direction (12F total)
After you get to that final direction,
you either have 16F to complete the command (17F total)
and press the final button input,
or are limited to the 1st airborne frame of jump to do so.
Other notes:
* You can go to neutral and/or other directions
before going to the next direction of the command or completing the command,
as long as you don't exceed that (usually 17F) window.
* If you do exceed that (usually 17F) window, the motion buffer is reset and you have to start over,
or do another command whose buffer hasn't been exceeded yet.
* If you press a button too early, and you haven't finished the motion
to registered a command yet,
you have until the startup of that button ends to go to a direction
and register a command.
(See the [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Kara_Cancels "Kara Cancels"] section.
* Simultaneously pressing a button and direction gives a kara cancel as well (doing 1F of the button + direction before doing the actual move).
(See the [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Kara_Cancels "Kara Cancels"] section again.)
As a result, the game gives you leeway to do motions and complete commands
with its long input buffer windows.
That's why you'll see a character walking forward or walking back,
or do something like a [https://glossary.infil.net/?t=Tiger%20Knee "tiger knee"],
before a command executes.
List of common buffers:
236X
214X
--------------------------------------
2 3 6 X (∞, 17, 17)
2 1 4 X (∞, 17, 17)
2369X
2147X
--------------------------------------
or ending in jumping direction (..., ..., ..., 0-2)
You still have the 17F window since hitting 4 or 6,
but unless the move is "Air OK", you are limited by the jump
and can't complete command beyond the 1st airborne frame.
41236X
63214X
--------------------------------------
4 1 2 3 6 X (1-∞, 17, 17, 17, 17)
6 3 2 1 4 X (1-∞, 17, 17, 17, 17)
You need to hit all directions of the half circle.
623X
--------------------------------------
6 2 3 A (1-∞, 17, 17)
When you hit 6, you can either "charge" on it as long as you like,
or else you have 16F to get to the next direction of the motion, the 2 direction (17F total).
When you hit 2, you have 16F to get to the next direction, 3. (17F total)
When you hit 3, you have 16F to finish the command with the button (17F total).
Alternate example:
6 5 2 3 3C (1-∞, 16, 17, 17)
646X
--------------------------------------
6 4 6 A (1-∞, 17, 17)
When you hit the first direction 6,
you can either "charge" on it as long as you like,
or else you have 16F to get to the next direction of the motion, 4 (17F total).
When you hit 4, you have 16F to get to the next direction, 6 (17F total).
When you hit 6, you have 16F to finish the command with the button (17F total).
Alternate example:
6 5 4 5 6 6A (34, 16, 11, 6, 17)
Super 236236X
--------------------------------------
2 3 6 2 3 X
(1-∞, 17, 17, 17, 17)
After getting to the first 6,
you have 16F to get to the next direction, 2. (17F total)
After getting to the last 3,
you have 16F to get to complete the command with a button. (17F total)
Alternate example:
2 3 6 5 2 3 6 6X (28, 17, 10, 7, 17, 12, 4)
Dong j.236236P
--------------------------------------
Air [2]36 23 (1-∞, 17, 17, 17, 17)
Alternate example:
Air [2]36 5 236 (1-∞, 17, 11, 6, 17, 16, 1)
Super 236236236X
--------------------------------------
236 236 23 C (1-∞, 17, 17, 17, 17, 17, 17, 17)
Alternate example:
236 5 236 5 236 C (1-∞, 17, 6, 10, 17, 17, 8, 9, 17, 12, 5)
Charge [2]8X
--------------------------------------
[2] 5 8 X (19-∞, 12, 0-2)
Minimum charge at down directions 1, 2, or 3 is 19F.
After leaving a down direction,
you have 11F to go to an up direction (12F total)
(only the 8 direction for Kain; 7, 8, or 9 direction for Jae)
The time you have to stay on an up direction and then do the command
is limited to the 1st airborne frame (3F for the characters with charge moves).
Previous buffered special (like 236 or 214) can come out
if the input buffer is shared,
if you press a button on the 1F of jump.
Otherwise, pressing the button on the 1F or 2F or 3F of jump is OK.
(Simultaneous direction and button press
prioritizes the command without kara canceling.)
Alternate example:
[2]147 8K (72,5,2,2) doing 8+B on the 1st airborne frame (the 3f of jump):
The game would want to kara cancel,
but you don't can't because you don't have the extra frame
and are then already considered airborne.
Charge [4]6X
--------------------------------------
[4] 5 6 X (19-∞, 12, 17)
Minimum charge at back direction 7 or 4 or 1 is 19F. 
After leaving the charge/back directions
you have 11F to go to the 6 direction (12F total)
After pressing 6, you have 16F to complete the command (17F in total)
Tizoc/Griffon 360
--------------------------------------
6 2 4 8 8P (∞, 17, 17, 3)
4 2 6 8 8P (∞, 17, 17, 3)
8 4 2 6 6P (∞, 17, 17, 17)
Tizoc/Griffon's 4F jump gives him an extra frame to execute commands ending in an up direction. 
The command can start on any cardinal direction.
After leaving that first cardinal direction,
you have 16F to get to the next cardinal direction (17F total).
After hitting a cardinal direction, you have 16F to get to the next one (17F total)
and hit the next three cardinal directions, in either way around.
Alternate example:
6 3 2 1 4 5 8 P (1-∞, 16, 11, 6, 10, 7, 3)
Tizoc 720
--------------------------------------
6 2 4 8 6 2 4 8 P (1-∞, 17, 17, 17, 17, 17, 17, 3)
8 4 2 6 8 4 2 6 P (1-∞, 17, 17, 17, 17, 17, 17, 17)
Notes:
The same buffering after every direction as a 360.
Rock 632147C
--------------------------------------
4 2 6 9 9C
6 2 4 7 7C (1-∞ or 17, 17, 17, 2)
8 4 2 3 3C (1-∞ or 17, 17, 17, 17)
The command is a half circle and then diagonal.
The command can start on any cardinal direction.
After leaving that first cardinal direction,
you have 16F to get to the next cardinal direction (17F total).
After hitting a cardinal direction, you have 16F to get to the next one (17F total)
That is until you get to the adjacent diagonal of the last cardinal direction,
where, if ending in 7 or 9, you limited by 3F jump, max duration of 2F to press C.
Alternate example:
6 3 2 1 4 7 7C
(9, 4, 2, 2, 2, 0) 214C comes out
(9, 4, 2, 2, 2, 1-2) evac toss
(9, 4, 2, 2, 2, 3) j.C
Why does this happen?
If you exceed a buffer window, the next command afterward will be recognized.
But it's trickier when commands share the same buffer windows.
And it's more trickier with simultaneous button and direction press.
You might expect 7+C to kara cancel.
7+C is not a kara cancel, but is recognized as a command done after 21[4].
Perhaps the game's priority is not the kara cancel,
but the 1F of direction before command completion.
The game will choose 21[4] "buffered" with a direction
rather than choosing to do a kara cancel evac toss.
Rock 632146A
--------------------------------------
63214 6 A (1-∞, 17, 17, 17, 17, 17)
Example:
63214 5 6 6A (1-∞, 17, 17, 17, 10, 7, 17)
Dong Super Jump [2] 5 8
--------------------------------------
[2] 5 7/8/9 (1-17, 1-17)
If you start doing a non-down direction 4 or 6,
unless you go back to neutral,
you have 16F (17F total) to go to 1 or 2 or 3.
Otherwise you start with a down direction 1 or 2 or 3.
After hitting a down direction 1 or 2 or 3,
you have 16F to leave that down direction (17F total)
and go to neutral. 
After hitting neutral again, you have 16F
to go to direction 7 or 8 or 9 (17F total).
Alternate example:
6 3 2 5 8 (16, 11, 6, 17, 16) OK
2 1 5 4 7 (3,14,8,9,14) OK
Gato 623AB
--------------------------------------
6 5 2 3 3AB (1-∞, 16, 17, 17)
there seems to be leeway when you can do the follow-up
and how long you can hold directions.





Revision as of 02:11, 8 February 2023

Game Mechanics

Sources: JPN Garou Wiki, JPN Garou Wiki Translation, and Garou Discord Group


Basic Mechanics: {{#evt: service=youtube |id=http://www.youtube.com/watch?v=MpmxCpLRET4 |alignment= |dimensions=480x320 |urlargs= }}


More in Depth Mechanics: {{#evt: service=youtube |id=https://www.youtube.com/watch?v=36edeaREHxo |alignment= |dimensions=480x320 |urlargs= }}


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 walk after the dash as soon as possible.


Every character but Tizoc/Griffon can stop their dash at anytime. But there will be 3 frames of stop recovery.

  • Tizoc/Griffon dash is 17F long and he can only special cancel it. The window for canceling is 1-2F before the end of the 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"


Additional Notes:

Freeman has variable dash length.
  • You can let go of forward earlier to shorten your dash, or hold forward longer to cover more distance.
  • Max dash length is 12F.
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.
    Kain can cancel all of his backdash invincible frames. And if you input the lanze in the 5 recovery frames, it comes out after the last recovery frame.
    (The trick seems to be to input 2 44 8 wait D, the buffer lasts longer than if you do 2 44 wait 8+D.)


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/super cancels. (There are exceptions aside from the ones with 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 1 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.


The difference between normal jump and small jump is how fast you return to neutral after pressing 7, 8, or 9.

But if you hold a direction without going to neutral, you'll normal jump.

If you go to neutral within the first 5 airborne frames, you'll small jump.


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. (The exception is during the ascent of the small jump.)

You cannot use target combos and special/super 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 attack during the ascent of a small jump, during pre-jump frames and the first 6 airborne frames, the small jump will become a normal jump attack.


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.png then quickly tap Ub.png/U.png/Uf.png

Only for Dong and Jenet.

You cannot JD during super jumps.


Landing recovery:

  • 3 frames of landing recovery for an empty super jump
  • 7 frames if you do any attack.


Wall Jump (Triangle Jump)

Dong only.

JD is possible during a wall jump, unless it was done from a super jump.


Landing recovery:

  • Empty wall jumps have 3 frames of landing recovery, even if done from a super jump.
  • If an attack is done, then the landing recovery of the jump you’ve done will be applied (normal or super).


Turn Around In The Air

Snkc.gif + Snkd.gif while jumping.

Hotaru and Gato only.

Cannot be done during a small jump.

You cannot JD after a turn around in the air.


Landing recovery:

  • Empty turn around has 4 frames of landing recovery.
  • If an attack is done, then the normal jump’s landing recovery will we applied.


Double Jump

Hokutomaru only.

You cannot JD after doing a double jump.


Landing recovery:

  • Empty double jump has 4 frames of landing recovery
  • 7 frames if any attack is done.


Stomp

Hotaru’s j.2B.

You cannot JD after doing a stomp.


Landing recovery:

  • 4 frames of landing recovery, no matter if it’s done during a normal or small jump.
  • If you attack after the stomp, then normal jump’s landing recovery will be applied.
  • If you turn around after the stomp, then the landing recovery for turn around applies.
  • If it is done at the lowest height possible during a small jump, there will only be 3 frames of landing recovery.


Jump Normal Advantage

Jump normals have variable advantage.


The higher you hit, the sooner the opponent enters and leaves hitstun/blockstun, and the longer you take to hit the ground.

Hitstun and blockstun for all jump attacks is always 14F.

The advantage depends on the position of the jump normal's hitbox during your jump arc when you hit, and the landing recovery of the type of jump normal.

That is, the higher you hit, the more disadvantageous you are.


 Jump normal attack advantage = 
   14 hitstun/blockstun - landing recovery of jump attack - remaining airborne frames of the jump after the hit
 (remaining frames of jump length after hit = total airborne frames of the jump - what airborne frame the attack hit)


The maximum advantage is straightforward. Your jump attack is hitting at the lowest point, immediately landing after exiting hitstop/blockstop.

  • Max. adv. for hop light is 14 - 8 = +6.
  • Max. adv. for hop heavy is 14 - 7 = +7.
  • Max. adv. for jump light is 14 - 4 = +10.
  • Max. adv. for jump heavy is 14 - 3 = +11.


The minimum advantage will come from jump normals with hitboxes oriented downward that hit while you are higher in the air.

And from opponents with taller hurtboxes that get hit sooner while you are higher in the air.


Throws

Normal Throw (Ground Throw)

For a normal throw (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.)


Every character’s normal throws have 1 frame startup, and 40 pixels range.

If you're pressing multiple buttons simultaneously to option-select a throw, the throw won’t come out unless you press both strong attacks.

  • CD (when not in TOP), BCD, ACD, ABCD are OK
  • AD, BC, BD, ABC, ABD won’t work.


Air Throw

Only Jenet, Hokutomaru, Hotaru and Dong have air throws. For an air throw, do a normal jump, small jump, or even super jump and use Snkc.gif.


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

  • Dong cannot air throw with 4 because of his j.4C.
  • Jenet can also air throw with 7 and 9.
  • Hokuto can air throw after double jump.


They have the same range and startup as normal throws.

You cannot option select air throws by pressing multiple buttons simultaneously.

Air throws cannot be teched.

P1 has priority over P2 if both air throws are executed at the same frame.


Normal and Air Throw is 1F Active

Normal throws and air 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.)


Command Throw

Command throws cannot be teched.

Command throws’ range :

  • Rock’s 360 : 60 pixels
  • Kevin’s 41236A : 70 pixels
  • Kevin’s 41236C : 61 pixels
  • Hotaru’s 41236D : 53 pixels
  • Griffon’s 360A : 75 pixels
  • Griffon’s 360C : 67 pixels
  • Griffon’s 41236B : 70 pixels
  • Griffon’s 720 : 80 pixels


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.

In other words, wait for a total of 9 frames between the end of the dash and the throw, otherwise the throw won't come out and instead an attack comes out.


Throw Invincibility

Normal throw invincibility:

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

Command throw invincibility:

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


Teching Throws

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


To tech normal throws, you need to press 7/4/1/3/6/9 + C/D within 9 frames after being thrown. (During 1-9F of the throw.)

As long as you press C or D to tech the throw, it doesn’t matter if you also press any other button. (for example: AD, BC, BD, etc.)


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).


Also known as "Throw Tech Using Simultaneous Button Inputs".

This throw-tech OS is done with a throw-tech direction (7/4/1/3/6/9) and a button combination (AD, BC, BD, ABC, ABD, BCD, ACD, CD, or ABCD)


With simultaneous inputs (with C or D), if the opponent throws, you throw-tech. But if they don't, you do the attack that was supposed to come out from that simultaneous input, such as a crouching B or a standing A.

(See "Simultaneous Button Press for Normals" for a table of what button combinations match with what normals)


Some characters, rather than using a simultaneous button input for a strong attack, can lower risk using ones for light attacks -- you might be able to gain opportunities for using chain cancels or other offense and defense.


As a counter to this throw-tech OS, you can expect your opponent to do a reversal.


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 by giving you throw invincibility.

Whenever you input a TOP attack or 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: {{#evt: service=youtube |id=http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624 |alignment= |dimensions=480x320 |urlargs= }}


Also known as "Throw Invincibility Addition":


Prerequisites: While on the ground, have at least 1 bar of gauge/meter or be in TOP.


(However, with Dong being the only one with a mid-air super, during something like the recovery after a jump attack or an air-hit or so on, if Dong's Super Dong Hwan Kick (j.236236A/C) is input (input mid-air before landing), then the below section's "throw invincibility addition" happens.)


  • After the completion of the input for Super or TOP Attack,
    there is invincibility against normal throws for 1-15F of the input (15F total)
    and invincibility against command throws for 1-9F of the input (9F total).


  • Throw invincibility occurs even in the case of the move itself not possessing invincibility,
    and throw invincibility will persist even after the end of the recovery the move is done within.


  • If you simultaneously press both the button for your Super and the TOP attack,
    you prevent the super attack from being triggered/registered,
    and then there will be no throw invincibility added. (i.e., neither is triggered.)


  • Once throw invincibility is added, after 7F has elapsed (after the 1-7F of the 1st input, from the 8F and on), the input can be accepted again.
    The throw invincibility time is overwritten, but it is not added if the button is pressed at 7F and earlier (between the 1-7F of the 1st input).


  • If the command is completed 5-6F before the end of the recovery, the normal move will come out.
    And if the command is completed 4F or less before the end of recovery, the special/super/TOP move will come out.
    So it takes practice to prepare the move earlier so that they don't come out. (See "Timing For Reversals" section)


  • If a TOP attack or a super does come out after recovery, the above mentioned throw bug invincibility will not be applied,
    and the actual throw invincibility (and overall invincibility) of the move itself will be applied.


  • TOP Attack throw invincibility: there is 1-11F of invincibility against normal throw (11F total) and 1-5F of invincibility against command throw (5F total).


Example of actual use: opponent is a Griffon

Meaty the opponent on their wake-up with normals and do not cancel those normals --> Input TOP at a timing that does not result in a kara cancel.

This way, the reversal throw, reversal Big Fall (720), GC Justice (360), and GC Big Fall (720) -- it can be used against all of these.


Ground Recovery (Rolling)

Roll Recovery -- When getting knocked down, you have until the 2nd frame of knockdown to press Snka.gif, Snkb.gif, Snkc.gif or Snkd.gif.

In other words, you are given a large window to tech roll: from while you are falling until the 1st frame of knockdown.


Depending on which button you press, you will roll a certain distance in the backwards or forwards direction.

This works for both knockdowns: when you land on your back or land on your stomach.


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


Use the rolls to recover quicker than the normal wake-up recovery.

They help you out by preventing possible cross-ups or jump-in attacks from the opponent as you get up.


But be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.

You lose your collision box when you roll, so your opponent can cross you down for a strong okizeme.

It’s quite easy to go for that kind of okizeme specially in the corner since opponents tend to try to roll out of the corner.


Not every knockdown move is tech rollable:


You cannot tech roll after throws and supers.

For multi-hit supers, if some hits whiff, it may be possible to tech roll though.


The following specials are un-tech rollable:

Rock Howard 236D, 214B
Kevin Rian 214C, 236B/D, 214B B
Tizoc/Griffon 214B/D
Kim Jae Hoon TOP attack


The following specials are usually tech rollable, but are un-tech rollable if done as guard cancel:

Rock Howard [2]8A/C (only if some hits whiff), 214C, TOP attack (on air hit)
Kim Dong Hwan 623C, TOP attack
Hotaru Futaba 214A, TOP attack
Khushnood Butt/Marco 236D, C release, 623C, TOP attack
Hokutomaru 214A/C, 214D, 236B/D, TOP attack
Kevin Rian 623A/C
Tizoc/Griffon 421A/C, TOP attack
B. Jenet divekick, TOP attack
Gato 623D
Kim Jae Hoon [2]8B/D, divekick’s follow-up, 236B/D, 236A/C
Terry Bogard 214A/C, 623B/D, 214D, TOP attack
Grant 214A, 623A/C, TOP attack
Kain R. Heinlein [4]6D, [2]8B/D, TOP attack (ground hit)


Forced Untechable Knockdown

Besides the previous listed specials, there is a way to force the un-tech rollable knockdown, even if the conditions aren’t fulfilled.

The way to do it is to freeze the screen with a super during the tech input window.

So you just have to do a super when the opponent touches the ground.


When the screen freezes, if the opponent didn’t touch the ground yet, he can mash buttons to tech after.


Counter Hits

Counter Hits grant huge amount of frame advantage and juggle properties (somewhat similar to SFV's crush counter mechanism).


You do a counter hit (CH) when your evasive attack, special, or super hits the startup of the opponent's move.

This move can be the opponent's normal, special, super, or TOP attack.


Exceptions that do not get counter hit:

  • You do not do a CH when your evasive attack, special, or super hits the startup of the opponent's evasive attack.
  • Some command normals do not get counter hit when being hit on their startup. (Kevin's 6B, Marco's 6A, and other unique/command normals)


Some moves also get counter hit for an interval after their hitbox ends during recovery:

  • Dong 623A/C, Marco 623A/C, etc.


There are two types of counter hits:

  • ground (opponent spins around)
  • floating (opponent air launch)


Ground (spin around) CH


Moves that don’t normally knockdown while the opponent is on the ground cause this counter hit.

Even if your opponent mashes directions and buttons, he won’t recover faster.

(There are some exceptions such as Kevin’s 236D or Hokutomaru’s 214D that usually knockdown but will still apply this effect on counter hit.)


The advantage you get after doing a counter hit from a move = (the move's advantage on block + 10F)

This advantage allows for a ground combo follow-up in most situations.

These moves are the few exceptions there are:

  • Dong’s 236236B : -5 on block --> -10 on counter hit
  • Jae’s TOP attack : -1 on block --> +7 on counter hit
  • Hokutomaru’s 214D : -22 on block --> +1 on counter hit


Floating (air launch) CH


Moves done to an airborne opponent, or done on ground moves that are considered airborne (like Dong/Jae's f.5D), cause this counter hit.

Moves that knockdown on hit will send the opponent flying upwards when they counter.


This allows for an air combo follow-up in most situations.

You can add any attack after that.

Such as an air combo that can be performed with light normal cancelled into a fast enough special/super.

Otherwise, a strong normal will air reset before a special can hit.


If the opponent hits the ground, they will land facing the ground, allowing for an one extra OTG hit (Off The Ground).

However they can tech roll 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.


When “Counter Hit” Message Does Not Display


Some situations occur where you do a counter hit but the message doesn't appear.

  • When you do a counter hit on an opponent that also puts them into TOP. It's like the "T.O.P. IN!" message "eats" the counter hit message.


Trading

When both you and your opponent hit each other at the same time, you trade.

Your attack’s hitbox and your opponent’s attack’s hitbox reach/overlap each other’s hurtbox at the same time, and you both go into hitstop.


What happens to the player after hitstop is dependent on the property of the attack that hit them, whether they’re on the ground or in the air:

  • "normal" -- after hitstop you then just go through some hitstun (not just from normals but any hit that doesn't KD)
  • KD -- after hitstop you then get knockdowned (either in place or blown back)
  • launch-up KD -- after hitstop you then get launched up


If you both trade "normal" hits, then you’ll both leave hitstun at around the same time.

However, if you are "normal" hit while on the ground, and the opponent is launch-up hit, then you have an opportunity to continue your attack.


T.O.P Mode

T.O.P. (Tactical Offensive Power) System --

When selecting your character, you can designate a 1/3 portion of your life bar (first, middle, or last) as the TOP area.

When your character's health is within this portion (your life points entering TOP area range) you will enter into TOP and your character will begin flashing.


You will receive the following 5 benefits (for competitive and CPU games):

  • Enhanced damage for all of your attacks (the default is 1.25 times)
  • Slow regeneration of life points in your health bar (however, it doesn't regenerate past the TOP area)
  • TOP attack becomes available
  • Doubles the technique points (the score points) given by attacks.
  • The inherent meter gain of special moves is increased by 1.


The speed of recovery of life points is about 1 per 2 counts (1 point per 120F).


TOP Placement


You can see that how you utilize your TOP area and how quickly you can eliminate your opponent's TOP can make the difference between victory and defeat.


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).


Kain


The condition for Kain to appear in CPU matches (Story mode) is determined by his Fighting Level point average. (which uses score points).

In order to raise the Fighting Level, the player must "score more points" in a "shorter time".

It is very effective to place TOP, which increases attack power and doubles technique points (score points), at the first part of the life bar in order to advance to the fight against Kain.


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 (also called TOP attack) tend to do a decent amount of damage and almost always deal substantial guard crush damage.


You can special cancel TOP attacks from normals (See "The Role of Canceling for Combos" section).


Chain Combos and Target Combos

Chain Canceling

Many light normals are "chain cancelable" into chain combos.


Explanation:


After your normal hits an opponent and after you both exit hitstop/blockstop, you go through that hit's recovery while the opponent goes through hitstun/blockstun.

Pressing the normal again during the hit's recovery causes the recovery of that hit to immediately cancel into the startup of the normal.

This is different from just waiting for the recovery to end before the next attack starts.

This means that the recovery of the light normal can be repeatably canceled with that same light normal, the same button.


Chain cancelable normals only cancel during recovery:

  • Chain cancels can be done on whiff.
  • Some chain cancels cancel as early as their remaining active frames recovery and some only cancel during normal recovery.
    • If you mistime the chain cancel, the next normal might come out as a link after the end of the previous normal's recovery
  • The next button of a chain cancel cannot be buffered during hitstop/blockstop


Target Combos

Characters can have ground and air target combos.

Similar to chain combos, target combos are done by canceling the recovery of a normal with a next normal.


Explanation:


After your normal hits an opponent and after you both exit hitstop/blockstop, you go through that hit's recovery while the opponent goes through hitstun/blockstun.

The next hit of the target combo causes the recovery of that hit to cancel, going into the startup of the next normal.


You have leeway of when to press the next button of the target combo as opposed to that of a chain combo

  • A target combo doesn't execute on whiff. It only executes on hit/block. (There are exceptions.)
  • You can buffer the next button of the target combo during the startup of the previous normal, and it'll execute.
  • You can buffer the next button of the target combo during the previous hit's hitstop/blockstop
  • You can press the next button of the target combo during recovery after the previous hit's hitstop/blockstop.


Air Target Combos

Air target combos have these differences from ground target combos:

  • All done using only 2 jump normals.
  • Done by canceling the recovery of a jump normal with another jump normal
  • the 2nd button must be pressed during previous jump normal's hitstop/blockstop.


Target combos with jump normals are useful:

  • as an air-to-air
  • as a jump-in (see "Jump Normal Advantage"
    • the landing recovery of the target combo is that of the last jump normal.
    • you can land before the the second jump normal's startup ends.


Character Air Target Combos Notes
Rock Howard j.C~B   j.A~C
Terry Bogard None
Kim Dong Hwan j.A~C   j.B~C
Kim Jae Hoon j.A~C   j.B~D
Hotaru Futaba j.A~B   j.A~C
Gato j.B~A
B. Jenet None Alternative: j.C has 2-hits
Khushnood Butt/Marco j.B~A   j.B~C
Hokutomaru j.B~A   j.B~C   j.B~D
j.A~B   j.A~C   j.A~D
j.C~B   j.C~A   j.C~D
j.D~B   j.D~A   j.D~C
Freeman None
Tizoc/Griffon None Alternative: j.A/B > 236A
Kevin Rian None
Grant None
Kain R. Heinlein 8j.D~A


Special Moves

Special Moves are done with directional and motion commands. Usually each special has both a light/weak and heavy/strong version.


Specials usually have a 24F blockstun (and if not knocking down, applies to hitstun too).


Air specials, like jump and hop attacks, are more advantageous the lower you hit.

  Advantage = 24F opponent hitstun/blockstun - remaining airborne frames after hitstop/blockstop ends - special's landing recovery 


The minimum holding time for directional charge specials ([2]8 or [4]6) is 19F.

(i.e., You have to hold the first direction for at least 19F.)


You can special cancel from normals (See "The Role of Canceling for Combos" section).

And you can buffer other moves during the recovery of your special to execute on the first frame after. (See "Timing For Reversals" section).


Super Meter

Also known as the "Power Gauge".

The super meter can hold up to 2 stocks/levels and allow you to use the types of moves below:

  • 1st stock/level is S-Power, where you can do a "super special move". Also called "super move", "super", "S super", or "Level 1 super".
  • 2nd stock/level is P-Power, where you can do a "hidden ability" or "potential ability". Also called "potential" or "P super" or "Level 2 super".


Both types are usually called "super"/"super move"/"super special move" interchangeably.

  • You'll sometimes see people call super moves not by their names, but by their buttons, such as "super C".
  • "P supers" that don't use the double QCF motion are usually distinguished as "Hidden Supers".


Meter can be filled by doing one of the following:

  • "successfully attacking an opponent" with anything (by doing normals, TOP attacks, specials, and throws)
  • "using Special Moves" (even whiffing special moves builds meter)
  • "being attacked" by the opponent and either be blocking, Just Defending, or getting hit (with normals, TOP attacks, specials, supers, and throws)

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.


See the "Damage and Meter Calculation" section for more on meter gain.


Super Moves

Also called "super special 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
    • See the Rock page for the full input of the "Deadly Rave Neo" super
  • 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.


You can special cancel super moves; in other words, super cancel from normals (See "The Role of Canceling for Combos" section).


Super Move Shortcut

You can shorten the last Qcf.png of a super input and still have the super execute.

Instead of 236 X, you can end the super input with 23 X.


Feint

A feint (also known as a "fake move") is a partial attack animation. All characters have 2 of them:

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


Feints mimic the first few frames of startup animation (and sometimes sound) of a character’s special or super attack, but do not follow through with the actual attack.

There are some exceptions where the feints mimic normals, evasive attacks, or some other part of a special/super besides startup.


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


The crucial usage of feints is that you can use them to cancel the recovery animation of normal attacks on hit or on block (and upper body evasive attacks only on hit) just like you would special cancel, super cancel, or TOP attack cancel.

They cannot be used for kara canceling.

The feint animations can be ended early and canceled into any other move, except for taunts.


Depending on the character, it can be very effective to use them exactly as a "feint", as a decoy. They can be used for mindgames to make your opponent think you're going to go for a super or a special move.

(Example: Rock's 2A+C Reppuuken, Don Juan's 6A+C Weak Shidenkyaku, etc.)


Feints are more often used to cancel the recovery animations of strong normal attacks, leading to extended combos, pressure, and blockstring mix-up potential.

Canceling lights is often pointless (but not always), since lights can either be linked or are plus on block anyway.


Feint Cancel Frame Advantage

Canceling the recovery animation of normal and 2AB attacks with a feint is called a feint cancel (FC).

Since the feints are very short and themselves can be canceled by most things, this will often allow you to recover from a move faster, and even give opportunities 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.


Explanation:


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. The attack is cancelled at exactly the fastest possible time (always canceling the the attacks recovery),


Calculation:


Therefore, you can determine the frame advantage gained 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. It varies with the attack type that is being cancelled and the feint type used in the feint cancel.


Feint technique performance table (numbers are frames up to the fastest cancellation) or 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
Butt/Marco 10 11
Tizoc/Griffon 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 ground 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).


 Fad = A - B
  • Fad = is the frame advantage of the attacking character
  • A are the above hitstun/blockstun values
  • B is the value from the above feint cancel table


Example: If Rock cancels a heavy attack with 2A + C, it will be 9F advantage from 20-11, even when the opponent is blocking.


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/Griffon 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



Every character in the game typically has a preferred feint you want to use. Less recovery makes it better for feint cancel pressure.

Here is a list of characters' most advantageous feint cancel:

Rock ---> 2AC

Terry ---> 6AC

Dong ---> 6AC/2AC

Jae ---> 6AC/2AC

Butt/Marco ---> 6AC

Tizoc/Griffon ---> 6AC

Hokuto ---> 2AC

Freeman ---> 2AC

Hotaru ---> 6AC

Gato ---> 6AC/2AC

Kevin ---> 6AC

Jenet ---> 2AC

Kain ---> 6AC/2AC


Feint Cancel Option-Select

Option-selecting a feint cancel:

You just input a throw, go back to neutral during the animation, then forward A+C.

i.e., 6C (6AC).

If a close C/D comes out, you'll feint cancel it.


When is this used?


Imagine if you try to throw, but you don't get in the range of the throw.

So when you press C, the normal come out instead of the throw and your opponent JD's it.

You could take a combo as a punish, etc.


You want to input a feint cancel in order to make your potential close C safer.

When you'll be out of the range, you'll see a close C > feint.

The feint is in case you miscalculated the throw range.

It's different from hoping for a cl.C to hit and then feint cancel after it.


Other uses:


It can also be used as a throw-tech OS.

When missing a throw attempt during your opponent's wakeup, the opponent may throw you, and then your feint cancel input throw-techs.

One such input may be 6C (23AC) for a 2AC feint cancel or throw-tech.


Feint Buffer

As said above, feints can be ended/canceled by other moves.


You can buffer (and disguise) your movement from your feint
  • 6AC 6 to dash forward
  • 2AC 69 to super jump forward


Generally, when doing a feint, holding the direction doesn't cancel your feint.
  • For example, holding the direction [6]AC doesn't immediately end the feint to walk forward.
  • Holding a feint direction with the button you're feint canceling makes you unable to immediately end the feint into that direction.

You have to another direction or press the direction again, like the feint into dash from above. (Or another move)


Generally, the buffer window to feint is, after going to neutral,

pressing A+C within 10 frames of pressing a feint direction (2 or 6).

You can do your feint in a non-feint direction
2 1AC or 2 3AC or 6 3AC
And you can buffer a motion into a feint
such as 236AC or 2AC36 or 632AC or 214AC
You can motion store your feint cancel
For example, cl.5C > 236A+C
You can then complete the buffer to go into a super, or do something else.


Break Moves

Press Snka.gif + Snkb.gif

Break is an important universal system mechanic.


Every character at least one designated special move where they can cancel the rest of the move's animation with break. This is done without any cost of meter. (only Tizoc and Kain have 2 different break special moves and Hokutomaru can "break" his super move.)

At the appropriate point(s) during the special move's animation, inputting the break command (Snka.gif + Snkb.gif) and interrupting the special move will tend to shorten recovery, allow the character to recover faster, and make the move far safer if blocked.


Breaks typically are used in 5 ways:

  1. As pressure or blockstring tools. Breaks are typically either safe or advantageous on block, sometimes allowing you to tighten and continue your pressure, or, on hit, can be easily confirmed into more extensive combos (mostly juggles).
    • 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.
  2. As part of the neutral game, or as a reversal. For example, Kain likes to use his break as a disrupting move that stops you from mounting pressure or mixups. This is one showcase of why defense is strong in Garou: If you try to rushdown an opponent mindlessly, you will take many break moves to the face.
  3. For uses 1 and 2, breaks are frequently used as frame trap tools. This applies to DP type breaks. For example, an opponent might dash in and jab you while you are blocking, and then do a brief pause, and then do their DP break, baiting you to press a button. Breaks are a bit scary in this way: You're often not safe to just interupt pressure with a button close up, because you can eat a break DP. Just Defending is the counter to this tactic, and a reason why a player who spams breaks will eat JD guard cancels all day from a good player :)
  4. To build meter (by whiffing them).
  5. In combos. Especially counter hit combos.


Breaks can be a little tricky for certain characters to use, as they can't all be used the same way.

  • Some specials have no reason not to break them, like Marco’s DP (623 A/C).
  • While other special breaks have limited usefulness in a real match, like Freeman’s Morbid Angel (41236 B/D).



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).
In case of hit or block, you have an added window of hitstop/blockstop to break your special.
Whiff Break - no hit or grab is registered before the move is broken.
So you only have the regular window until the 1st frame of the break to input A+B.

Character Break Move Command Input Timing Main Use
Rock Howard Evac Toss 360.png + Snkc.gif During the grab Break allows the player to pursue the opponent after the attack, increasing the damage potential.
Kim Dong Hwan Kuusa-jin Dp.png + Punch.gif Right after finishing the special input (tight time frame) Keeps Dong Hwan on the ground, making Kuusa-jin safer and turning it into a powerful punishing attack that can be confirmed into a combo.
Hotaru Futaba Kobi-kyaku Qcb.png + Kick.gif After the rising kick Makes the move safer, used for combos, and to fill the super gauge.
Khushnood Butt/Marco Kohou Dp.png + Punch.gif Right after finishing the special input (tight time frame) Keeps Marco on the ground, making Kohou safer. It is a great tool for extending pressure and combo.
Hokutomaru Kuuha-dan

Chou Hissatsu Shuriken
Qcf.png + Kick.gif
Qcf.png, Qcf.png + Punch.gif
Until the second hit Combo extension.
Kevin Rian Hell Trap Qcf.png + Kick.gif During the leg extension Used for extending combos and pressure.
Freeman Morbid Angel Hcf.png + Kick.gif During the grab Used for combos.
Tizoc/Griffon Poseidon Wave
Olympus Over
Rdp.png + Snkc.gif
Qcb.png + Snkd.gif
During backdash Fill the super gauge.
B. Jenet The Hind Qcf.png + Kick.gif During startup Used for extending combos and pressure. The strong version can be easily confirmed into a super.
Gato Rai-ga Dp.png + Kick.gif Right after finishing the special input (tight time frame) Keeps Gato on the ground, making the move safer. Guard cancel (?)
Kim Jae Hoon Hien-zan ch. D.png, U.png + Kick.gif Right after finishing the special input (tight time frame) Keeps Jae Hoon on the ground, making Hienzan safer and turning it into a powerful punishing attack that can be confirmed into a combo. It is also very useful to fill your super gauge.
Terry Bogard Power Dunk Dp.png + Kick.gif Right after finishing the special input (tight time frame) Keeps Terry on the ground, making Power Dunk safer and turning it into a powerful punishing attack that can be confirmed into a combo.
Kain R. Heinlein Schwarze Lanze
Schwarze Panzer
ch. D.png, U.png + Kick.gif
ch. B.png, F.png + Snkd.gif
After the command input

Until the second hit
Kain remains grounded. Very useful as a punishing attack, for confirming hits into combos, and for filling the super gauge.

Not very useful
Grant Kyou Choujin Dp.png + Punch.gif After the command input Grant remains grounded, used for combos


Break Failure

Because simultaneous button presses have to be done on the same frame, it's common to misinput A+B.

That's why some players press A+B more than once in order to hit the break, especially if the break window is long enough.

After a correctly input break registers, it doesn't matter what else you press.

Not just buttons, you can do any amount of motions or special commands. The break move will still come out.


However, this method can fail too.


Explanation:


Generally, your break will fail if the game registers another special before the A+B break command.

It has to be a different special: it could be the same motion, but not with the same button.

So if you do a special and, when you still have buffer window remaining, press the button of the other version of that special, the break does not work.


Note: Break moves might have different behavior depending on when the other special is done (or recognized) and when the break is done. (Such as early in startup, later in startup, after startup, etc.) This is especially true of breaks moves with long startups and long break windows.


Jae Example:


[2]8D > A+B.

If you misinput A+B, because of the remaining buffer window of the 8 direction, the B input is read as [2]8B.

This causes any next A+B break input to fail.


Marco Example:


For example, when Marco performs his DP (623+A/C) followed by a fireball motion, the break will fail if A+B is inputted more than 2F after the the 6 input.

In numeric notation, the input would be: 623+A/C > 6 > A+B will result in a failed dp break since the game reads the fireball input 236 in the buffer.

The break fails if the input delay between 6 and A+B is higher than 2F. (the 3rd frame and up after 6 is entered).


Marco Example Part 2:


Garou does have a very lenient buffer for direction inputs. The same unintuitive outcome occurs when the directional input 6 is input at the same exact frame as the attack button.

Assuming that 623>6+A(exactly at the same time)>A+B is inputted, the game will register the DP attack (623A) followed by the fireball input (236A) and the break will still fail.

(This may be the reason why holding the direction 3 input during and after inputting the break command allows shoryuken-type breaks like Marco's to be performed easier.)


Marco Example Part 3:


However, if the 623 command is already executed when the 236 command is executed, and the game registers a breakable dp, as in 6236 > A or C > A + B, BR is possible.

Probably because of how the fireball and DP commands are merged together: the 3 direction for DP takes priority over the 6 direction when you've already done the initial 6 direction.


Just Defend (JD or JDF)

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

By defending an attack just before it connects, you can "just defend" it.


There are three types of this kind of guard: standing, crouching, and airborne.


Air Defense. In the air, it is a very important and powerful defensive tool, so you want to be sure you know how to use it.
  • There is no air blocking in Garou, but you can JD in the air. (Also see instant air just defend.)

  • You can not air JD during any small jump, super jump, or whiffed jump attacks. Feel free to anti-air them.

  • When crossing past the other player in the air (side-switch), air JD changes direction but inputs do not. When defending against their attack, you're technically doing air JD with forward in that situation.

  • If you air JD, you can get hit again in the air after leaving JD blockstun. It’s different from an air hit where you are air invincible after leaving air hitstun.

  • After JDing an air hit, the "air hit landing" situation described in this section is still those 3 frames, but there is no "unblockable" situation. You can block a 0F super unblockable.



The following four benefits are given by you doing a JD over regular guard.
  1. Special move chip damage, super move chip damage, and guard crush durability reduction do not occur.
    (No guard meter loss that will bring you closer to a guard crush (GCH) like blocking will.)

  2. Life points are gained according to the damage points of the opponent's attack (the more damaging the move, the more life gained).

  3. Guard cancel becomes available.
    • Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GC, immediately ending the blockstun 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.

  4. Blockstun is reduced by 2 frames compared to normal guarding, allowing you to recover faster.



Note that the amount of life point recovery is determined by the basic attack power and does not include the TOP correction.


Some special moves cannot be JDed when the life bar is at 0 points (near-KO).


Also, Freeman's strong Morbid Angel cannot be guard canceled.


There are some exceptions to the reduction in blockstun, some of which are only a 1 frame reduction.


Some JD's are significantly disadvantageous (High Angle Nerichagi, Jae's TOP attack).


JD Buffer Period/Window

Directions for air and ground JD are 4 and 1 (7 doesn’t work for air-JD).


For a JD to happen, you must have not input a back direction (1, 4 or 7) for 9F (cooldown).

(this cooldown prevents the continuous spamming of the JD input)


You must be holding guard (4 or 1) for it to happen, and get hit within 7F after pressing guard. In the air, it becomes 9F. (8F only for forward jumps)

Example of the Window for Ground JD:

  • JD can be held alternating between the 4 and 1 directions, but it is only accepted 7 frames in total.
  • If you input 4-direction for 3 frames and then 1-direction starting the next frame, the low JD will only be accepted for 4 frames.


You can JD immediately after exiting hitstun.

You cannot JD for 4F after exiting blockstun.

Even if the guard is released, JD is not possible for 4 frames. JD won't be able to be done during absolute guard, a real blockstring, or jailing.


Air JD and ground JD do not share cooldown.

You can hold back on the ground, and then air JD without waiting 4F. After that, hold back in the air and keep holding back, and as you land -- after 1F of landing recovery -- get a JD. (you can even hold the same direction input)

In frame-by-frame this means:

  • Ground JD (7F of active JD) -> jump (2F of vulnerability) -> IAJD (9F or 8F of active JD)
  • release in the air for 4F to obtain another JD when you land
  • Hold back before landing: 9F of active air JD -> land (1F vulnerable) -> keep holding back for 7F of ground JD

(The landing recovery time after jumping is based on the case where no attack is made.)


Similarly, you can hold back in the air, after an air hit or an air JD, to ground JD.

In both cases, the ground JD acceptance window starts when you enter air hit landing recovery (where you usually cannot be hit) and afterwards you JD.

See this link for an example after an air JD.


Instant Air Just Defend (IAJD)

You can air JD at any point in time of your normal jump besides landing.

But the fastest you can air just defend is as soon as you leave the ground, the first airborne frame of your normal jump.

That is, as soon as the 3rd frame of the jump input (4th frame for Tizoc/Griffon) after pre-jump frames.


As for your small jump, you generally can't air JD.

But if you do a JD during the ascent of the small jump, during the first 6 airborne frames, the small jump will become a normal jump air JD.

However, it's difficult to both do a small jump and then a JD as fast as possible because you are required to return to neutral.


Doing air JD as soon as possible is usually done with an option-select called "instant-air just defend" (IAJD).

(And because it's done with motions without returning to neutral, it always starts as a normal jump.)

IAJD is a very strong defensive mechanic.


Here are some common motions to do IAJD.

(These motions are done fast just before the attack lands so that the JD reception window is not exceeded before JDing):

  • U.pngUb.pngB.png
  • B.pngUb.pngB.png
  • Ub.pngB.pngDb.png
  • D.pngDb.pngB.pngUb.pngB.pngDb.png
  • Uf.pngU.pngUb.pngB.pngDb.png


This option-select can cover multiple scenarios. As shown in these examples of doing a ground JD and then an air JD in this post and this post.


For situations in the mid-air where you miss an IAJD or held a back direction for too long, refresh the air JD cooldown by going to neutral or a non-back direction before trying to air JD again.

  • 14741 [2] 1
  • [7] [8] 741 OR [7] [5] 41


Successive JD's

When you successfully JD, you are able to JD again.

  • There is no JD cooldown after the first JD.
  • The fastest you can do a next JD is during the previous JD's blockstop.
  • You can next JD during subsequent blockstun of the previous JDed hit.
  • You can JD immediately after exiting the blockstun of the previous JDed hit.


After the first JD, you can spam back to JD successive hits (and also multi-hit attacks or combos).

When the next hit will happen during the first JDed hit's blockstop or subsequent blockstun, you are given more leeway to "buffer" (or queue) this next JD:

  • You can hold the guard direction past the JD acceptance window and still have the next JD.
  • After pressing a guard direction, you can return to and hold a non-JD direction 2/5/7/8 and still have the next JD.
    • If you then press or hold 3/6/9 directions afterwards, the JD will not happen.
      • However, you can go back to a guard direction and still have the next JD (resetting your JD).
  • When you leave JD blockstun, both the JD cooldown and JD acceptance windows go back into effect.


Successive JD Motions:


5 4(JD) 5 4(JD) 5 4(JD) ...


For successive low JDing

  • 5 1 (JD) 5 1 (JD) 5 1 (JD) ...
  • 5 2 1 (JD) 5 2 1 (JD) 5 2 1 (JD) ...
  • 5 4 1 (JD) 5 4 1 (JD) 5 4 1 (JD) ...


Stay at 2 or a low direction to preserve charge

  • 2 1 (JD) 2 1 (JD) 2 1 (JD) ...


Successive Air JD's:


Because there is no absolute guard in the air, you will get hit if you do not JD a successive hit.


In the air, buffered successive JD stay active until you land, even if you release guard.


You can add a quick 5 4 5 right after an IAJD, not waiting for the cooldown.

This will buffer a 2nd air JD in case of successive hits.


Kain Air Unblockable Example:


As touched upon in Seele Bug and proximity guard JD prevention, you can fail to successive JD Kain's Seele ball super (especially super D since the duration is longer) because of other attacks done during it.


When you aren't quick enough to JD an extra incoming attack, the attack will hit in between your attempted Seele JD's.

If on the ground, you end up being put in regular blockstop and blockstun.

And if in the air, because of no air blocking, you'll be hit.


Kain has an air unblockable setup with this:

Seele super D (air JDed) --> Empty Lanze D fireball.

The Lanze fireball followup actually contains 2 fireballs that hit very close together.

So even if you successfully air JD the first Lanze fireball hit in between Seele hits, you won't be able to JD the second Lanze fireball hit. You won't be able to defend against the Seele afterwards.


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).


In particular, crouching "JD-disabled" techniques are important,

and by using them properly with low-hitting light attacks when attacking standing opponents,

it is possible to disrupt the opponent's JD (or GC from that JD).


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


Exceptions to JD Blockstun Reduction

Instead of -2F, the normal 2F reduction in blockstun. (Unless mentioned otherwise, applies to multi-hit moves JDed until the last hit.)


◯ Blockstun after Mid-Air JD
After you JD an air hit, you have 11F blockstun, after every type of hit.
Weak Attack... -3F
(14F light normal ground blockstun - 11F = 3F of blockstun reduction)
Strong Attack... -9F
(20F heavy normal ground blockstun - 11F = 9F of blockstun reduction)
Evasive Attack ・Special Attack... -13F
(24F evasive attack ・special attack ground blockstun - 11F = 13F of blockstun reduction)


As a general rule, the frame data of projectiles is listed as though they are hit in close contact.

◯ All projectiles
(except S-power supers, P-power supers, Jenet's Baffles (236P), Hoku's strong Shurikens (236C), Grant's Kokuen-Ryu (214P), and Kain's Lanze descending flame): -1F
◯ Grant's Kokuen-Ryu (214P)
Weak -4F (-11F to -15F), Strong -5F (-3F to -8F)
◯ Kain's Weak Lanze descending flame [2]8B
-9F (-4F to -13F)
However, when Hokutomaru JD's the descending flame, the blockstun is -3F to -12F.
When Kevin, Griffon, Freeman, Jenny, Cain, and Grant JD's the descending flame, the blockstun is -5F to -14F.
If crouching, all characters have their above values given an additional +1F
(this means that they enter blockstun 1F later, but blockstun reduction from JD is still -9F).


◯ S-Power and P-Power Projectile Supers (JDing until the last hit)
Rock's S-power Raging Storm (236(x2)A)... -23F to -39F
Terry's S-power Buster Wolf (236(x2)B)... -17F to -62F
Dong's S-power Raimei-Dan (236(x2)B)... -5F to -22F
Dong's P-power Raimei-Dan (236(x2)D)... +5F to -12F
Freeman's S-power, P-power Full Blast (236(x2)A/C)... -7F, -6F to -24F
Marco's S-power Haou Shou Kouken (236(x2)A)... -16F to -33F
Kain's S-power Atem (236(x2)A)... +8F to -9F
When Kevin, Griffon, Freeman, Jenet, Kain, and Grant JD the super, the blockstun is +7F to -10F
If crouching, all characters have their above values given an additional +1F
(this means that they enter blockstun 1F later)
Kain's P-power Atem (236(x2)C)... +34F to +2F
When Kevin, Griffon, Freeman, Jenet, Kain, and Grant JD the super, the blockstun is +33F to +1F
If crouching, all characters have their above values given an additional +1F
(this means that they enter blockstun 1F later)


◯ Moves where if you JD, the opponent doing the move gains advantageous frames.
Rock's P-power Raging Storm (236(x2)C)... -51F to -41F
Terry's P-power Buster Wolf (236(x2)D)... -34F to -12F
Marco's P-power Haou Shou Kouken (236(x2)C)... -24F to +5F
Hokutomaru's S-power Shuriken (236(x2)A), P-power Kunai (236(x2)C)... -34F to -27F
Kevin's S-power Gatling Freezer... +1 to +13
Jenet's Weak Baffles (236A)... -3F to +6F
Jenet's Strong Baffles (236C)... -2F to +15F
Jenet's GC Super Ennui Mademoiselle (during JD, do A・B・C)... -79F to -68F
Hokutomaru's Strong Shuriken (236C)... -2F to +5F
Jae's High-Angle Nerichagi (TOP attack CD)... -1F to +11F


◯ The following moves' advantageous frames change if you switch to normal block in the middle of JDing the move.
Jenet's Weak Baffles (236A)
JD the first 1~2 steps/hits --> then normally block the rest... -2F
Jenet's Strong Baffles (236C)
JD the first 1~2 steps/hits --> then normally block the rest... +5F
Terry's P-power Buster Wolf (236(x2)D)
JD up to the first 2~4 steps/hits --> then normally block the rest... -22F
Marco's P-power Haou Shou Kouken (236(x2)C)
JD up to the first 1~3 steps/hits --> then normally block the rest... -7F
Kain's P-power Atem (236(x2)C)
JD the first 1~2 steps/hits --> then normally block the rest... +19F
When Kevin, Griffon, Freeman, Jenet, Kain, and Grant do it, it is +18F
If crouching, all characters have their above values given an additional +1F
(this means that they enter blockstun 1F later)


About JDing "Blackout" Moves (Super)

Although the direction inputs during the blackout time are "frozen" and are not accepted, the JD buffer/acceptance window (as well as the JD cooldown window) can still elapse, especially when the guard input is being held before the freeze/blackout.


That's why immediately when the "blackout" occurs, you can go back to a direction other than guard (such as neutral) so you reset the JD cooldown window and don't take up the JD buffer/acceptance window.


And then at the ending portion of the "blackout", hold a guard direction to start JDing the hits from the super.


Example: If a player releases guard after "blackout", and then enters guard 3 frames before the end of "blackout", JD window would have elapsed 4 frames at the frame after exiting "blackout".


So you adjust according distance and startup of the super and wait some more to hit back again to JD.

But since many of the supers are fast, it is best to input JD as early as possible to reliably and consistently JD.


For 0-frame supers


For 0-frame supers (moves that cannot be guarded against even if the guard input is made after blackout), the guard input must be made before blackout.


Just release the stick during the blackout to retrieve your JD cooldown. Since you’re already blocking, you will JD even if you’re any direction other than guard (neutral is also acceptable).


For 0-frame supers while airborne


It's different for air JD.

You can't just hold the guard input before "blackout" and release the stick like on the ground. There is no blocking state in the air, no proximity guard in the air.

To air JD a 0F, you do as discussed above and must time it when the "blackout" ends. Hold the guard input a few frames before (such as 3 frames) so you don't exceed the JD buffer/acceptance window.


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 (JD blockstop).


During a JD, JD blockstop includes 4 frames added in various ways:

  1. all added to the end of the normal blockstop (such as 8F --> 12F or 12F --> 16F),
  2. partially replaces the last 2 frames of normal blockstop and adds 2 frames at the end (such as 12F --> 10F + 4F),
  3. entirely replaces last 4 frames of normal blockstop (such as 16F --> 12F + 4F).


A counter attack of your choosing -- with the command entered during the first part of JD blockstop -- will cancel part of the added JD blockstop frames and then execute.

This GC move happens 3F before the opponent can move. (i.e., 3F before you normally exit JD blockstop. Reduces hitstop/blockstop for you by 3F.)


The window for guard cancel:

  • Light attacks (A or B): 9F after the JD occurs (GC executing on the 10F)
  • Heavy attacks (C or D), Evasive attacks, Special moves, Super moves: 13F after the JD occurs (GC executing on the 14F)

(Note: Normally, Light attacks have 8F of hitstop/blockstop, while Heavy attacks have 12F of hitstop/blockstop)


Therefore, offense with “light” attacks make it harder for your opponent to GC.

Because the blue effect when JD is successful appears so quickly, it's almost impossible to input GC on reaction, especially on arcade stick.


Only 3 kinds of attacks will let you guard cancel out of a JD animation:

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

(exception: Freeman's strong Morbid Angel can't be used as a GC.)


When the opponent special cancels their normal (or cancels with a target combo) while you JD and then GC that normal:

  • Both the opponent's cancel move and your guard cancel will execute.
  • They'll beat each other out or even trade.
  • If the startup of the GC move is 2F or less, the opponent will be hit before their cancel move's startup.
  • Some GC moves are unavoidable. But even in that case, the opponent can still do some things to avoid them like canceling their normal into a break move (invincible) or a move that counter-hits.


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.


Here are typical input methods for GC (get a JD, then press the button):

Qcf.png (236) command
B.png (JD) (Db.png) Qcf.png X
Db.png (JD) Qcf.png X
Qcf.pngB.png (JD)   OR   Db.png (JD)   X
Dp.png (623) command
B.png (JD)   OR   Db.png (JD)   Dp.png X
F.png   ( B.png (JD)   OR   Db.png (JD) )   D.png Df.png X
Qcb.png (214) command
do JD by pressing button during 1 or 4 input
D.png Db.png (JD) B.png X
D.png Db.png B.png (JD) X
JD > 214 is also possible.
Db.png (JD) Qcb.png X
B.png (JD) Qcb.png X
360.png 360° command
1 rotation input starting from a JD and then button
Db.png (JD)   OR   B.png (JD)   360.png X
1 rotation input and do JD and then button
360.pngB.png (JD)   OR   Db.png (JD) X
Qcf.png,Qcf.png super (236236) command
Qcf.pngB.png (JD)   OR   Db.png (JD) Qcf.png X
Qcf.png,Qcf.pngB.png (JD)   OR   Db.png (JD) X
D.png U.png 2 charge 8 command
hold D.png OR Df.pngB.png (JD)   OR   Db.png (JD) U.png X
you can repeat 1 > 2 > 1 > 2 for consecutive/repeating JD's and keep charging while doing lower JD's.
B.png F.png 4 charge 6 commands
hold B.png OR Db.pngF.pngB.png (JD)   OR   Db.png (JD) X


List of Moves used for GC after which the resulting Knockdown cannot be tech-rolled:
(See Ground Recovery (Rolling) section)

Character Move
Rock Howard Rising Tackle (Note 1)
Strong Hard Edge (214C)
TOP (CD)
Terry Bogard Burn Knuckle (214P)
Power Dunk (623K)
Crack Shoot (214K)
Kim Dong Hwan Strong Kuusa-jin (623C)
TOP ("Revolving Don Juan") (CD)
Kim Jae Hoon Strong Hien-zan ([2]8D) (plus follow-up)
Hishou-kyaku (j.2K) > Additional move
Ryusei-Raku (236K)
Shakka-shuu (236P)
Hotaru Futaba Sou-shou Shin (214P)
Kobi-Kyaku (214K)
TOP ("Senkai Tsubame") (CD)
Gato Shin-ga > Additional Move (236P)
Rai-ga (623K)
Katsu-ga (214K~D)
B. Jenet Gulf Tomahawk (214K)
Harrier Bee (j.2K)
TOP ("Rolling Thunder") (CD)
Khushnood Butt/Marco Strong Hien Shippuu Kyaku (236D)
Dragon Flash Fist (charge [C])
Tiger Flash Leg (charge [D])
Strong Ko-ou-hou (623C)
TOP (CD)
Hokutomaru Karakusa-Kiri (214P)
Rakka-ki (real) (214D)
Kuu-ha-dan (236K)
TOP (CD)
Freeman Phobia (623P)
Tizoc/Griffon Poseidon Wave (421P)
TOP (CD)
Kevin Rian Weak Hell Snipe (623A)
Creeper > A Follow-up (214B~A)
Grant Weak Black Flame Dragon (214A)
Evil Bird Blade (623P) (No additional input)
Messhou Hisetsu (j.2K)
TOP (CD)
Kain R. Heinlein Strong Schwarze Panzer ([4]6D)
Schwarz Lanze (when break done, tech rolling is possible)
TOP (CD)

Note 1: When full hit (weak 3-hit, strong 4-hit) is done, a tech roll can be done afterwards.


Evasion Moves

Lower Body Evasive Attack

Also known as Universal Anti-Low (UAL/AB) or Low-Avoid Attack or Low Dodge 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.


AB is an overhead attack for all characters, except Gato.

Gato’s attack can be blocked by either standing or crouching guard.

Rock's AB does not leave the ground either, but still hits overhead.


Dong Hwan and Jae Hoon are the only characters that become airborne on the first frame of A+B.

Dong Hwan and Jae Hoon are the only two characters that cannot kara cancel their A+B mid-air into air special attacks due to their height (being too low).


Despite being an (almost) universal overhead attack, the startup is very low. So it is difficult to put this attack into practical use.

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

So it is good for pressuring the opponent when they block.

But the pay-off can be good if you can open them up, especially if you can counter-hit.


Upper Body Evasive Attack

Also known as Universal Anti-Air (UAA/2AB/dAB) or High-Avoid Attack or High Dodge Attack --


It can be performed by pressing A + B while crouching.

Press D.png + Snka.gif + Snkb.gif (2AB) (Any character). You can also do 1AB or 3AB.


For most characters, it can only be canceled on hit.


Griffon and Grant are exceptions:

  • Grant and Griffon cannot cancel on either hit or block.
  • Grant's upper-body evasive attack is a 2-stage move,
    and it is possible to kara cancel the second hit into a special move.
  • Griffon is also a 2-stage move,
    but there is no startup gap between both hits, so it is impossible to kara cancel.


This move has upper-body invincibility from the moment of input, and the duration varies from 5F to 8F depending on the character.


Upper Body Evasive Attack is often used to stop pressure (especially blockstrings with gaps) from the opponent, beating most standing attack (low-profile).

It's useful as an anti-air attack against aerial moves that don't hit too deep.

It can be used in combos, depending on the character.


And as explained in "Counter Hits" section, these attacks can counter-hit, making them even better tools for hit-confirms besides a regular cancel on hit.


List of 2AB's:

Character Startup Upper-body Invincibility Guard Hit Notes
Rock Howard 9 1-5 -5 -11
Terry Bogard 8 1-6 -7 -13
Kim Dong Hwan 10 1-5 +4 -2
Kim Jae Hoon 11 1-5 +3 -3
Hotaru Futaba 8 1-6 +3 -3
Gato 8 1-7 +1 -5
B. Jenet 8 1-7 -3 -9
Butt/Marco 9 1-6 0 -6
Hokutomaru 10 1-5 +7 +1 Move follow-up combination with B+C
Freeman 8 1-6 +2 -4 Second half 3F whole body invincibility
Tizoc/Griffon 13 1-5 +1 +1 2 hits, can't be canceled
Kevin Rian 8 1-8 0 -6
Grant 8 1-7 -2 -6 2nd hit startup can be kara canceled
Kain R. Heinlein 8 1-6 -6 -12 Has follow-up 5C


Kara Cancels

Japanese term that means "empty cancel".

It is canceling a move during it's startup, before it becomes active, with another move.

In other words when you can cancel out of normal attack into a special move, before seeing the normal attack animation fully finish.


The window for kara cancels is any time before the active frames. This way you can cancel some non-cancellable moves.

Each normal attack for each character has different timings for the kara cancels.


Kara cancels have a few uses:

  • Mainly used to gain some extra range on certain special/super attacks.
  • Kara cancel from various normals and evasive moves to hide your buffering behind them to throw off opponents in mind game situations.
  • Take advantage of movement and startup invincibility of moves before kara canceling.
  • Use the proximity guard of the move to make them unable to move back, or possibly unable to JD, if they're just holding back.
  • Allows for slightly more lenient execution, especially if you press a button before a direction during execution
  • Used in techniques like Pseudo Chain Canceling and Ave Maria.


Kara Cancel with Evasive Attacks - 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 Cancel with Only Command Motion


You can kara cancel a normal with just a motion.

If you complete a special's motion during a normal's startup, the special with that motion and normal can kara cancel that normal and execute on the next frame.

So if you press the special button slightly before completing the motion, you will be kara-canceling the normal (ex: 2B36 will output 2B kara cancel 236B).


This behavior commonly causes misinputs.

To avoid this, use double button inputs and other simultaneous button presses.

Simultaneous button presses will stop a special/super move from being triggered, just like with the motion storing technique (described in the above link).


Note: It would be very difficult to kara cancel supers like this. That is because most supers (1) take too long to do, and (2) parts of their motions, like the first QCF, would be recognized and kara cancel as a special input.


Kara Cancel for Simultaneous Direction and Button for Special/Super Commands


For every kara cancel there is an extra delay of 1F of the normal animation before executing.


This rule applies when the last direction input of a special/super command and its button are pressed at the same time. There is a kara cancel for 1 frame before going into the command's startup.

In other words, an extra frame of pre-startup before the special/super executes.


Otherwise, you are waiting and holding the direction for 1 frame before pressing the button. Both cases have effectively the same startup length.

It seems that a special/super command requires you to have 1 frame of direction before their button press (similar to how all jumps need 1 frame of landing).


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, absolute guard, or still in blockstun)


Motion Storing Technique

See "Simultaneous Button Press for Normals" section


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.

(i.e., fractions after the decimal point are rounded down)


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】


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)


Normals:


  • When your normal move hits, both you and your opponent get 1/4 of its basic damage points as meter gain.
  • When your normal move is blocked (by your opponent), you get 1/8 of its basic damage points as meter gain.
  • When you block a normal move from your opponent, you get 1/4 of its basic damage points as meter gain.
  • Doing a JD results in the same meter gain as blocking.


As a consequence:

  • Truncation can give 0 meter gain for lower-damage hits when your normal attack is blocked.
  • But because all normals have damage at 4 or above, all normals you block will build meter for you.
  • 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 guarding against your normal moves.


Specials:


Special Moves follow the same meter gain as normals:

  • When your special move hits, both you and your opponent get 1/4 of its basic damage points as meter gain.
  • When your special move is blocked or JD'ed (by your opponent), you get 1/8 of its basic damage points as meter gain.
  • When you block a special move from your opponent, you get 1/4 of its basic damage points as meter gain.


In addition to the above values, Specials have their own meter gain just by performing them (even when it whiffs).

  • Most specials have this set-value inherent meter gain:
    • 6 points of meter gain for light version
    • 7 points of meter gain for heavy version
  • When specials are done as guard cancels, they do not have this set-value meter gain.


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

(As opposed to normals where you get the same meter gain when you JD them just as when you block them.)


As a consequence:

  • The meter gain when your special gets blocked is the same as when that special gets JD'ed.
  • When you get hit by or block a guard canceled special, the meter gain is the same, and it's the same as the meter gain when getting hit by the raw special.


Throws:


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)


Differences Between 1P and 2P

When inputs are processed in Garou, Player 1 takes precedence.

For example, if P1 and P2 input a super move at the same time, the super flash for P1 appears before P2.

P2 directional inputs are reset and instead of a super attack, P2 throws a normal attack.


Also, when attacking a player at the corner of the screen by chain canceling a normal, P2 is pushed back 1 pixel farther than P1 would be. (after 2 hits of a chain cancel are made)

This makes it slightly easier for P1 to connect combos and blockstrings.


However, the 2P side benefits even more from the following characteristics:

  • When attacking a player at the corner of the screen, if an attack is cancelled into a special or feint, P2 has 4 pixels less pushback than P1.
    In case of weak attacks, this difference is 3 pixels.
  • When attacking a player at the corner of the screen with a target combo, P2 has 3 pixels less pushback than P1. (Check Hokutomaru’s B~D)


The first advantage is especially important for corner pressure with feint cancelled combos.

Terry and Kevin benefit greatly from their increased combo reliability when on the P2 side.


In Japanese tournaments, players usually play a janken game before the match, the winner gets to pick the side he wants to play.


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.


You are using the large buffer of the game to input some move a bit earlier and have it come out as soon as possible.


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.


Super Jump buffer:


For Dong and Jenet only.

Finish entering the up direction for super jump:

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

1F after wake-up/recovery/stun

(5F window)


Reversal message will not appear.


The Role of Canceling for Combos

When canceling a normal or upper body evasive attack with a special move (special, super, or TOP attack), it may or may not connect into a combo.

This "special cancel" depends both on what type of attack you are canceling from and on the startup frames of what move you are canceling into.


(For other types of cancels beside "special cancel", see feint cancels, and chain cancels and target combos.)


Explanation:


After your normal hits an opponent and after you both exit hitstop/blockstop, you go through that hit's recovery while the opponent goes through hitstun/blockstun.

Completing a special move's command during the hit's hitstop/blockstop causes the recovery of that hit to cancel.

Instead of going through the recovery of the hit, you go into the startup of the special move.


Calculation:


The frame advantage is calculated by subtracting the startup frames of the special/super/TOP attack from the hitstun value of the attack done.

  • 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).
  • 14F of hitstun/blockstun from light/heavy jump attacks.


If the value is positive, the special cancel will be connected as a combo.

(In other words, after canceling the recovery frames, the special cancel will combo if it hits before the hitstun ends.)


For example:

Dong Hwan

2C --> B Raimeidan 20 - 19 = +1 ○ Connects

2A+B --> B Raimeidan 18 - 19 = -1 × Drops the combo


Tizoc

Weak attack --> D Daedalus 14 - 13 = +1 ○ Connects

Weak attack --> B Daedalus 14 - 14 = 0 × Drops the combo


Gaps After Cancel

Even if the value isn't positive and the special cancel doesn't combo, it can still work as a blockstring, pressure, or frame trap. Especially the special/super/TOP attack is not as disadvantageous.


※ Since only the fastest startup frames were considered on this calculation, your combo may still fail depending on the distance between your character and the opponent.


Depending on the distance (or if a character is crouching), even if the value is positive, it may not be a combo.


For example, Rock’s close C --> Strong Hard Edge

has different properties according to the distance between the characters.


If made up-close to the opponent, the frame calculation yields 20 - 17 = +3 and it certainly connects the combo.

If the opponent's distance is too far, the first active frames of Strong Hard Edge will not hit, and the time when Strong Hard Edge hits may be at 20F or more, so it may not connect.


Taunts and Win Taunts

Every character has a taunt (or provocation) that can be done anytime during a round by pressing the Start button.


Every character also has two additional "win taunts" that can only be done after a KO (not by time up, or draw):

  • Forward + Start button (6 direction)
  • Backward + Start button (4 direction)

Since they can be used only after a KO, it only functions as a pure taunt.


Note: Normal taunt can also be done after a KO.


Practical Techniques

Forced Stop Moves (0F Moves) Workings and Explanation

Overview:


On the first frame of a super, you go into "Blackout" for around 30F, and that contains the super's beginning animation.

When blackout ends then you go into "Forced Time Stop", which varies for different supers.

After forced time stop, that's when you go into the super's startup.


Regarding Actions During Blackout

During your opponent's blackout, the game can accept your button inputs.

Press any button and the attack comes out after blackout and after forced time stop. This works with simultaneous button presses, except for TOP attacks.

Rather than blackout freezing direction inputs, it seems to just freeze motions -- it accepts the input 2AB and it comes out after forced time stop.


However, when you're in the middle of receiving a 0F super on hit/block, the game won't recognize a button was pressed and an attack won't come out.


Regarding "Forced Stop Time" (especially 0F moves)

Some supers have a "Forced Stop Time" after the freezing/blackout ends.

During the forced stop time, time stops only for the opponent and only the person who performed the technique moves.

For example, Freeman's super Full Blast looks like it has a 12F startup time, but because there is a 1F forced stop time, the startup time is actually 11F. (note: the opponent still can't move 1F after forced stop time, unable to move for a total of 2F )

Particularly, a move possessing a hitbox during the last frame of its "forced stop time" is called a "0F move".

For such moves, even if the guard input is done since or after the freeze/blackout, you won't be able to block and defend against it.


0F Move Guard-Impossible Phenomenon

If a 0F move is performed under certain conditions, it will become unguardable even though a guard was input before the freeze/blackout.

This 0F Move Guard-Impossible phenomenon, which is unique to this game and is a very important element, occurs under the following conditions:


Situation When Doing the 0F Move Avoidance Method
+4F or more advantageous normal hit unavoidable, treated as a combo
+2,3F advantageous normal hit backdash
+1F advantageous normal hit backdash, ave maria (after-cancel)
-1F normal, special move on block backdash, ave maria (after-cancel)
-2F normal on block or hit backdash
-2F or more disadvantage special move on block unavoidable
-3F or more disadvantage normal on block or hit unavoidable
Landing after receiving a mid-air hit and not getting knockdowned (air-hit landing recovery) backdash, ave maria (after-cancel)


(1) From a 2~3 frame advantage situation, if doing a 0F move, it can be avoided (backdash only), but it cannot be blocked.


(2) From a 1 frame advantage situation, if doing a 0F move, it can be avoided (ave maria, backdash), but it cannot be blocked.


(3) If receiving a hit from an non-knockdowning attack in mid-air, then since landing it takes 3 frames (Hokutomaru takes 4 frames) before you can move again (air-hit landing recovery).

See this video showing how there is no hurtbox after an air hit and you cannot be hit during those landing frames.

However, during these frames' latter half 2 frames, if a 0F move is done, then you are able to avoid it, but not block against it. (On the 1st frame of landing, the 0F move whiffs.)



(1) has only one avoidance method, a backdash, and the prior input window is very short.

Also, the 0F reversal done after blocking a -2F normal move can be avoided with a backdash, but the 0F reversal done after blocking a -2F special move cannot be avoided.


(2) and (3) have no choice but to avoid with the techniques called prior-input backdash or ave maria (after-cancel).

However, some 0F moves (rush/charge-type, long duration) cannot be avoided by backdashing.

Some 0F moves (such as long-lasting rushes) cannot be avoided by backstep, some require a gauge, and some techniques may not be able to win depending on their compatibility.


Even if you use an ave maria (after-cancel), you may need to use a super move, and even those super moves might not be able to win depending on the compatibility with what's done against you.



For more details about this part of the section, please refer to the section about Ave Maria and the techniques used for Ave Maria.


List of 0F Moves (unless otherwise indicated, both S-power and P-power versions are 0F moves)


Character Move Name
Rock Howard P-power Shining Knuckle (236(x2)D), Deadly Rave
Terry Bogard None
Kim Dong Hwan Super Don Juan Legs (j.236(x2)P), Ore-sama Hou-ou Ashi (236(x3)C)
Kim Jae Hoon Hou-ou-kyaku (236(x2)K)
Hotaru Futaba Ten-shou Ran-ge (236(x2)K)
Gato Rei-ga (236(x2)P)
B. Jenet Aurora (236(x2)K)
Khushnood Butt/Marco Kyokugen Kohou (236(x2)K), Ryuuko Ranbu (236(x3)C) Lv1~3
Hokutomaru Kyūkyoku ōgi ・ chō bakuen tatsumaki (236(x2)D)
Freeman None
Tizoc/Griffon None
Kevin Rian P-power Gatling Freezer (236(x2)D)
Grant Majin Engetsurin (236(x2)K)
Kain R. Heinlein None


Regarding 1F Startup Moves

There are two 1F startup moves: Rock's S-power Shining Knuckle (236(x2)B) and Hokutomaru's Ougi・Chou Hissatsu Tatsumaki (236(x2)B).

But these moves are also a bit special in that they can likely miss, so we should present what they are about.


◯ After doing a +2F, +3F normal, a 1F startup move does not connect into a confirm.

∵ It's possible to JD the super when Rock does 2A (+3F) OR cl.5B (+2F) > S-power Shining Knuckle

◯ Against a -2F normal, a reversal 1F startup move does not counter-attack confirm.

∵ Freeman can JD a reversal S-power Shining Knuckle done after Freeman cl.5D (-2F).

◯ Against -3F normal OR -2F super, a reversal 1F startup move can counter-attack confirm.

∵ Against Jenet's 2AB on block (-3F), or Terry's Power Dunk (BR) (-2F), super S-power Shining Knuckle can counter-attack confirm.


○ Landing 1F combos:

Do a non-knockdowning hit in mid-air, and 1F before the opponent lands, do one of the two 1F startup moves to hit when they land.

Unlike the 0F on landing "meaty" described above, the 1F meaty needs to be done while the opponent is in the air 1F before landing, so there is no way to avoid it (and to connect the hits)


In the case of Hokutomaru,

(in the corner) Kuu-ha-dan break (236K (BR)) > 3D, Air Shuriken. It is good to try to connect the 1F super after the shuriken, but the difficulty is high.


This video "【餓狼MOW】着地前1F技コンボ解説【ロック・北斗丸】" shows it in application: {{#evt: service=nico |id=https://www.nicovideo.jp/watch/sm15926944 |alignment= |dimensions=480x320 |urlargs= }}


Jae and Dong AB against Tizoc/Griffon

Jae/Dong's AB is airborne on the first frame. This is useful for avoiding throws.


Especially for Tizoc/Griffon Super 720 A/C. You can press AB during blackout, it avoids the super throw.


During the super throw's 1F startup, the AB comes out airborne.


Simultaneous Button Press for Normals

Even if the special/super move command is entered correctly, if buttons are pressed simultaneously, the special/super move will never be executed.

(The only exception is Gato's hidden super, Tenryu Retsu Kiba (623AB)(x3))


By using this method, you can avoid the mistakes prone to using chain canceling -- the mis-inputting of a QCF special move afterwards -- when trying to do something like (Weak Attack)(x2) > Super.


Kain can also use this to rush in without worrying about charge time.



This application of simultaneous button inputs is known as the "Motion Storing Technique"

You "override" the special with a simultaneous input to do a button attack instead.

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 qcf A or qcf D.


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)



When a simultaneous button press occurs, an attack will come out following this priority:

Buttons and Their Corresponding Simultaneous Multiple Inputs:

A A+C or A+D
B B+C or B+D
C A+C+D or B+C+D or A+B+C+D (or C+D outside of TOP)
D Cannot be done if you use simultaneous button press
evasive attacks A+B or A+B+C or A+B+D
TOP C+D while in TOP mode

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


Pseudo Chain Cancels

Light/Weak attacks normally not special cancelable can cancel into specials using the chain cancel property.

The weak attack you want to cancel must be chain cancelable (repeatable).


Example:

Let's use Butt/Marco's 2B > Strong Ko-ou-Ken as an example.


Usually entering the 236C during hitstop/blockstop won’t allow a special cancel and it won’t come out.


But by entering 2B > 236+C > 2B

-- by inputting the second 2B at the same time you would normally chain cancel the first 2B's recovery --

236C ends up chain canceling the first 2B.


The principle of how the cancelation is possible is that by inputting 236+C after 2B,

the command for the strong Ko-ou-Ken is completed, but the special cancelation does not take place.

The special cancelation is not applied, so naturally the strong Ko-ou-Ken does not come out.


However, after that, by inputting 2B at the timing to chain cancel from the first 2B, the second 2B comes out....


However, because the special move command's reception still remains as registered, at that moment it's like the cancelation was applied to the second 2B.

The timing of the strong Ko-ou-Ken comes out as if the 2B was canceled,

This is due to the fact that all normal moves in this game can be kara canceled, regardless of whether they can be canceled on hit/block or not.



Also, if the Special Move you wish to perform uses the same button as the Weak Attack you perform a pseudo chain cancel with, the input is slightly relaxed (easier).


For example, Butt/Marco's 2B Weak Hien Shippu-Kyaku can be done by pressing 2B > 2362B

Butt/Marco's Standing A > Weak Ko-ou-Ken can be done with A > 2364A


Kain's 2B > Weak Lanze can be done with 2B > 82B.


Ave Maria

Ave Maria is a term that covers all the techniques to avoid 0F supers.

They are the techniques and avoidance methods dealing with blackout and forced stop time. (Refer to the table in that section.)


The most notable Ave Maria technique (and synonymous with it) is the "After-Cancel".
By doing simultaneous button pressing and putting out a normal move while doing special or super move command, it's possible to use those specials or supers in the following situations
  • A 0F move is done on you when you the defender is at a 1F disadvantage;
  • A 0F move is done on you when you the defender returns to the ground after taking an attack in mid-air; and so on.


All kinds of "0F moves that can be avoided but cannot be guarded" can be counter-attacked against.


In addition to the defensive uses listed above, After-Cancel can also be used mainly to reduce the risk when doing okizeme (attacking on someones recovery/wake-up).


This video, "Garou MOTW 0F Showcase - Application, Escapes, Counters and Option Selects" shows some of this section in action: {{#evt: service=youtube |id=https://www.youtube.com/watch?v=rsprZE755nc |alignment= |dimensions=480x320 |urlargs= }}


Air Hit Landing Unblockable Example

Situation: Hotaru's Ten-Shou Range (236(x2)K) after-cancel is done during Grant's air hit landing unblockable with Engetsu Rin (236(x2)K) on the 2nd frame of Hotaru's landing.


1. As Hotaru, input 23623+A+D within a range of 5F -- from 3 frames before landing until the 1st frame of blackout.

(Consistent with the buffer/interval of 7F for the reversal reception window of a normal, after an air hit landing: consisting of 3F before landing, 3F of air hit landing recovery, and 1F after that)


2. When Grant does his super and goes into blackout, repeatedly press B or D (S-power or P-power, whichever super you want to get out).


3. After Grant's blackout, Ten-Shou Range is put out for a counter-attack.


The reason why the above is possible is that when the 0F move is performed during the animation of an opponent's move (normal or special), the opponent becomes invincible during forced stop time.

When the hitbox of the 0F collides/overlaps with the opponent's hurtbox, that invincibility will end. That 0F move effectively changes into acting like how a 1F-active move hits (hitting on that next 1 frame).


※During the 0F move animation after exiting blackout, it counts as a state of both startup and recovery.

Due to this phenomenon, the "1F move" can be "kara canceled" out of, which means that an after-cancel is formed at that time too.


Air Hit Landing Unblockable Example 2

Button presses before and after blackout need to be different:


In additon to the after-cancel method of simultaneously button pressing a normal move (also upper and lower evasive attacks) with a special/super move command before blackout, another after-cancel method is to do this special/super command with a single button, and then pressing a button different from the one pressed before the blackout to activate the special move.


This works as long as you are within such a recovery that the special/super doesn't come out immediately.


It is important to note that the button pressed before blackout and the button pressed after blackout must be different.


If the button pressed before and after blackout is the same, your special/super move won't come out and your opponent's 0-frame move will hit you instead.


Also, a simultaneous button pressing with a button is considered different from that button pressed alone. e.g., B+D can be used before blackout and B can be used after blackout.


(Source: チラシの裏にでも書いてろ


Example 2:


To explain with the previous air hit landing unblockable example,

if you enter 23623AorBorCorD in the first part, and in the second part,

repeatedly press any button other than the one you pressed in the first part,

then after blackout, if it is AorC, it will activate Sou-shou Ten Renge (236(x2)P),

and if it is BorD, it will activate Ten-Shou Range (236(x2)K).


※ (Just like the previous example, the first part's input has the window/buffer of the reversal timing for normals, a reversal reception of 7F total, and this has to be at or before blackout.)


Invincible Special Example

Invincible DPing a 0F Punish of Your -1 Hit


This makes your -1 moves safe against 0F.

Dong does 214B which has 25F recovery, but the opponent's 24F hitstun allows the opponent one frame to try to punish with 0F super at 25F.


1. Dong's window/buffer to do 623 B/B+D/B+C should be for a normal (7 frames) for 1F-6F before the end of his 214B recovery and 1F after (20-25F of recovery + 26F).
And with the opponent's anticipated 0F super, you'll have just 6 frames (20-25F of recovery) to do the input.


2. When opponent does their 0F super and goes into blackout, repeatedly mash A.


3. After the opponent's blackout and forced time stop, your 623A is put out for a counter-attack.


See this link for video of this example.


Backdash Example

Ave Maria backdash follows backdash reversal timing for the type of recovery you are in.

Backdash works if 2nd direction input is done at the same time as super (such as when super is done on the 2nd frame of landing)


Backdashing an Air Hit Landing


Gato attempts an air hit landing unblockable with Zero Kiba (236(x2)A) on the 2nd frame of air hit landing recovery.

But your backdash input is completed 1F before landing, and you backdash the super after exiting forced time stop.


Backdash reception window is limited to landing recovery and until blackout. (1F before landing recovery, 1F-3F of landing recovery, and 1F after landing recovery, for a total of 5F)


Backdashing a +1 Hit


Gato 6A, 236(x2)A

6A is +1, and after 19F of recovery, the super hits the last frame of hitstun/blockstun at 20F.


Backdash reception window for 2nd direction input is: the last 1F-4F of hitstun/blockstun, and 1F after exiting hitstun/blockstun (for a total of 5F)

In other words, the backdash window/buffer is 1F-3F before blackout, and 1F of blackout.


Backdashing a 0F Punish of Your -1 Hit


Dong 214B has 25F recovery but 24F hitstun allows opponent one frame to try to punish with 0F super at 25F.

Window/buffer for backdash should be 5 frames -- 1-4F before the end of 214B recovery and 1F after.

And with opponent's 0F, it will be just be 4 frames (22-25F of recovery)


2AB Example

This method uses the startup invincibility of 2AB's to avoid supers that have 1 hit.

Gato 6A, 236(x2)A

6A is +1, and after 19F of recovery, the super hits the last frame of hitstun/blockstun at 20F.


2AB reception window is: the last 1F-6F of hitstun/blockstun, and 1F after exiting hitstun/blockstun (for a total of 7F)

In other words, the real 2AB window/buffer is now 1F-5F before blackout, and 1F of blackout.


Okizeme attack on opponent's wake-up

In the case of okizeme (attacking during someone's wake-up) the same thing is basically done.

1. During the opponent's wake-up, slightly delay a normal move while putting it with the command for the move you want to after-cancel, by using motion storing with simultaneous button pressing.


2. When the opponent tries to use a blackout move to counter-attack, repeatedly press the button of the move you want to use.


3. The after-cancel will be executed and counter-attack the opponent instead.


Since the simultaneous press is done raw outside of any recovery, hitstun/blockstun, etc. there is no window/interval to consider besides your normal's recovery and the super's blackout and forced time stop.


The after cancel is a technique that uses a whiff kara cancel, so be aware that if you completely meaty a normal move on the opponent's wake-up, you maybe not be able to follow-up with anything. (because of exceeding the whiff kara cancelable frames)


Anti-Freeze OS

This method can be used as an "anti-blackout OS" or "anti-freeze OS" beyond okizeme when you do any advancing attack and press your advantage.

It's very useful against people throwing out random supers.


For example: Going near the passive opponent, Jenet inputs 236236 2BD. Becomes 2B.

If a S/P-power comes out, Jenet presses B again to have her S-power come out.

Here is a post with video of this example.


Ave Maria Explanation

Special/Super Command Input:


The game does not accept any special/super command during blackout, but the input reception time remains preserved during that time.


You have to complete the command input before blackout of the move you want to after-cancel after blackout.


In order to satisfy this condition and perform a normal move without activating a special move, the simultaneous button press technique is used to do a normal move.


We detailed how to do this out of neutral for okizeme in an above example. This is also useful coming out of hitstun/blockstun recovery, where you don't have to risk having your reversal special/super blocked by doing a normal instead.


And if you don't have to worry about anything coming out of recovery after inputting your command, you can forgo the simultaneous button press and go for different buttons pressed before and after blackout (as shown in another example above).


So for after-cancel or other avoidance method you use, the input reception is preserved during the recovery you are currently in.

  • the type of action being buffered (see Timing For Reversals)
    • buffering special/super with normal or evasive attack
      (either simultaneous button pressing or singular button pressing) -- 7F buffer window
    • buffering backdash -- 5F buffer window
    • buffering evasive attack (especially 2AB) -- 7F buffer window
  • the recovery you are currently in
    • recovery after doing your own attack
      • normal recovery
      • special recovery
      • air hit landing recovery
      • jump normal landing recovery
    • recovery from blockstun or hitstun after receiving an attack
    • after receiving an air hit landing recovery


The input reception is with respect to this recovery but limited to being pressed before the super blackout, as shown with the above examples.


Note on Repeated Pressing at the End of Blackout:


It seems that the input for the second part of Ave Maria also has the window/buffer of the reversal timing for normals, a reversal reception of 7F total.

This window ends at 1F after forced time stop, the 1st frame of of special/super. And depending on how long forced time stop is, it could extend longer into the frames at the end of blackout.


For example, Gato's Zero Kiba (236(x2)A) has 5F of forced time stop. The input window for the second part of Ave Maria is 1F before the end of blackout, 1F-5F of forced time stop, and 1F after where the super executes (7F total window).


So in order to ensure you press during the reception window/buffer, you mash the button. But even if you mash, the reception window/buffer is small enough that your mash timing could still miss it.


Adding a Backdash to Special/Super Move Input

In addition, you can input a backdash after your move command during the after cancel.


As an example, when using Terry on the 1P side to prepare an after cancel power dunk, you can insert a backdash:


Buffer 623N4N4 and at the end of blackout (and afterwards) press D repeatedly, OR buffer 62N4N4 and at the end of blackout (and afterwards) press 3+D repeatedly (N=Neutral)


If you do the input and a blackout isn't done, then backdash comes out. If blackout is done, then power dunk comes out.


It is relatively low-risk read, but to do it together correctly with the move, the input is difficult (especially in the case of supers)


Also, the reason why there are two input methods is that depending on the technical affinity/compatibility, it is not possible to counter-attack back unless you choose between one of the inputs.



Other sources: [1] and [2]


JD-Disabling Moves at 0-Pixel Health Bar

Health for all character is at 121 life points. But you'll see only 120 of those points shown on the health bar; the last 1 point is hidden. So when you take the opponent's health bar down to 0 pixel health, they actually have that 1 hidden life point left.


When your health bar is at 0 pixels, certain special/super moves will become impossible to ground JD (i.e., defend against chip KO's).

But you are able to air JD them at 0 pixels health.


In this game, if a player guards against a move, a singular hit, that causes a large amount of chip damage, no matter how much chip damage, as long as the player has at least 1 life point on the health bar remaining, they can withstand that move and have health bar reduced to 0 pixels (i.e., actually having the 1 hidden life point left).


There are many scenarios where you try to chip out the opponent but you might unexpectedly just put them at 0 pixels and then be open to be attacked.


At 0 pixels, the moves below become impossible to just defend:

(unless otherwise noted, the list includes both weak or strong versions of moves)


[Rock]
Reppu-ken (236A), Double Reppu-ken (236C), Crack Counter (236K),
Rising Tackle ([2]8P), Raging Storm (236(x2)P)


[Terry]
Power Wave (236P), Burn Knuckle (214P), Power Dunk (623K), Power Geyser (236(x2)P)


[Dong]
Raimei Zan (214K), Kuusa-jin (623P), Hishou-kyaku (j.2K),
Raimei Dan (236(x2)D version last level/stage only)


[Jae]
Hien-zan ([2]8K), Hangetsu-zan (214K),
Hishou-kyaku (j.2K) (The overhead and low follow-ups can be JDed)


[Hotaru]
Hakki-shou (236P), Kobi-Kyaku (214K), Weak Tenshin-shuu (623B),
Weak Sou-shou Shin (214A)


[Gato]
Shin-ga (236P) (including follow-up),
Rai-ga (623K), Fuu-ga (214K), Kou-ga (214K~A)


[Jenny]
Crazy Ivan (214P), Gulf Tomahawk (214K), Baffles (236P), D. Hind (236K)


[Butt/Marco]
Ko-ou-ken (236P), Hien Shippu-Kyaku (236K),
Dragon Flash Fist (charge [C]), Tiger Flash Leg (charge [D]),
Ha-ou Shoukou Ken (236(x2)P),
Dragon Tiger Ranbu Lv4 (Only the projectile part. The hit/strike part can be JDed)


[Hokutomaru]
Karakusa-Kiri (214P), Rakka-ki (real) (214D),
Shuriken (236P), Kuu-ha-dan (236K), Super Deadly Shuriken (236(x2)A),
Super Explosion Kunai (236(x2)C)


[Freeman]
Nightmare (236P), Crow (214K), Phobia (623P), Full Blast (236(x2)P)


[Tizoc/Griffon]
Olympus Over (214K), Poseidon Wave (421P)


[Kevin]
Hell Roaster/Rotor (214P), Hell Trap (236K)


[Grant]
Black Flame Dragon (214P), Evil Bird Blade (623P),
Weak Messhou Hisetsu (j.2B), Weak Gou Dangai (236B)


[Kain]
All moves except for TOP


TOP Hit Confirm

During the time-stopped state when the opponent enters TOP, the direction inputs are accepted, unlike when the opponent is in freeze/blackout when he does a super move.

By using this technique, the opponent's TOP can be greatly reduced (ideally eliminated) by connecting a single-hit check move to a special move that would normally be impossible to confirm as a hit.

A TOP Hit Confirm is a technique that aims to greatly reduce (ideally, eliminate) the opponent's TOP.


Adjust the opponent's life points with a single normal attack that can be (chain) canceled so that they can enter TOP, and when the attack hits and time stops, enter a special move command during that time.

When the time-stop ends, the special move can be canceled by inputting the button at the right moment.


Example of using psuedo chain cancel... with Marco:

1. Hit a Standing A to get the opponent into TOP

2. Enter 236 during the time-stop effect

3. After the time-stop is over, if you piano the C and then A, the cancel into 236C will appear.

(If you do 236236 instead when entering the 2 direction, you can pseudo chain cancel into Ha-ou Shoukou Ken (236(x2)P).)


It is especially effective if you use a light attack as the normal move to TOP-in, as the subsequent special move will pseudo chain cancel even if the light attack hits a mid-air opponent. (Of course, if the special move occurs too late, it won't work as a pseudo chain cancel into a combo.)


Also, if the TOP-in is done while the player is recovering his strength by JD, the directional inputs are still accepted. Although the chances are probably small, it will be a great asset for Guard Cancel to be done because it gives leeway to do the input.


Reverse Guard

A reverse guard situation is when you have to block or JD in the opposite (reverse) direction, even if it looks like an attack from the front.


Cross-ups are any attack that requires a reverse guard, but usually refer to jumping attacks that hit on the other side.


Back hit animation:

When someone gets hit by a cross-up, their sprite doesn't switch to the correct side.

So you're hitting their back but their hit sprite reels back like you're hitting their front.


Cross-up Jump-In

These jump-in attacks (and less often hop-in attacks) are done at the right spacing and time to hit on the opposite side (usually side-switching after hitting).


After doing something like a cross-up jump attack and side-switching, the moment the hitstun or blockstun ends, the reverse guard goes back to normal guard.


To guard a cross-up, you need to enter the direction input towards the opponent.


Example: Grant's cross-up j.B > 2A, 2A becomes a reverse guard situation.


※ The same situation will occur if you do an air turn-around attack of Gato or Hotaru that needs to be blocked through the "front" side.


Ambiguous Cross-ups


You'll sometimes see jump attacks that hit from the front, then the attacker lands on the other side.


Likewise, you'll sometimes see cross-ups hit from the back, then the attacker lands in the front.

Especially with attacks you walk forward into, end up cross-up JDing, but they land in the front.


This is because although you hit the other side, the your collision box hasn't gone far enough.


Cross-up Jump Attack JD:


When you JD a cross-up attack, throwing the opponent is a great option.

Especially if your opponent side-switches, your throw should still beat out most attacks:

  • the cross-up pushes you toward the opponent and into throw range
  • frame advantage from being hit at the top of your hurtbox
  • frame advantage from the JD
  • your opponent's button timing may be thrown off by the JD, getting their inputs eaten by the extra JD hitlag, possibly causing a misinput or a gap in their pressure.


Corner Cross-up Bug

This is a corner jump attack that becomes a reverse guard cross-up (Also known as "Reverse Guard Throw Glitch").


A limited number of characters' throw in the corner puts the opponent on the ground in reverse.

Rather than oriented toward you, they are oriented toward the corner.

On wake-up, on this short time period they stay reversed before orienting themselves toward you again.


After that throw, you can do a specific jump attack.

Even though it looks like an attack from the front, rather it becomes a reverse guard situation.

Your guard is reversed and you have to block the opposite direction like you would for a cross-up.

Otherwise if you try to block normally, it's like you're holding forward into the jump attack.


After that, you will land in front of the opponent and the guard direction will return to normal (while still pushing the opponent back into the corner).

When the opponent is still in hitstun/blockstun, you can continue with ground attacks as a follow-up after landing.


There is a strong setplay that arises from whether you go for this.


Please see the table below for characters that can do this throw and their jump attacks that can cross-up afterwards.

Character Corresponding Throw Jump Attack
Rock Howard C throw, Vacuum Throw A, C, D
Terry Bogard C Throw B, C, D
Kim Dong Hwan C Throw A, B, D, j.2K, j.236(x2)P
Kim Jae Hoon C Throw A, B, j.2K
Hotaru Futaba ※ 1 C Throw A, B, D, j.2B, j.214K
Gato C Throw B, D
B. Jenet ※ 2 C Throw B, C, D, j.2K
Kevin Rian C Throw A, C
Tizoc/Griffon ※ 3 C Throw (Grif-Fall follow-up works too) C
Grant ※ 4 C Throw B, D, j.2K


The trick to set up this setplay is to dash for from a half-character to one-character distance after the throw, then jump to the corner of the screen. (※ 5) The corresponding jump attack should be launched with a high point of impact (hitting at the top of the opponent's hurtbox).


If you set the opponent to ALL GUARD in the PRACTICE MODE (on AES or home versions) and set up the above set play, it will only get a hit for the jump attack when you are in reverse guard, so it is perfect for practice.


Naturally, other jump attacks and special moves can also be used for guard advantage if you change the point of impact, making them difficult to handle as the opponent mixes the use of their options.


The mindgame when someone jumps at you is whether you attack on the way down or not. But with this setup you add a left/right mix to it. Most of the outcomes are favorable to you, but they can still pick the right direction and GC. You still have to weight risk/reward and not autopilot.


※ 1... Cannot be used against Hokutomaru, Gato, Grant, and Kain.

※ 2... When aiming for a reverse guard with B on Jenet and Grant, wait a little after the throw and then perform a super jump.

※ 3... Cannot be used against Hokutomaru, and can only be used against Kain after Grif-Fall.

※ 4... Kevin, Freeman, Terry, Grant, and Kain cannot be reverse guarded with D.

※ 5... Jenet can walk, Griffon can only walk. Hotaru jumps the moment the throwstun (the throw itself) ends.


To summarize
Setup
throw in the corner > jump above cornered opponent > if they hold back, their character will be turned around therefore they will block in the wrong direction.
Escape
JD or block in the opposite direction.


Reverse Guard Glitch

Discovered by Naoyan, and shown by Kota in this link.


There is a reverse guard after a cross-up. For 1F, the guard is reversed on the first frame after blockstun after a cross-up.

It's like the character is taking 1F of animation to re-orient and correctly face the opponent.

After a blocked cross-up, it would be difficult to block such a follow-up.


Cross-Under

Related to the cross-up, this refers to walking or dashing under the opponent while they are airborne. (Also referred to as a cross-down.)

You are either punishing their landing recovery, and/or doing a left/right mix-up.


Most of the time, you are anticipating a front jump-in or cross-up:

  • you slightly walk forward to avoid the attack, and then do your own attack
  • or you dash forward to avoid the attack, adjust by walking towards the opponent as needed, and then do your own attack


There are other situations where you can cross-under dash:

  • after an air-to-air attack
  • after a ground-to-air attack on a higher airborne opponent
Depends on many factors
  • character dash/run speed. Some characters have an easier time crossing under (Kain, Kevin, Grant, Jae, Freeman to name a few)
  • Height ! The higher they are, the easier it is to dash or run under.
  • Character height ! Hokutomaru can run under hops for instance
  • The move you use to air to air. Light normals have less active and recovery frames, allowing you to start your dash sooner
  • Jump arc, you must jump forward in most cases, so you can land as close to your opponent as possible


Example of hitting the lower part of the opponent, and then start dashing while the opponent is still in recovery (Notice the opponent's air reset sprite)

Click on this direct link to view the animation.


Another example, with a ground reset

Click on this direct link to view the animation.


Another example, with a dash run type character (jumping around the same time, opponent needs more time to land as he is slightly launched into the air before going through recovery animation)

Click on this direct link to view the animation.


Anti Guard Cancel (Guard Cancel Crushing)

On the Tactics Regarding Guard Cancels:


Guard cancel (GC) tends to be thought as this overpowered universal counter mechanic, but there is also counter play against GC.


Roughly categorized:

1. Against GC moves with slow start-up, do target combos and light normal chain cancels

2. Use invincible moves as the GC counter/reversal/response


One of the advantages of GC counter/reversal/response, is to make the opponent hesitate to GC, and one example of that is taking a counter-hit off of them -- to counter-hit a GC with a special move that acts as a GC counter/reversal/response.

Conversely, against a GC counter/reversal/response, you can counter the counter with your own GC counter/reversal/response, and that is where reading the next layers of moves of your opponent comes in.

Also, characters with only slow start-up GC moves will be crushed by target combos, multi-hit moves, and chain canceling light normals. This can make for a tough fight that you need to be careful with.


See below for a list of techniques used for guard cancels and GC counter/reversal/responses.


GCing against Jump Attacks:


In the situation of a GC done against a jump attack, a character that can cancel their landing recovery with an invincible move, against a GC move with a startup of 4F or more, can crush (beat out) that GC.

The same is true for small jumps, but in either case, the timing of the position where the attack hits (vertically) and the timing of the landing cancel is important.


See the "Jumps" section for the landing recovery of jump attacks.


Main Special moves used to Guard Cancel:



Character Move Startup Notes
Rock Howard Weak Hard Edge (214A) 11F it won't hit against a weak attack that is +6F or more
Vacuum throw (214C) 11F command throw
Terry Bogard Power Dunk (623K) 3F
Kim Dong Hwan Kuusa-jin (623K) 4F If doing as a GC counter/reversal/response, it does a counter hit
Kim Jae Hoon Hien-zan ([2]8K) 4F
Hotaru Futaba Command throw (41236D) 9F command throw
Hakki-shou (236P) 10F
Kobi-Kyaku (214K) 13F If doing as a GC counter/reversal/response, it does a counter hit. it won't hit against a weak attack that is +4F or more
Gato Rai-ga (623K) 3F
Weak Fuu-ga (214B) 6F
Strong Fuu-ga (214D) 7F
B. Jenet TOP ("Rolling Thunder") (CD) 9F
Weak D. Hind (236B) 9F
Weak Crazy Ivan (214A) 11F it won't hit against a weak attack that is +6F or more
Ennui Mademoiselle (after JD, A~B~C) 6F
Khushnood Butt/Marco Ko-ou-hou (623P) 4F If doing as a GC counter/reversal/response, it does a counter hit
Ko-ou-ken (236P) 9F
Hokutomaru Weak Kuu-ha-dan (236B) 11F it won't hit against a weak attack that is +6F or more
Freeman Weak VOD (214A) 9F
Tizoc/Griffon Justice Hurricane (360 P) 3F command throw
Kevin Rian Weak Hell Arrest (41236A) 8F command throw
Strong Hell Arrest (41236C) 9F command throw
Weak Hell Trap (236B) 10F If doing as a GC counter/reversal/response, it does a counter hit
Grant Strong Evil Bird Blade (623C) 5F
Weak Gou Dangai (236B) 11F it won't hit against a weak attack that is +6F or more
Kain R. Heinlein Schwarz Lanze ([2]8K) 6F


Strings Used for Crushing/Beating Out Guard Cancel:


Strings refers to chain cancels, target combos, light special cancel, etc.

If the startup of the move used as a guard cancel is the same or is more than the numerical value in the "Minimum Crushing GC Startup" column in the following table, that guard cancel will be crushed/beat out by the corresponding string.

About the blank space, because the string includes an invincible move, it is from the start expected to crush/beat out the GC move. It's left blank because it's unnecessary to compare a numerical value.


Character String Minimum Crushing GC Startup Cancel Situation After Move Notes
Rock Howard cl.5A chain cancel 7F +6F
Double Reppu-ken (236C) 1F - +0
j.C~B 6F - -
Terry Bogard 2B > Strong Dunk (2B > 623D) - -2F Can do after-cancel with 263B+C > D
cl.A chain cancel 7F +7F
cl.5C > C 6F × +4F Can be linked to P-power Geyser (236(x2)C)
Kim Dong Hwan 2B > Kuusa-jin (2B > 623K) - -6F Can do after-cancel with 263B+C > A(C)
cl.A chain cancel 7F +6F
j.A~C 10F × -
Kim Jae Hoon 2B > Strong Hien-zan (2B > [2]8D) - +0
2B chain cancel 8F +6F
j.A~C 11F - -
Hotaru Futaba cl.5A chain cancel 7F +5F
j.A~B 5F × -
Gato cl.5D 5F × +5F
cl.5A chain cancel 7F +6F
j.B~A 6F - -
B. Jenet A > A > A 6F × +2F
j.C 4F -
Khushnood Butt/Marco cl.C(D) > Weak Ko-ou-hou ((cl.5C OR cl.5D) > 623A) 8F - +2F
cl.5A chain cancel 8F × +6F
Hokutomaru A > B 10F +1F
j.A~B 4F × -
j.C~B 6F × -
Freeman cl.5A > A 8F × -1F
cl.5B chain cancel 7F +6F
cl.5D 6F × -2F
Strong VOD (2-stage) ((214C)(x2)) 11F - -12F If linking to Strong VOD (3-stage), it's -1F
Tizoc/Griffon Light normal > 6A+C 3F - - However, only for moves that do not have low hitbox
Grant Weak Evil Bird Blade (623A) 5F - -24F If you do j.2K follow-up, there is no such gap
Kain R. Heinlein A > lanze - +11F
2B > lanze - +11F See "Pseudo Chain Cancel" section
2AB > 5C 10F -16F +10F through doing feint cancel
2A chain cancel 7F × +4F


Ennui Counter/Reversal/Response


One way to respond to Jenet's GC-only P-power super "Ennui Mademoiselle" is to enter only the motion and then just the button after the Ennui's freeze/blackout.

For example, Rock can do a f.5A > Crack Counter response with A > 236 > freeze/blackout > B

It's possible to use the above input for supers from a weak attack, but it requires you to quickly do the motion before the freeze/blackout.


Character Moves you can respond with Notes
Rock Howard Crack Counter (236K)
Rising Tackle ([2]8P)
Terry Bogard Strong Power Dunk (623D) Don't break
S-Power Power Geyser (236(x2)A) After a counter-hit you can do a Jenet-only combo
Kim Dong Hwan Kuusa-jin (623K)
Raimei-Dan (236(x2)K) trade
Kim Jae Hoon P-power Houyoku Tenshou-kyaku (236(x2)C) Hien-zan doesn't work
Hotaru Futaba Tenshin-shuu (623K) only a part of the super hits
Ten-shou Range (236(x2)K) whiffed jump out of maximum combo into less hits
Gato Ryuu-ga (236(x2)K) only a part of the super hits
B. Jenet Weak Gulf Tomahawk whiff out of combo
Khushnood Butt/Marco Kyokugen Kohou (236(x2)K) only a part of the super hits
Hokutomaru 2AB~BC only a part of the super hits when Hoku is in mid-air
Freeman Creeping Death (236(x2)K)
Full Blast (236(x2)P) after trading you can chase after to follow-up
Tizoc/Griffon Strong Poseidon Wave (421C) only a part of the super hits
Active Tupon (623P) leaves a gap dependent on the distance
Kevin Rian Avoid Mine (214D)
Grant None
Kain R. Heinlein Lanze possible through a pseudo chain cancel


Special Techniques

Fuu-ga Cancel

Fuu-ga Cancel is a technique in which Gato, at the end of the Fuu-ga (214K) hit (or active frames), has a 1F window to press A just as/before you go airborne.

This way you perform the Kou-ga follow-up in such a way that it cancels, into a stomp animation without even launching up into the air.

(Maybe start pressing at 5F or 7F for the B version. Maybe at 8F for the D version)


This technique is used to quickly meter gain 2 gauges of power.


If nothing comes out (Fuu-ga with no follow-up), it means that you pressed A too early. And if Kou-ga comes out, it means that you pressed A too late.


If there is an opportunity during a round, you want to use this to gain meter and try to always hold at least one gauge.


Hell Rotor Cancel

See "Garou MOTW Kevin Rian Rotor cancel Tutorial" by Lerey74: {{#evt: service=youtube |id=https://www.youtube.com/watch?v=rE-usy0qRJA |alignment= |dimensions=480x320 |urlargs= }}


During Kevin's Hell Rotor charge, you can cancel the Hell Rotor by pressing D. And you can various other moves by pressing D at the same time.


It can be canceled with Normal moves, upper-body evasive moves, various special moves, etc. you can cancel into.


For example, normal moves are canceled into using these button presses:

  • A... A+D
  • B... B+D
  • C... C+D (B+C+D during TOP)


And an example for special moves:

If you do D quick enough, you can use the Hell Rotor motion to do 214D. Or you can wait and do 214D after some charge time. Otherwise you can wait to do D and just cancel out of Hell Rotor with 5D.


It is also possible to do GC "Hell Cancel Normal move" > Hell Trap

By incorporating a Hell Cancel into a combo after a P-Power Hell Gatling ground hit, you can do high damage while regaining lost gauge.


Or you can just do empty Hell Cancel with A+D for meter gain.


Double Charge Hell Rotor Cancel Tu-Ru-Tu-Tun

There is a Double Hell Rotor Cancel for the purpose of meter gain (gauge accumulation).


214+C > A > D > A+D


A comes out while doing twice the meter gain (because you're doing 2 special moves).


According to Mayu, the timing is Tu (214 + C) Ru (A) Tu (D) Tun (A + D).

That is why it is often called Tu-ru-tu-tun.


JD Prevention with Normal Moves

As detailed in the "Low Un-JDable and High Un-JDable Normals" section in the "Just Defense" section, there are some normal moves that cannot be JDed while crouching, and ones that cannot be JDed while standing.

And along with that mechanic, there is proximity guarding that is in effect even at full screen.


If you are JDing Jenet's Baffles (236P) or Kain's Zele (236(x2)K) at long range and the opponent strikes out (whiffs) with the corresponding JD-disabling normal move, you will not be able to JD in that direction.


Specifically, if Zele is being standing JDed (with the 4 direction), and the opponent Kain can put out a 2C, then you won't be abled to JD or continue to JD.

And if Zele is being crouching JDed (with the 1 direction), and the opponent Kain can put out a far 5C, then you won't be abled to JD or continue to JD.


JD Storing on Next Guard From Whiffed GC

Whiff GC stores a JD on the next guard regardless of the JD window. See: [3] and [4].


Whiffing a GC makes the next guard JD.

You get a free JD on your next guard.

You don’t have to hold back so the JD can come up.

If you release back and press back again without JD timing you get the JD.

It works with air JD too.


A few conditions remove the free JD state:

  • Taking damage and giving damage, as well as either of you blocking normals and specials, remove the state.
  • Backdash, forward dash, and landing from jump remove the state.
  • Whiffed normals and specials don't remove the state.


Hotaru Reflect Bug

From the below video:

"Right after the fireball is reflected the Hotaru player must input a fireball. If done correctly the reflected projectile should pass through, as long as the opponent doesn't block."

{{#evt: service=youtube |id=https://www.youtube.com/watch?v=GU9hABPsBHY |alignment= |dimensions=480x320 |urlargs= }}


The bug triggers fireball invulnerability just for that reflected fireball.

If an inputted fireball is able to come out after a reflect break's recovery, the previous reflected fireball will pass through but that next fireball will hit.


Seele Bug

When JDing Kain's Himmlisch Seele (236(x2)K), if you stop JDing during the middle of the Seele, it will still have the same blockstop as when JDing.

This state is called the "Seele Just state".

If during "Seele Just state" you are guarding the hitboxes of several moves, while the seele is present, you will be made to block each hit several times (that is, each hit now does multiple hits).


A specific example getting hit while JDing Seele:

If a Schwarz Schütze (TOP attack CD) is guarded in the Seele Just state, the Schütze (CD) with guard crush value of 25, rather than just hit once, will hit multiple times and guard crush, and afterwards that same Schütze (CD) will hit even more multiple times.

See --> {{#evt: service=youtube |id=http://www.youtube.com/watch?v=znOtnH2boMY |alignment= |dimensions=480x320 |urlargs= }}


The meaty/overlapping move done can be Panzer ([4]6D), however either small jump D or something like that is possible.


So there are 2 different things at play here:

  1. Seele bug = your attacks hit twice/multiple times if the opponent goes from JD to Block.
  2. Going into block after a JD:
    • Opponent misinputs a successive JD.
    • 2 hits following each other very closely = can't be JDed by humans.
    • Do crouching un-JDable or standing un-JDable normals according to whether standing or crouching JD is done.
      (When whiffing from farther range, kara cancel is possible, especially with TOP attack CD.)


Miscellaneous Option-Selects

Block/JD/2AB OS:


Opponent dashes forward and attacks.

Do 4[1]AB.

(Special cancel 4[1]AB236X or 4[1]AB5236X)

Blocks high quick lights, and 2AB beats slower heavy attacks


OS Dash:


5A 66 for instance:

If they backdash, forward dash comes out.

If they block the dash doesn't come out


You abuse the fact that on whiff there's no hitstop/blockstop


Anti-backdash with “OS Dash” when they see you dash up and think you’ll go for a poke or attack.


OS Dash might be useful for opponents that neutral jump against your poke pressure, so you might cross-under them while they jump.


Backdash OS:


Backdash OS: 4>5>4+D

It won't backdash if they throw, but you'll tech.

It's very useful if you mistime your backdash to escape a throw.


There is an advanced OS to counter that backdash OS, Aaru posted it on twitter. You throw and kara-cancel the throw with a special/super that catches backdashes. (Grant 0F super catches backdashes without this.)


Special/Super GC Backdash OS:


Backdash + GC OS:

For GC you can do that in a way that doesn't need a reaction.


Do a special like 236 4 4 B

or a super like 236236 4 4 A.


If the first "back" does a JD, it will guard cancel, otherwise it will backdash.

This works well against a predicted lanze. But is bad against lows.


See this post for video of this OS.


Air-Throw Option Select:


Air-throws are a very strong option to beat IAJD.

You can option-select your air-throw or air attacks with a JD.

If they attack you before you do, you’ll air-JD, if they don’t you’ll attack/throw them.


98741+C

OS between air grab and JDing at 4 or 1.

Dong cannot air throw with 4, since you'll get the cross-up kick. (Directions 1, 2, 3, 6 are possible). The 4 is a (potential) JD, the 1 would be the throw.


9632[1](JD)4 BC or C~B(GC)

Here is an example of a Hotaru air throw OS with an extra GC to cover more options


Beating Air Throw:

Countering air throw that counters your empty jump JD or jump-in or jump attack

  • by doing a jump attack even early, or an instant jump attack
  • just not jump and wait to punish landing frames.


Poke GC Option-Select:


Neutral game buffering.

Poke with buffer --> JD. Applicable to all characters.


Example with Gato, 2B36236>4 (wait and confirm):

  • If it hits in range, press A (Zero kiba)
  • If they hop above your 2B -> GC with B (anti-air super)
  • If it whiffs or on guard, don't press anything


Poke and be ready to react. Poke + buffer can cover most options. And don't hold back to JD during the poke (exceeding JD reception window), but right as the animation finishes.


Use different buttons, specials, etc. as other characters if needed.


Auto-pilot GC OS:


Auto-pilot GC option-select against cancel timings.


After a JD you react to, quickly buffer a GC:

  • if they cancel the GC comes out
  • if they don't cancel, nothing comes out


Example:

Dong buffers a 63214C GC against Hotaru's j.A~B. And then Hotaru's j.A.

(See this post for video.)


j.A~B

[4](JD) 6321[4](JD)C(GC) (during JD blockstop and blockstun before next JD) GC executes


j.A

[4](JD) 6321[4]C (during JD blockstop and then blockstun) Nothing comes out


A more common situation with auto-pilot GC OS:

Buffering a 236X GC against a Hotaru ground combo

(See this post for video.)


2C

[2]1(JD)4 5 41236 5 [1]D (during JD blockstop and then blockstun) Nothing comes out


2C > 236C

[2]1(JD)4 5 41236 5 [1](JD)D(GC) (during JD blockstop and then blockstun) GC executes


Many successive hits come in pairs:

  • air target combos
  • 2B(x2)
  • close heavy normals
  • Freeman (214A)(x2)
  • jump-in into 2B
  • normal into special cancel
  • etc.

So you can reliably JD twice and GC.


Special/Super Buffering

In general, the buffer system for special/super commands works as detailed below:

  1. Once you enter your the initial direction for the command,

you "charge" on it as long as you like. But once you leave that initial direction, you have 16F to go to the next direction of the command (17F total window).

  1. For each next direction of the command you get to,

you have 16F to go to the next direction of the command (17F total window).

  1. That is until you get to the final direction of the command,

where you then have 16F to complete the command and press the final button input (17F total window).


For charge moves:

The minimum charge at the inital back or down direction is 19F.

After leaving the initial charge direction, you have 11F to go to the other forward or up direction (12F total)

After you get to that final direction, you either have 16F to complete the command (17F total) and press the final button input, or are limited to the 1st airborne frame of jump to do so.


Other notes:

  • You can go to neutral and/or other directions

before going to the next direction of the command or completing the command, as long as you don't exceed that (usually 17F) window.

  • If you do exceed that (usually 17F) window, the motion buffer is reset and you have to start over,

or do another command whose buffer hasn't been exceeded yet.

  • If you press a button too early, and you haven't finished the motion

to registered a command yet, you have until the startup of that button ends to go to a direction and register a command. (See the "Kara Cancels" section.

  • Simultaneously pressing a button and direction gives a kara cancel as well (doing 1F of the button + direction before doing the actual move).

(See the "Kara Cancels" section again.)


As a result, the game gives you leeway to do motions and complete commands with its long input buffer windows.

That's why you'll see a character walking forward or walking back, or do something like a "tiger knee", before a command executes.


List of common buffers:


236X 214X


2 3 6 X (∞, 17, 17) 2 1 4 X (∞, 17, 17)


2369X 2147X


or ending in jumping direction (..., ..., ..., 0-2)

You still have the 17F window since hitting 4 or 6, but unless the move is "Air OK", you are limited by the jump and can't complete command beyond the 1st airborne frame.


41236X 63214X


4 1 2 3 6 X (1-∞, 17, 17, 17, 17) 6 3 2 1 4 X (1-∞, 17, 17, 17, 17)

You need to hit all directions of the half circle.


623X


6 2 3 A (1-∞, 17, 17)


When you hit 6, you can either "charge" on it as long as you like, or else you have 16F to get to the next direction of the motion, the 2 direction (17F total).

When you hit 2, you have 16F to get to the next direction, 3. (17F total)

When you hit 3, you have 16F to finish the command with the button (17F total).

Alternate example: 6 5 2 3 3C (1-∞, 16, 17, 17)


646X


6 4 6 A (1-∞, 17, 17)

When you hit the first direction 6, you can either "charge" on it as long as you like, or else you have 16F to get to the next direction of the motion, 4 (17F total).

When you hit 4, you have 16F to get to the next direction, 6 (17F total).

When you hit 6, you have 16F to finish the command with the button (17F total).


Alternate example: 6 5 4 5 6 6A (34, 16, 11, 6, 17)


Super 236236X


2 3 6 2 3 X (1-∞, 17, 17, 17, 17)


After getting to the first 6, you have 16F to get to the next direction, 2. (17F total)

After getting to the last 3, you have 16F to get to complete the command with a button. (17F total)


Alternate example: 2 3 6 5 2 3 6 6X (28, 17, 10, 7, 17, 12, 4)


Dong j.236236P


Air [2]36 23 (1-∞, 17, 17, 17, 17)


Alternate example: Air [2]36 5 236 (1-∞, 17, 11, 6, 17, 16, 1)


Super 236236236X


236 236 23 C (1-∞, 17, 17, 17, 17, 17, 17, 17)


Alternate example: 236 5 236 5 236 C (1-∞, 17, 6, 10, 17, 17, 8, 9, 17, 12, 5)


Charge [2]8X


[2] 5 8 X (19-∞, 12, 0-2)


Minimum charge at down directions 1, 2, or 3 is 19F.

After leaving a down direction, you have 11F to go to an up direction (12F total)

(only the 8 direction for Kain; 7, 8, or 9 direction for Jae)

The time you have to stay on an up direction and then do the command is limited to the 1st airborne frame (3F for the characters with charge moves).

Previous buffered special (like 236 or 214) can come out if the input buffer is shared, if you press a button on the 1F of jump.

Otherwise, pressing the button on the 1F or 2F or 3F of jump is OK.

(Simultaneous direction and button press prioritizes the command without kara canceling.)


Alternate example: [2]147 8K (72,5,2,2) doing 8+B on the 1st airborne frame (the 3f of jump):

The game would want to kara cancel, but you don't can't because you don't have the extra frame and are then already considered airborne.


Charge [4]6X


[4] 5 6 X (19-∞, 12, 17)

Minimum charge at back direction 7 or 4 or 1 is 19F.

After leaving the charge/back directions you have 11F to go to the 6 direction (12F total)

After pressing 6, you have 16F to complete the command (17F in total)


Tizoc/Griffon 360


6 2 4 8 8P (∞, 17, 17, 3)

4 2 6 8 8P (∞, 17, 17, 3)

8 4 2 6 6P (∞, 17, 17, 17)


Tizoc/Griffon's 4F jump gives him an extra frame to execute commands ending in an up direction.


The command can start on any cardinal direction.

After leaving that first cardinal direction, you have 16F to get to the next cardinal direction (17F total).

After hitting a cardinal direction, you have 16F to get to the next one (17F total) and hit the next three cardinal directions, in either way around.


Alternate example: 6 3 2 1 4 5 8 P (1-∞, 16, 11, 6, 10, 7, 3)


Tizoc 720


6 2 4 8 6 2 4 8 P (1-∞, 17, 17, 17, 17, 17, 17, 3)

8 4 2 6 8 4 2 6 P (1-∞, 17, 17, 17, 17, 17, 17, 17)


Notes:

The same buffering after every direction as a 360.


Rock 632147C


4 2 6 9 9C

6 2 4 7 7C (1-∞ or 17, 17, 17, 2)

8 4 2 3 3C (1-∞ or 17, 17, 17, 17)


The command is a half circle and then diagonal.

The command can start on any cardinal direction. After leaving that first cardinal direction, you have 16F to get to the next cardinal direction (17F total). After hitting a cardinal direction, you have 16F to get to the next one (17F total) That is until you get to the adjacent diagonal of the last cardinal direction, where, if ending in 7 or 9, you limited by 3F jump, max duration of 2F to press C.


Alternate example: 6 3 2 1 4 7 7C (9, 4, 2, 2, 2, 0) 214C comes out (9, 4, 2, 2, 2, 1-2) evac toss (9, 4, 2, 2, 2, 3) j.C Why does this happen? If you exceed a buffer window, the next command afterward will be recognized. But it's trickier when commands share the same buffer windows. And it's more trickier with simultaneous button and direction press. You might expect 7+C to kara cancel. 7+C is not a kara cancel, but is recognized as a command done after 21[4]. Perhaps the game's priority is not the kara cancel, but the 1F of direction before command completion. The game will choose 21[4] "buffered" with a direction rather than choosing to do a kara cancel evac toss.


Rock 632146A


63214 6 A (1-∞, 17, 17, 17, 17, 17)

Example: 63214 5 6 6A (1-∞, 17, 17, 17, 10, 7, 17)


Dong Super Jump [2] 5 8


[2] 5 7/8/9 (1-17, 1-17)


If you start doing a non-down direction 4 or 6, unless you go back to neutral, you have 16F (17F total) to go to 1 or 2 or 3.

Otherwise you start with a down direction 1 or 2 or 3.

After hitting a down direction 1 or 2 or 3, you have 16F to leave that down direction (17F total) and go to neutral. After hitting neutral again, you have 16F to go to direction 7 or 8 or 9 (17F total).


Alternate example:

6 3 2 5 8 (16, 11, 6, 17, 16) OK

2 1 5 4 7 (3,14,8,9,14) OK


Gato 623AB


6 5 2 3 3AB (1-∞, 16, 17, 17)

there seems to be leeway when you can do the follow-up and how long you can hold directions.


Other

Jump Attacks that Crush/Beat Upper-Body Evasive Attacks (2AB)

Basically, you are not able to crush/beat an upper-body evasive attack used as an anti-air unless your jump attack is done lower and closer to the ground.


Also, with the following moves, you may be crushed/beaten instead by being hit first, or by trading hits, if the upper-body evasive anti-air is done earlier.


Character Moves
Rock Howard None
Terry Bogard None
Khushnood Butt/Marco Neutral or Backward small jump J.B
Kim Dong Hwan J.A, Back Kick J.4C, Hishou Kyaku J.2K, Super Dong Hwan Kick J.236(x2)P
Kim Jae Hoon J.A, Hishou Kyaku J.2K
Hotaru Futaba J.A, J.D, Kou-shuu Da J.2B
Gato J.B
Hokutomaru J.D, J.A, J.B (J.A, J.B are usually only forward jump)
B. Jenet J.D
Tizoc/Griffon None
Freeman J.C
Kevin Rian None
Grant forward or backward small jump J.B , Messhou Hisetsu J.2K
Kain R. Heinlein small jump J.D

J stands for jump. (Normal jump and small jump are both acceptable for those without comments)


Normals/Movement/Actions with Invincibility Frames

【Jae】
Forward dash step's first 1-2F has lower-body invincibility.


【Hotaru】
Far B's (f.5B) last 3F of recovery has has full-body invincibility


【Butt/Marco】
Close B's (cl.5B) last 3F of recovery has full-body invincibility


【Tizoc/Griffon】
Lower-body Evasive attack (5AB) has lower-body invincibility for 13F after landing


【Jenet】
Forward dash step's first 1-2F and last 3F have lower-body invincibility.
Backdash's last 5F have lower-body invincibility.
Low feint's (2AC) last 19F has full-body invincibility.


【Hokutomaru】
Crouching A's (2A) last 3F of recovery has full-body invincibility (See this post for an example.)


【Freeman】
Upper-body Evasive attack (2AB) last 3F has full-body invincibility.
Close A's (cl.5A) last 2F of recovery has full-body invincibility.
Normal empty jump has 1F lower-body invincibility after landing.


Jenet-Only Combos

Jenet's particular mid-air hit reception
With characters other than Jenet, you will not be able to follow-up from an upper-body evasive attack or a strong/heavy attack when they are hit mid-air, but against Jenet, it's possible to follow-up.


For example
Butt/Marco's Kohou (623P) BR Counter-Hit --> cl.5D > Kohou (623P) BR > Ko-ou-Ken (236P)
Jae's Hienzan ([2]8K) BR Counter-Hit --> 2C > Hienzan ([2]8K) BR > Hou'ou-kyaku (236(x2)K)
Kevin's Upper-body Evasive attack (2AB) > Gatling Freezer (236(x2)K)
Rock's j.C~B air target combo


"After Counter-Hit"
If Jenet is already in a counter-hit state in mid-air, when doing a normal attack with the correct timing, it hit-confirms as a counter-hit.


For example
Butt/Marco GC's Harrier B. (j.2K~KKKK) "takeoff" by doing JD > Kohou (623P)
(Harrier B.'s (j.2K~KKKK) always causes a counter-hit because your GC hits during the next kick's startup)


Also see this video: "Garou Motw Jenet Counter hit Bug Tutorial" {{#evt: service=youtube |id=https://www.youtube.com/watch?v=MxOQZ6EkfLw |alignment= |dimensions=480x320 |urlargs= }}


Super Jump Special Bug

Dong and Jenet are able to use the super jump special glitch/bug to perform their divekick j.2B/D.

This trick helps you perform j.2B/D faster.

Especially with Jenet, you can perform her j.2D faster than usual.


To do this, simply hit 2 8B/D with fast timing.

Think of it as a super jump, quickly followed by a kick.


(A tip for super jumping: think of the 2 8 as two separate inputs. You need to briefly return to neutral after hitting down.)


2-Hit Close Heavy 2nd Hit Cancel

Usually, 2-hit close heavies are cancelable (feint, special, super, TOP attack) on the first hit only (on hit or on block).

But when a 2-hit close heavy's first hit whiffs and the second hit hits, the second hit can be canceled .


Expanded Hurtbox and Collision Box During Low Profile

The crouching animation is 4F. You take 3F "startup" to crouch and then look like you crouch on frame 4.

On frame 4, your hurtbox vertically shrinks and you collision box horizontally expands.

However, you're still crouch blocking immediately at the 1st frame (blocking for all 4F).


When you go from downback to back there is no transition.

Your hurtbox and collision box go to standing position immediately and are stand blocking.


This also applies to wakeup after hard knockdowns and throws.


Example:


Your crouch extends your collision box => it pushes you out of throw range.

Opponent's wakeup extends your their collision box => it also pushes you out of throw range.


From point blank walk forward on opponent's wakeup:

  • crouch > attack: can't throw
  • crouch > stand > attack: can't throw
  • stand > attack: gets thrown

Soft knockdown rolls have no collision, so they overlap.


See this post for video of this specific example with hurtboxes and collision boxes shown.


To keep this simple:

  • Don't throw if you wakeup from hkd
  • If you meaty someone in hkd point blank, crouch first to get out of throw range


Also see this post for an example of being pushed out of throw range after crouch blocking a special.


This expanded collision box is also the reason why you'll see some combos not connect on crouching or waking-up opponents, but normally work on standing opponents. (See this link for an example.)


Feint Infinites

A few characters are able to perform infinites on hit or guard (leading to guard crush) in the corner.

This is performed by doing a strong attack (close C or close D) cancelled into a feint (2AC or 6AC) followed by a dash/run to compensate the pushback, into another strong attack, and then repeat.


Example : C xx 2AC > dash > C xx 2AC > dash...


Note:

Feint infinites are not an important trick to master.

The risk/reward of attempting to guard crush your opponent with feint infinites is usually not worth it, unless they are already close to being guard crushed.

This takes very strict execution and is barely used in competitive play due to the risk of failure.

They are not easy to do with 100% accuracy mid match, and against a seasoned player, will be punished, either with 2AB or with a just defend guard cancel.

If you can keep it to a few reps (around 3-4 feint loops), you're doing just fine.


Note : Forward and Down Feint have different duration depending on character. (See Feint Cancel Frame Advantage".)


Here is a list of character that can perform this
Jenet : C 2AC dash or D 2AC dash (the D version requires faster execution and does less damage/guard crush)
Dong : D 2AC run (D being a 2-hit move, it does lower damage/guard crush)
Jae : D 6AC dash (D being a 2-hit move, it does lower damage/guard crush, however the forward feint makes execution much easier)
Hokuto : D 2AC run
Freeman : D 2AC dash (D being a 2-hit move, it does lower damage/guard crush)


Execution tip:

The forward feint loop can be performed via a shortcut -- Use the forward input used for the feint as the first forward input for a dash.

Execution becomes D xx 6AC (wait) 6 (becomes a dash) > D ...


"Eaten" Jumps and Hops

Blackout Eating Jumps:


When super blackout occurs during a jump, you'll sometimes see that jump input being "eaten" and turn into a hop.

It seems like the blackout is "pausing" the jump.

This is like how you tap a hop and end your jump input by quickly going to neutral.

The blackout cuts off the rest of the jump input, the rest of the time the jump input needs to be held to be a full jump.


So you'll sometimes see air JD attempts failing because what were previously jumps are now hops that you cannot JD during.


TOP Activation Eating Jumps:


TOP freeze cancels jump momentum.

This is primarily applicable to Kain, when you are able to move while you opponent is taken into TOP area.

Doing a jump or hop during the opponents TOP activation, under certain timing, shortens the jump into some kind of "mini-hop".

See here and here.


Miscellaneous Bugs, Glitches, and Other Oddities

Cute Jenet Dash Sparkle Bug

If you cancel Jenet's dash before the little stars animation come out, your next light attack will activate them.


Kain Color Bug

{{#evt: service=youtube |id=https://www.youtube.com/watch?v=fyRPEK4rgEI |alignment= |dimensions=480x320 |urlargs= }}


Other Bug Videos

{{#evt: service=youtube |id=https://www.youtube.com/watch?v=9Rn0q86EcdM |alignment= |dimensions=480x320 |urlargs= }}


{{#evt: service=youtube |id=https://www.youtube.com/watch?v=Vrd9kfulTts |alignment= |dimensions=480x320 |urlargs= }}


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