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

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{{GarouHeader}}
== Game Mechanics ==
== Game Mechanics ==
Sources:
[https://w.atwiki.jp/garoumow/ '''JPN Garou Wiki'''],
[https://docs.google.com/document/d/1RkLDoMwKcvUR_zgdtDYw6VRIQ_EFvyTw2QG18z4VRdc/edit '''JPN Garou Wiki Translation'''],
and [https://discord.gg/EmKGA4U '''Garou Discord Group''']
Basic Mechanics:
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More in Depth Mechanics:
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===Dash/Run=== 
Tap [[File:f.png]], [[File: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:<BR>
Rock, Hoku, Dong, Terry, Gato and Hotaru.
Hold the second forward (6, [6]) to continue to run.
These characters do a dash step:<BR> 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. <br>
See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Throw_Window_After_Dash.2FRun "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 [[File:b.png]], [[File: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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| 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 [[File:d.png]][[File:kick.gif]]
*Hoku - During backdash animation cancel into either  [[File:qcf.png]][[File:punch.gif]] or [[File:qcb.png]][[File:kick.gif]]
*Kain - During backdash you can cancel into his charge [[File:d.png]][[File:u.png]][[File:kick.gif]], TOP attack ([[File:snkc.gif]][[File:snkd.gif]]), all supers. <br>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. <br>(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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals "Timing For Reversals"]) does not end before the landing recovery ends,
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 [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].
You can't air block in Garou MOTW but you can [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Just_Defend_.28JD_or_JDF.29 JD] while you are in a normal jump state.
You simply press [[File:b.png]]/[[File:db.png]] just as you are about to get hit so you can JD their attack.<br>
You can JD as soon as you leave the ground, also called [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Instant_Air_Just_Defend_.28IAJD.29 instant-air JD (IAJD)] with the motion : [[File:u.png]][[File:ub.png]][[File:b.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):
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| 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).
<br>On wake-up : waking-up with jump will dodge meaty low attacks.
==== Short Jump / Small Jump / Hop ====
Tap [[File:ub.png]]/[[File:u.png]]/[[File: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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Instant_Air_Just_Defend_.28IAJD.29 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 [[File:d.png]] then quickly tap [[File:ub.png]]/[[File:u.png]]/[[File: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====
[[File:snkc.gif]] + [[File: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===  
===Throws===  
Press either [[File:f.png]]/[[File:b.png]] + [[File:snkc.gif]]/[[File:snkd.gif]] up close (Gato and Tizoc/The Griffon are the only two with [[File:snkd.gif]]) throws) or in the air with [[File:snkc.gif]]


(Jenet, Hoku, Hotaru and Dong only have air throws in the game with jump/hop [[File:snkc.gif]]).




====Normal Throw (Ground Throw)====
You can tech out of throws by pressing the [[File:snkc.gif]]/[[File:snkd.gif]] button.  
For a normal throw (ground throw), press either [[File:f.png]]/[[File:b.png]] + [[File:snkc.gif]] up close.
 
Gato and Tizoc/The Griffon are the only two with a [[File:snkd.gif]] throw, by pressing either [[File:f.png]]/[[File:b.png]] + [[File: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 [[File: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 [[File:snkc.gif]]/[[File: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 can air grab when you small jump, regular jump or even super jump as well.


You cannot tech out of command grabs or air grabs.  
You cannot tech out of command grabs or air grabs.  




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


====Throw Option-Select====
Whenever you input a TOP attack/Super during the recovery of a move, you won't be able to get thrown.  
It is possible to option-select the throw-tech, for example [[File:db.png]][[File:snkb.gif]][[File:snkd.gif]] will come out as crouch [[File:snkb.gif]] if you whiff it (faster animation).


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


Also known as "Throw Tech Using Simultaneous Button Inputs".  
It is possible to option-select the throw-tech, for example [[File:db.png]][[File:snkb.gif]][[File:snkd.gif]] will come out as crouch [[File:snkb.gif]] if you whiff it (faster animation).  


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)


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


With [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Simultaneous_Button_Press_for_Normals 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Simultaneous_Button_Press_for_Normals "Simultaneous Button Press for Normals"] for a table of what button combinations match with what normals)


=== Short Jump / Small Jump / Hop ===
Tap [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].


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.
Your character jumps about half the amount 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 the amount of jump height.


As a counter to this throw-tech OS, you can expect your opponent to do a reversal.
Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening.  


Also remember that you cannot JD when you small jump so make sure you use it wisely.


Other examples:
The landing recovery is a bit longer than of a regular jump, however it can be special canceled.
* 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====  
===Normal Jump===
There is also a bug in MOTW that allows you to escape any ground normal/command throw by giving you throw invincibility.  
Press and hold [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]].


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


You can't air block in Garou MOTW but you can JD while you are in a normal jump state.


It's a strange bug but it works pretty easy.  
You simply press [[File:b.png]]/[[File:db.png]] just as you are about to get hit so you can JD their attack.  


This video shows it in application:  
You can JD as soon as you leave the ground, also called instant-air JD with the motion : [[File:u.png]][[File:ub.png]][[File:b.png]]
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On wake-up : waking-up with jump will dodge meaty low attacks.


Also known as "Throw Invincibility Addition":
---------------------------------------


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


===Super Jump (SJ)=== 
Tap d then quickly tap [[File:ub.png]]/[[File:u.png]]/[[File:uf.png]] (Only for Dong and Jenet). Cannot JD during SJ animation.


(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, <br>there is invincibility against normal throws for 1-15F of the input (15F total) <br>and invincibility against command throws for 1-9F of the input (9F total).  
===Dash/Run=== 
Tap [[File:f.png]], [[File:f.png]].  




* Throw invincibility occurs even in the case of the move itself not possessing invincibility, <br>and throw invincibility will persist even after the end of the recovery the move is done within.  
Here is a list of character that run:<BR>
Rock, Hoku, Dong, Terry, Gato and Hotaru.  




* If you simultaneously press both the button for your Super and the TOP attack, <br>you prevent the super attack from being triggered/registered, <br>and then there will be no throw invincibility added. (i.e., neither is triggered.)
These characters dash:<BR> Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon.




* 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. <br>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).
Unlike in street fighter, dashes can be cancelled anytime like a run, with the exception of Griffon (he can only special cancel his dash).




* If the command is completed 5-6F before the end of the recovery, the normal move will come out. <br>And if the command is completed 4F or less before the end of recovery, the special/super/TOP move will come out. <br>So it takes practice to prepare the move earlier so that they don't come out. (See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals "Timing For Reversals"] section)
Notes : Freeman can hold his dash to cover more distance. Jenet and Tizoc have airborne frames during their dashes.




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


===Back dash=== 
Tap [[File:b.png]], [[File:b.png]].


* 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).


Everyone can back dash in Garou.


It has invincibility during the back dash so you can go through normal, special or super attacks.


Example of actual use: opponent is a Griffon
It does have a small period of recovery at the end of it.


Meaty the opponent on their wake-up with normals and do not cancel those normals
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.  
--> 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.


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


Here is a list of which characters can cancel their backdashes:


=== Ground Recovery (Rolling) ===
*Jenet - During the backdash animation cancel into [[File:d.png]][[File:kick.gif]]  
 
*Hoku - During backdash animation cancel into either  [[File:qcf.png]][[File:punch.gif]] or [[File:qcb.png]][[File:kick.gif]]
Roll Recovery --
*Kain - During backdash you can cancel into his charge [[File:d.png]][[File:u.png]][[File:kick.gif]], TOP attack ([[File:snkc.gif]][[File:snkd.gif]]), all supers. His backdash cancels require real fast strict timing. As soon as you backdash with him you have to cancel within two frames of the backdash start up animation.
When getting knocked down, you have until the 2nd frame of knockdown to press [[File:snka.gif]], [[File:snkb.gif]], [[File:snkc.gif]] or [[File:snkd.gif]].
 
In other words, you are given a large window to [https://glossary.infil.net/?t=Tech 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:
===T.O.P. Mode===
*[[File:snka.gif]] - for a forward small roll recovery
Tactical Offense Position: When selecting your character, you can designate a 1/3 portion of your life bar for T.O.P.  
*[[File:snkb.gif]] - for a backward small roll recovery
*[[File:snkc.gif]] - for a forward big roll recovery
*[[File:snkd.gif]] - for a backward big roll recovery


When your character's health is within this portion you will notice that your character will begin flashing.


Use the rolls to recover quicker than the normal wake-up recovery.  
The following benefits become available to you once you are in T.O.P.:


They help you out by preventing possible cross-ups or jump-in attacks from the opponent as you get up.  
* Enhanced damage to all of your attacks
* Faster meter build up
* Slow regeneration of your health bar (however, it doesn't regenerate past the T.O.P. section)
* T.O.P. special move becomes available




But be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.  
In competitive play it's used interchangeably between the start and middle.
Placing it in the middle or end of your healthbar can disrupt your opponent's combo timing, as the TOP activation's flash causes a short freeze.
Try different locations and see what works best for your character. For example, Tizoc does MASSIVE damage with his C justice Hurricane if he's in TOP, capable of knocking someone out of their TOP in a single strike.
Having it at the start means you don't have to get beat up first to use it, while being in the middle or end means you have more time to build meter first.


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.
T.O.P. Attack pressed during the recovery of a move prevent from being thrown (throw bug).  
 
 
 
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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''236D, 214B'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''214C, 236B/D, 214B B'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''214B/D'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''TOP attack'''
|}
 
 
 
The following specials are usually tech rollable, but are un-tech rollable if done as guard cancel:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''[2]8A/C (only if some hits whiff), 214C, TOP attack (on air hit) '''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''623C, TOP attack'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''214A, TOP attack'''
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || '''236D, C release, 623C, TOP attack'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''214A/C, 214D, 236B/D, TOP attack'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''623A/C'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''421A/C, TOP attack'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''divekick, TOP attack '''
|-
| [[Gato (Garou)|Gato]] || '''623D'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''[2]8B/D, divekick’s follow-up, 236B/D, 236A/C'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''214A/C, 623B/D, 214D, TOP attack'''
|-
| [[Grant (Garou)|Grant]] || '''214A, 623A/C, TOP attack'''
|-
| [[Kain R. Heinlein (Garou)|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.<br>
 
 
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.<br>
T.O.P Attack pressed during the recovery of a move prevent from being thrown (throw bug).<br>
 
 
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. sizes other than 1/3 of a life bar are available in home console versions of Garou and are usually ignored in competitive play.
The shorter the T.O.P is, the more damage can be dealt (max. of 1.75x), conversely the longer your T.O.P is, the less damage can be dealt (Min. of 1.25x = standard arcade setting).


=== T.O.P. Attack ===
=== T.O.P. Attack ===
[[File:snkc.gif]] + [[File:snkd.gif]] while in T.O.P. mode only.
[[File:snkc.gif]] + [[File: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).  
All characters in Garou have an extra move that becomes available to them only when they are in T.O.P. (the orange region of the health bar).  


 
T.O.P. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage. Notably good TOP moves being kain's and tizoc's
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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#The_Role_of_Canceling_for_Combos "The Role of Canceling for Combos"] section).
 
 
 
===Chain Combos and Target Combos===
 
 
 
====Chain Canceling====
 
Many light normals are "[https://glossary.infil.net/?t=Chain 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, [https://glossary.infil.net/?t=Target%20Combo 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Jump_Normal_Advantage "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.
 
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Air Target Combos''' || '''Notes'''
|-
| [[Rock (Garou)|Rock Howard]] || j.C~B   j.A~C ||
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || None ||
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || j.A~C   j.B~C ||
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || j.A~C   j.B~D ||
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || j.A~B   j.A~C ||
|-
| [[Gato (Garou)|Gato]] || j.B~A ||
|-
| [[B. Jenet (Garou)|B. Jenet]] || None || Alternative: j.C has 2-hits
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || j.B~A   j.B~C ||
|-
| [[Hokutomaru (Garou)|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 (Garou)|Freeman]] || None ||
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || None || Alternative: j.A/B > 236A
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || None ||
|-
| [[Grant (Garou)|Grant]] || None ||
|-
| [[Kain R. Heinlein (Garou)|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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Jump_Normal_Advantage 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#The_Role_of_Canceling_for_Combos "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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals "Timing For Reversals"] section).
 
 


=== Super Meter ===
=== Super Meter ===
Also known as the "Power Gauge".  
The super meter can hold up to 2 stocks.  


The super meter can hold up to 2 stocks/levels and allow you to use the types of moves below:  
Meter can be filled by doing one of the following:  
* 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".


 
attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent.
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.  
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.
In some cases, a super move connecting on an opponent will also give you a little meter.  
 
 
See the [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Damage_and_Meter_Calculation "Damage and Meter Calculation"] section for more on meter gain.




Line 985: Line 152:
=== Super Moves ===
=== Super Moves ===


Also called "super special moves".
'''S Power Supers''' - Level 1 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snka.gif]]/[[File:snkb.gif]]) - Available with 1 Super Stock


'''P Power Supers''' - Level 2 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]/[[File:snkd.gif]]) - Available with 2 Super Stocks


'''S Power Supers''' - Level 1 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snka.gif]]/[[File:snkb.gif]]) - Available with 1 Super Stock<br>
'''Hidden Supers''' - Level 2 Only Super - ''Available with 2 Super Stock, only 5 characters have them:''
'''P Power Supers''' - Level 2 Supers ([[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]/[[File:snkd.gif]]) - Available with 2 Super Stocks<br>


'''Hidden Supers''' - Level 2 Only Super - ''Available with 2 Super Stock, only 5 characters have them:''
* Rock Howard - [[File:Hcb.png]], [[File:F.png]] + [[File:snka.gif]]
* Rock Howard - [[File:Hcb.png]], [[File:F.png]] + [[File:snka.gif]]  
** See the [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Rock Rock] page for the full input of the "Deadly Rave Neo" super
* Kim Dong Hwan - [[File:Qcf.png]], [[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]
* Kim Dong Hwan - [[File:Qcf.png]], [[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]
* Khushnood Butt - [[File:Qcf.png]], [[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]
* Khushnood Butt - [[File:Qcf.png]], [[File:Qcf.png]], [[File:Qcf.png]] + [[File:snkc.gif]]
Line 1,000: Line 165:




You can special cancel super moves; in other words, super cancel from normals (See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#The_Role_of_Canceling_for_Combos "The Role of Canceling for Combos"] section).
==== Super Move Shortcut ====
You can shorten the last [[File: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.
===Feints===
Feints are partial attack animations that can be done in either of 2 ways:


* [[File:F.png]] + [[File:snka.gif]] + [[File:snkc.gif]]


* [[File:D.png]] + [[File:snka.gif]] + [[File:snkc.gif]]


===Feint===
A feint (also known as a "fake move") is a partial attack animation. All characters have 2 of them:<br>
* [[File:F.png]] + [[File:snka.gif]] + [[File:snkc.gif]]  (6AC)<br>
* [[File:D.png]] + [[File:snka.gif]] + [[File:snkc.gif]]  (2AC)<br>


Feints show the first few frames of animation and sound of a special or super attack, but do not follow through with the actual attack.


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.  
While they can be used for mindgames to make your opponent think you're going to go for a special move,
they truly show their power when used in combos, since you can cancel out cancellable normal attacks with feints (like a special move).  


There are some exceptions where the feints mimic normals, evasive attacks, or some other part of a special/super besides startup.
This is called a feint cancel (FC). Since the feints are very short and can be cancelled by anything,  
this will often allow you to recover from a move faster, and even give opportunites for linking more normals than would otherwise be possible.


For example with Terry you can do stand [[File:snkc.gif]], then hit [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] (since the [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] feint cancels the stand [[File:snkc.gif]] from its recovery animation and also moves Terry foward as well), stand [[File:snkc.gif]] again, [[File:F.png]][[File:snka.gif]][[File:snkc.gif]], etc.


Certain feints have particular properties:
Certain Feints have particular properties :
* Griffon : forward feint has immediate upper body invincibility
* Griffon : forward feint has immediate upper body invincibility
* Freeman : down feint has upper body invincibility halfway into the animation (when his body is lowered)
* 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)
* Jenet : down feint has full body invincibility halfway into the animation (when she spins around)
* Terry : forward feint moves him forward
* 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.<br>
For example with Terry you can do stand [[File:snkc.gif]], then hit [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] (since the [[File:F.png]][[File:snka.gif]][[File:snkc.gif]] feint cancels the stand [[File:snkc.gif]] from its recovery animation and also moves Terry foward as well), stand [[File:snkc.gif]] again, [[File:F.png]][[File:snka.gif]][[File:snkc.gif]], etc.<br>
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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''6A+C''' || '''2A+C'''
|-
| [[Rock (Garou)|Rock Howard]]  || '''12''' || '''11'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''11''' || '''11'''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''10''' || '''10'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''10''' || '''10'''
|-
| [[Khushnood Butt (Garou)|Butt/Marco]] || '''10''' || '''11'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''13''' || '''26'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''10''' || '''8'''
|-
| [[Freeman (Garou)|Freeman]] || '''11''' || '''10'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''10''' || '''14'''
|-
| [[Gato (Garou)|Gato]] || '''11''' || '''11'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''10''' || '''11'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''10''' || '''8'''
|-
| [[Grant (Garou)|Grant]] || '''10''' || '''19'''
|-
| [[Kain R. Heinlein (Garou)|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.
{| border="1em" cellspacing="0" width="70%"
|-
| '''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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Damage_and_Meter_Calculation motion store] your feint cancel:
: For example, cl.5C > 236A+C <br>You can then complete the buffer to go into a super, or do something else.




Line 1,278: Line 194:
===Break Moves===
===Break Moves===
'''Press [[File:snka.gif]] + [[File:snkb.gif]]
'''Press [[File:snka.gif]] + [[File:snkb.gif]]
<br>
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 ([[File:snka.gif]] + [[File: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.


Every character has one designated special move/super move that can be broken (only Tizoc and Kain have 2 different break specials moves and Hokutomaru can break his super move.


Breaks typically are used in 5 ways:
At the appropriate point(s) in the special move, inputting the break command ([[File:snka.gif]] + [[File:snkb.gif]])
will tend to allow the character to recover faster, making the move far safer if blocked,
and allowing more extenstive combos (mostly juggles) if hit.


#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.  
#* 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.
#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. <br>
#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 :) <br>
#To build meter (by whiffing them). <br>
#In combos.  Especially counter hit combos.  


Break moves are some of the easiest methods of hit-confirming a combo to super in the game.  
Breaks can be a little tricky for certain characters to use, as they can't all be used the same way.
All characters can break on hit and a few can whiff their breaks to build meter.
* 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).




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


<center>
<center>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"
|-
|-
| '''Character''' || '''Break Move''' || '''Command''' || '''Input Timing''' || '''Main Use'''
| '''Character''' || '''Break Move''' || '''Command'''
|-
|-
| [[Rock (Garou)|Rock Howard]]  || '''Evac Toss''' || [[File:360.png]] + [[File:snkc.gif]] || During the grab || Break allows the player to pursue the opponent after the attack, increasing the damage potential.
| [[Rock (Garou)|Rock Howard]]  || '''Evac Toss''' || [[File:360.png]] + [[File:snkc.gif]]
|-
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''Kuusa-jin''' || [[File:Dp.png]] + [[File: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.
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''Kuusa-jin''' || [[File:Dp.png]] + [[File:punch.gif]]
|-
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''Kobi-kyaku''' || [[File:Qcb.png]] + [[File:kick.gif]] || After the rising kick || Makes the move safer, used for combos, and to fill the super gauge.
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''Kobi-kyaku''' || [[File:Qcb.png]] + [[File:kick.gif]]
|-
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || '''Kohou''' || [[File:Dp.png]] + [[File: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.
| [[Khushnood Butt (Garou)|Khushnood Butt]] || '''Kohou''' || [[File:Dp.png]] + [[File:punch.gif]]
|-
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''Kuuha-dan'''<br><br> '''Chou Hissatsu Shuriken''' || [[File:Qcf.png]] + [[File:kick.gif]]<br> [[File:Qcf.png]], [[File:Qcf.png]] + [[File:punch.gif]] || Until the second hit || Combo extension.
| [[Hokutomaru (Garou)|Hokutomaru]] || '''Kuuha-dan'''<br> '''Chou Hissatsu Shuriken''' || [[File:Qcf.png]] + [[File:kick.gif]]<br> [[File:Qcf.png]], [[File:Qcf.png]] + [[File:punch.gif]]
|-
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''Hell Trap''' || [[File:Qcf.png]] + [[File:kick.gif]] || During the leg extension || Used for extending combos and pressure.
| [[Kevin Rian (Garou)|Kevin Rian]] || '''Hell Trap''' || [[File:Qcf.png]] + [[File:kick.gif]]  
|-
|-
| [[Freeman (Garou)|Freeman]] || '''Morbid Angel''' || [[File:Hcf.png]] + [[File:kick.gif]] || During the grab || Used for combos.
| [[Freeman (Garou)|Freeman]] || '''Morbid Angel''' || [[File:Hcf.png]] + [[File:kick.gif]]  
|-
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''Poseidon Wave'''<br> '''Olympus Over'''|| [[File:Rdp.png]] + [[File:snkc.gif]]<br> [[File:Qcb.png]] + [[File:snkd.gif]] || During backdash || Fill the super gauge.
| [[Tizoc (Garou)|Tizoc]] || '''Poseidon Wave'''<br> '''Olympus Over'''|| [[File:Rdp.png]] + [[File:snkc.gif]]<br> [[File:Qcb.png]] + [[File:snkd.gif]]
|-
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''The Hind''' || [[File:Qcf.png]] + [[File:kick.gif]] || During startup || Used for extending combos and pressure. The strong version can be easily confirmed into a super.
| [[B. Jenet (Garou)|B. Jenet]] || '''The Hind''' || [[File:Qcf.png]] + [[File:kick.gif]]  
|-
|-
| [[Gato (Garou)|Gato]] || '''Rai-ga''' || [[File:Dp.png]] + [[File:kick.gif]] || Right after finishing the special input (tight time frame) || Keeps Gato on the ground, making the move safer. Guard cancel (?)
| [[Gato (Garou)|Gato]] || '''Rai-ga''' || [[File:Dp.png]] + [[File:kick.gif]]
|-
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''Hien-zan''' || ch. [[File:D.png]], [[File:U.png]] + [[File: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.
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''Hien-zan''' || ch. [[File:D.png]], [[File:U.png]] + [[File:kick.gif]]  
|-
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''Power Dunk''' || [[File:Dp.png]] + [[File: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.
| [[Terry Bogard (Garou)|Terry Bogard]] || '''Power Dunk''' || [[File:Dp.png]] + [[File:kick.gif]]  
|-
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''Schwarze Lanze'''<br> '''Schwarze Panzer'''|| ch. [[File:D.png]], [[File:U.png]] + [[File:kick.gif]]<br> ch. [[File:B.png]], [[File:F.png]] + [[File:snkd.gif]] || After the command input<br><br> Until the second hit  || Kain remains grounded. Very useful as a punishing attack, for confirming hits into combos, and for filling the super gauge.<br><br> Not very useful
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''Schwarze Lanze'''<br> '''Schwarze Panzer'''|| ch. [[File:D.png]], [[File:U.png]] + [[File:kick.gif]]<br> ch. [[File:B.png]], [[File:F.png]] + [[File:snkd.gif]]
|-
|-
| [[Grant (Garou)|Grant]] || '''Kyou Choujin''' || [[File:Dp.png]] + [[File:punch.gif]] || After the command input || Grant remains grounded, used for combos
| [[Grant (Garou)|Grant]] || '''Kyou Choujin''' || [[File:Dp.png]] + [[File:punch.gif]]
|} </center>
|} </center>






====Break Failure====
===Just Defend (JD)===
 
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 [[File:B.png]].<br>
'''While Standing''' - tap [[File:B.png]].<br>
'''While Crouching''' - tap [[File:Db.png‎ ]].<br>
'''While Crouching''' - tap [[File:Db.png]].<br>
'''While Jumping''' - tap [[File:B.png]]/[[File:Db.png]].<br>
'''While Jumping''' - tap [[File:Ub.png]]/[[File:B.png]]/[[File:Db.png]].
<br>
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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Instant_Air_Just_Defend_.28IAJD.29 instant air just defend].) <br><br>
:* '''You can not air JD during any small jump, super jump, or whiffed jump attacks'''. Feel free to anti-air them. <br><br>
:* 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. <br><br>
:* 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. <br><br>
:* After JDing an air hit, the "air hit landing" situation described [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#0F_Move_Guard-Impossible_Phenomenon in this section] is still those 3 frames, but there is no "unblockable" situation. You can block a 0F super unblockable. <br>
 
 
 
 
; The following four benefits are given by you doing a JD over regular guard.
:# Special move chip damage, super move chip damage, and guard crush durability reduction do not occur.<br>(No guard meter loss that will bring you closer to a guard crush (GCH) like blocking will.) <br><br>
:# Life points are gained according to the damage points of the opponent's attack (the more damaging the move, the more life gained). <br><br>
:# 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. <br><br>
:# '''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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#JD-Disabling_Moves_at_0-Pixel_Health_Bar when the life bar is at 0 points (near-KO).]
 
 
Also, Freeman's strong Morbid Angel cannot be guard canceled.
 
 
There are some [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Exceptions_to_JD_Blockstun_Reduction 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#0F_Move_Guard-Impossible_Phenomenon air hit landing recovery] (where you usually cannot be hit) and afterwards you JD.
 
See [https://twitter.com/kotahugo/status/1021103165704417282 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):
* [[File:u.png]][[File:ub.png]][[File:b.png]]
* [[File:b.png]][[File:ub.png]][[File:b.png]]
* [[File:ub.png]][[File:b.png]][[File:db.png]]
* [[File:d.png]][[File:db.png]][[File:b.png]][[File:ub.png]][[File:b.png]][[File:db.png]]
* [[File:uf.png]][[File:u.png]][[File:ub.png]][[File:b.png]][[File:db.png]]
 
 
This option-select can cover multiple scenarios.
As shown in these examples of doing a ground JD and then an air JD
in [https://twitter.com/kotahugo/status/1012366659212881922 this post]
and [https://twitter.com/kotahugo/status/1012326587159719937 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Seele_Bug Seele Bug] and [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#JD_Prevention_with_Normal_Moves 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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''cl.5D'''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''cl.5D, f.5C, f.5D'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''cl.5D, f.5C'''
|-
| [[Khushnood Butt (Garou)|Khushnood Butt]] || '''cl.5C'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''cl.5D'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''cl.5C, f.5C'''
|-
| [[Freeman (Garou)|Freeman]] || '''f.5C, f.5D'''
|-
| [[Tizoc (Garou)|Tizoc]] || '''None'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''cl.5D, f.5C'''
|-
| [[Gato (Garou)|Gato]] || '''cl.5C'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''cl.5C, cl.5D, f.5D'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''cl.5C, cl.5D, f.5C'''
|-
| [[Grant (Garou)|Grant]] || '''cl.5C, cl.5D, f.5C, f.5D'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''cl.5C, f.5C, cl.5D, f.5D'''
|}
 
 
 
Normals you cannot JD while standing:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| [[Rock (Garou)|Rock Howard]]  || '''None'''
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''2C'''
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''2C'''
|-
| [[Khushnood Butt (Garou)|Khushnood Butt]] || '''None'''
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''2C'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''2C'''
|-
| [[Freeman (Garou)|Freeman]] || '''2C'''
|-
| [[Tizoc (Garou)|Tizoc]] || '''None'''
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''2C'''
|-
| [[Gato (Garou)|Gato]] || '''2C'''
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''2C'''
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''2C'''
|-
| [[Grant (Garou)|Grant]] || '''2C'''
|-
| [[Kain R. Heinlein (Garou)|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 <br>(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 <br>(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 <br>(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'''


By defending an attack just before it connects, you can "just defend" it. JDs can be done in succession on multi-hit attacks or combos.  JD windows are normally 7 frames wide, and give you the following benefits:
* Air Defense: There is no air blocking in Garou, but you can JD in the air. An instant air JD can be performed with [[File:U.png]][[File:Ub.png]][[File:B.png]] (Note: you can not JD during any short or super jump.)


;◯ The following moves' advantageous frames change if you switch to normal block in the middle of JDing the move.
* Gain Life: Regain a small amount of health for a successful JD, even against moves that would do chip damage when blocked (the more damaging the move, the more life gained).


: Jenet's Weak Baffles (236A) <br>JD the first 1~2 steps/hits --> then normally block the rest... '''-2F'''
* Shorter Block Stun: If an attack is JD'd, the block stun is reduced by 2 frames, allowing you to recover faster.  


: Jenet's Strong Baffles (236C) <br>JD the first 1~2 steps/hits --> then normally block the rest... '''+5F'''
* Guard Cancel (GC): Completing a special move (including T.O.P. Moves) or supers during a JD will cause a GCL, immediately ending the block stun and going into the attack's animation. The motions of the command can be buffered before the JD occurs, or done entirely during the JD if you are fast enough.  


: Terry's P-power Buster Wolf (236(x2)D) <br>JD up to the first 2~4 steps/hits --> then normally block the rest... '''-22F'''
* No Guard Meter Loss: JD'n a move will not bring you closer to a guard crush (GCH) like blocking will.
 
: Marco's P-power Haou Shou Kouken (236(x2)C) <br>JD up to the first 1~3 steps/hits --> then normally block the rest... '''-7F'''
 
: Kain's P-power Atem (236(x2)C) <br>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''' <br>If '''crouching''', all characters have their above values given an additional +1F <br>(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.




Line 1,905: Line 270:
An essential counter attacking system in Garou (there are similar counter attacking systems in other fighting games, but without the added stipulation of JD).  
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).  
GCs can only be performed during JD frames while you flash blue (JD blockstop).  
During a JD, a counter attack of your choosing will cancel frames in the JD animation, allowing you to counter attack.  
 
 
During a JD, JD blockstop includes 4 frames added in various ways:
# all added to the end of the normal blockstop (such as 8F --> 12F or 12F --> 16F),
# partially replaces the last 2 frames of normal blockstop and adds 2 frames at the end (such as 12F --> 10F + 4F),
# 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:<br>
Only 3 kinds of attacks will let you guard cancel out of a JD animation:<br>
Line 1,937: Line 277:
* Super Moves<br>
* Super Moves<br>
* T.O.P. Attack<br>
* T.O.P. Attack<br>
(exception: Freeman's strong Morbid Angel can't be used as a GC.)
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.
 
 
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):
; [[File:Qcf.png]] (236) command
: [[File:B.png]] (JD) ([[File:db.png]]) [[File:Qcf.png]] X
: [[File:db.png]] (JD) [[File:Qcf.png]] X
: [[File:Qcf.png]]   [[File:B.png]] (JD)   OR   [[File:db.png]] (JD)   X
; [[File:Dp.png]] (623) command
: [[File:B.png]] (JD)   OR   [[File:db.png]] (JD)   [[File:Dp.png]] X
: [[File:F.png]]   ( [[File:B.png]] (JD)   OR   [[File:db.png]] (JD) )   [[File:D.png]] [[File:df.png]] X
; [[File:Qcb.png]] (214) command
: do JD by pressing button during 1 or 4 input
:: [[File:D.png]] [[File:db.png]] (JD) [[File:B.png]] X
:: [[File:D.png]] [[File:db.png]] [[File:B.png]] (JD) X
: JD > 214 is also possible.
:: [[File:db.png]] (JD) [[File:Qcb.png]] X
:: [[File:B.png]] (JD) [[File:Qcb.png]] X
; [[File:360.png]] 360° command
: 1 rotation input starting from a JD and then button
:: [[File:db.png]] (JD)   OR   [[File:B.png]] (JD)   [[File:360.png]] X
: 1 rotation input and do JD and then button
:: [[File:360.png]]   [[File:B.png]] (JD)   OR   [[File:db.png]] (JD) X
; [[File:Qcf.png]],[[File:Qcf.png]] super (236236) command
: [[File:Qcf.png]]   [[File:B.png]] (JD)   OR   [[File:db.png]] (JD) [[File:Qcf.png]] X
: [[File:Qcf.png]],[[File:Qcf.png]]   [[File:B.png]] (JD)   OR   [[File:db.png]] (JD) X
; [[File:D.png]] [[File:U.png]] 2 charge 8 command
: hold [[File:D.png]] OR [[File:Df.png]]   [[File:B.png]] (JD)   OR   [[File:db.png]] (JD) [[File:U.png]] X
:: you can repeat 1 > 2 > 1 > 2 for consecutive/repeating JD's and keep charging while doing lower JD's.
; [[File:B.png]] [[File:F.png]] 4 charge 6 commands
: hold [[File:B.png]] OR [[File:Db.png]]   [[File:F.png]]   [[File:B.png]] (JD)   OR   [[File:db.png]] (JD) X
 
 
 
List of Moves used for GC after which the resulting Knockdown cannot be tech-rolled:
<br>(See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Ground_Recovery_.28Rolling.29 Ground Recovery (Rolling)] section)
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"
|-
| '''Character''' || '''Move'''
|-
| [[Rock (Garou)|Rock Howard]]  || Rising Tackle (Note 1)
|-
|  || Strong Hard Edge (214C)
|-
|  || TOP (CD)
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || Burn Knuckle (214P)
|-
|  || Power Dunk (623K)
|-
|  || Crack Shoot (214K)
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || Strong Kuusa-jin (623C)
|-
|  || TOP ("Revolving Don Juan")  (CD)
|-
| [[Kim Jae Hoon (Garou)|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 (Garou)|Hotaru Futaba]] || Sou-shou Shin (214P)
|-
|  || Kobi-Kyaku (214K)
|-
|  || TOP ("Senkai Tsubame") (CD)
|-
| [[Gato (Garou)|Gato]] || Shin-ga > Additional Move (236P)
|-
|  || Rai-ga (623K)
|-
|  || Katsu-ga (214K~D)
|-
| [[B. Jenet (Garou)|B. Jenet]] || Gulf Tomahawk (214K)
|-
|  || Harrier Bee (j.2K)
|-
|  || TOP ("Rolling Thunder") (CD)
|-
| [[Khushnood Butt (Garou)|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 (Garou)|Hokutomaru]] || Karakusa-Kiri (214P)
|-
|  || Rakka-ki (real) (214D)
|-
|  || Kuu-ha-dan (236K)
|-
|  || TOP (CD)
|-
| [[Freeman (Garou)|Freeman]] || Phobia (623P)
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || Poseidon Wave (421P)
|-
|  || TOP (CD)
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || Weak Hell Snipe (623A)
|-
|  || Creeper > A Follow-up (214B~A)
|-
| [[Grant (Garou)|Grant]] || Weak Black Flame Dragon (214A)
|-
|  || Evil Bird Blade (623P) (No additional input)
|-
|  || Messhou Hisetsu (j.2K)
|-
|  || TOP (CD)
|-
| [[Kain R. Heinlein (Garou)|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.




Line 2,079: Line 283:
=== Evasion Moves ===
=== Evasion Moves ===


'''Universal Anti-Low (UAL/AB)''' - Press [[File:snka.gif]] + [[File:snkb.gif]] (Any character).




====Lower Body Evasive Attack====
When you do an [[File:snka.gif]][[File:snkb.gif]] attack your character gains lower body invincibilty,  
 
so if an opponent tries to perform a low attack it wont hit you.  
Also known as '''Universal Anti-Low (UAL/AB)''' or '''Low-Avoid Attack''' or '''Low Dodge Attack''' -- 
 
 
Press [[File:snka.gif]] + [[File:snkb.gif]] (5AB) (Any character). You can also do 4AB or 6AB.
 
When you do an [[File:snka.gif]][[File:snkb.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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Counter_Hits 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  [[File:D.png]] + [[File:snka.gif]] + [[File: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, <br>and it is possible to kara cancel the second hit into a special move.
* Griffon is also a 2-stage move, <br>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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Counter_Hits "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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Startup''' || '''Upper-body Invincibility''' || '''Guard''' || '''Hit''' || '''Notes'''
|-
| [[Rock (Garou)|Rock Howard]]  || '''9''' || '''1-5'''|| '''-5''' || '''-11'''||
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || '''8''' || '''1-6'''|| '''-7''' || '''-13'''||
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || '''10''' || '''1-5'''|| '''+4''' || '''-2'''||
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || '''11''' || '''1-5''' || '''+3''' || '''-3'''||
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || '''8''' || '''1-6''' || '''+3''' || '''-3''' ||
|-
| [[Gato (Garou)|Gato]] || '''8''' || '''1-7''' || '''+1''' || '''-5'''||
|-
| [[B. Jenet (Garou)|B. Jenet]] || '''8''' || '''1-7''' || '''-3''' || '''-9'''||
|-
| [[Khushnood Butt (Garou)|Butt/Marco]] || '''9''' || '''1-6'''|| '''0''' || '''-6'''||
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || '''10''' || '''1-5''' || '''+7''' || '''+1''' || '''Move follow-up combination with B+C'''
|-
| [[Freeman (Garou)|Freeman]] || '''8''' || '''1-6''' || '''+2''' || '''-4''' || '''Second half 3F whole body invincibility'''
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || '''13''' || '''1-5''' || '''+1''' || '''+1''' || '''2 hits, can't be canceled'''
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || '''8''' || '''1-8''' || '''0''' || '''-6'''||
|-
| [[Grant (Garou)|Grant]] || '''8''' || '''1-7'''|| '''-2''' || '''-6''' || '''2nd hit startup can be kara canceled'''
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || '''8''' || '''1-6''' || '''-6''' || '''-12'''|| '''Has follow-up 5C'''
|}


These attacks hit overhead (except for Gato's) and can counter hit.


Gato and Rock are the only characters who don't come off the ground with their [[File:snka.gif]][[File:snkb.gif]] move.


===Kara Cancels=== 
As a general rule, this attack has more blockstun than hitstun (in some matchups they are punishable on hit but not on guard).  
Japanese term that means [https://glossary.infil.net/?t=Kara%20Cancel "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.


'''Universal Anti-High (UAH/2AB/dAB)''' - Press  [[File:D.png]] + [[File:snka.gif]] + [[File:snkb.gif]] (Any character).


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.  
When you do a [[File:D.png]][[File:snka.gif]][[File:snkb.gif]] attack, your character gains upper body invincibility.  


Can be used as an anti-air, but its effectiveness varies between characters.


Kara cancels have a few uses:
It also beats most standing attacks (low profile).
* 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Pseudo_Chain_Cancels Pseudo Chain Canceling] and [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Ave_Maria Ave Maria].


These attacks can counter hit and have the property of being cancellable only on hit (except Tizoc and Grant), making them a great tool for hit confirms.




'''Kara Cancel with Evasive Attacks''' - Press [[File:snka.gif]] + [[File:snkb.gif]]/[[File:D.png]] + [[File:snka.gif]] + [[File:snkb.gif]] then do a special move to cancel out of its starting animation.  
'''Kara Cancel''' - Press [[File:snka.gif]] + [[File:snkb.gif]]/[[File:D.png]] + [[File:snka.gif]] + [[File: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.  
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.  
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. <br>
Great tool to benefit from the upper/lower invincibility when performing special moves. <br>


Line 2,225: Line 320:


*Tizoc - [[File:Qcf.png]] + [[File:snka.gif]]
*Tizoc - [[File:Qcf.png]] + [[File:snka.gif]]
*Hotaru - [[File:Qcb.png]] + [[File:kick.gif]]
*Hotaru - [[File:Qcb.png]] + [[File:kick.gif]]
*Jenet - [[File:D.png]] +[[File:kick.gif]]
*Jenet - [[File:D.png]] +[[File:kick.gif]]
*Grant - [[File:D.png]] + [[File:kick.gif]]
*Grant - [[File:D.png]] + [[File:kick.gif]]
*Hokutomaru - [[File:Qcf.png]] + [[File:punch.gif]] or [[File:Qcb.png]] + [[File:kick.gif]]
*Hokutomaru - [[File:Qcf.png]] + [[File:punch.gif]] or [[File:Qcb.png]] + [[File: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.)
*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'''
===Kara Cancels=== 
--------------------------------------
Japanese term that means "empty cancel".
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.  
In other words when you can cancel out of normal attack into a special move, before seeing the normal attack animation fully finish.  


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).
Mainly used to gain some extra range on certain special/super attacks.  


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


This behavior commonly causes misinputs.  
Use them again to throw off opponents in mind game situations.


To avoid this, use double button inputs and other [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Simultaneous_Button_Press_for_Normals 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.
=== Counter Hits ===
 
In Garou, Counter Hits differ from most games, as they grant huge amount of frame advantage and juggle properties, somewhat similar to SFV's crush counter mechanism.
 
 
'''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.  


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


This rule applies when the last direction input of a special/super command and its button are pressed at the same time.
A Counter Hit on the ground will cause the opponent to spin around, allowing for a ground combo follow-up in most situations.
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.  
A Counter Hit in the air will send the opponent flying, putting them in an airborne situation, allowing for an air combo follow-up in most situations.  


Air combo can be performed with light normal cancelled into a fast enough special/super, a strong normal will air reset before a special can hit.


Otherwise, you are waiting and holding the direction for 1 frame before pressing the button.
If the opponent hit the ground, they will land facing the ground, allowing for an extra OTG hit (Off The Ground).  
Both cases have effectively the same startup length.  
However they can techroll with any button to prevent this.  


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






=== Guard Crush (GCH) ===
=== Guard Crush (GCH) ===
 
Blocking, but not JD'n, a move reduces a hidden guard meter for your character.  
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 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.  
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.
Your guard meter instantly refills to full when this happen.


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).


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


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


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


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


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.  
=== Ground Recovery (Rolling) ===
Roll Recovery - When you land on the ground on your back/stomach press [[File:snka.gif]], [[File:snkb.gif]], [[File:snkc.gif]] or [[File:snkd.gif]].  


Depending on which button you press executes the direction you will roll towards.


And when guard durability is depleted, you enter guard crush state.
Use them to recover quicker than just the normal get up recovery.  


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).
Helps you out by preventing possible crossups or jump in attacks from the opponent as you get up.  




Since the guard crush state elapses even during hitstop,
Though be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.  
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: <br>
Here is a list of what each button does, as you hit the ground press:
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)


*[[File:snka.gif]] - for a forward small roll recovery


*[[File:snkb.gif]] - for a backward small roll recovery


=== Motion Storing Technique ===
*[[File:snkc.gif]] - for a forward big roll recovery


*[[File:snkd.gif]] - for a backward big roll recovery


See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Simultaneous_Button_Press_for_Normals "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. <br>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
[https://wiki.supercombo.gg/index.php?title=Garou:_Mark_of_the_Wolves/System#Feint_Cancel_Frame_Advantage feint cancels], and
[https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Chain_Combos_and_Target_Combos 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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''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 [https://twitter.com/kotahugo/status/1529535103021498374 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Ave_Maria 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)
--------------------------------
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Move Name'''
|-
| [[Rock (Garou)|Rock Howard]] || P-power Shining Knuckle (236(x2)D), Deadly Rave
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || None
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || Super Don Juan Legs (j.236(x2)P), Ore-sama Hou-ou Ashi (236(x3)C)
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || Hou-ou-kyaku (236(x2)K)
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || Ten-shou Ran-ge (236(x2)K)
|-
| [[Gato (Garou)|Gato]] || Rei-ga (236(x2)P)
|-
| [[B. Jenet (Garou)|B. Jenet]] || Aurora (236(x2)K)
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || Kyokugen Kohou (236(x2)K), Ryuuko Ranbu (236(x3)C) Lv1~3
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || Kyūkyoku ōgi ・ chō bakuen tatsumaki (236(x2)D)
|-
| [[Freeman (Garou)|Freeman]] || None
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || None
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || P-power Gatling Freezer (236(x2)D)
|-
| [[Grant (Garou)|Grant]] || Majin Engetsurin (236(x2)K)
|-
| [[Kain R. Heinlein (Garou)|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 [https://glossary.infil.net/?t=Meaty "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 [[File:qcf.png]] + [[File:snka.gif]] + [[File:snkd.gif]], a normal stand [[File:snka.gif]] will come out, not a fireball or whatever special was qcf A or qcf D.<br>
This allows you to "store" motions to make combos easier.<br>
For example cancelling light attacks into supers : [[File:snka.gif]] xx [[File:qcf.png]][[File:qcf.png]][[File:snka.gif]] requieres very fast execution, you can instead do [[File:qcf.png]][[File:snka.gif]][[File:snkd.gif]](stand A) xx [[File:qcf.png]][[File:snka.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:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Chain_Combos_and_Target_Combos 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Kara_Cancels 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Forced_Stop_Moves_.280F_Move.29_Workings_and_Explanation 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:
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|id=https://www.youtube.com/watch?v=rsprZE755nc
|alignment=
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}}
=====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: [http://blog.livedoor.jp/rbrainbow22/ 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). <br>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 [https://twitter.com/kotahugo/status/996880386390151168 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Simultaneous_Button_Press_for_Normals 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 [https://twitter.com/kotahugo/status/996876716395163648 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Timing_For_Reversals Timing For Reversals])
** buffering special/super with normal or evasive attack <br>(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: [https://web.archive.org/web/20100325012819/http://www14.ocn.ne.jp/~yosimizu/mowatokyan.htm] and [https://web.archive.org/web/20150228015113/http://www14.ocn.ne.jp/~yosimizu/mowatokyankaeshiwaza.htm]
====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.
[https://glossary.infil.net/?t=Cross-up 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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Jump_Normal_Advantage 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.
{| border="1em" style="border: 1px solid #999;"
|-
| '''Character''' || '''Corresponding Throw''' || '''Jump Attack'''
|-
| [[Rock (Garou)|Rock Howard]]  || C throw, Vacuum Throw || A, C, D
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || C Throw || B, C, D
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || C Throw || A, B, D, j.2K, j.236(x2)P
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || C Throw || A, B, j.2K
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] ※ 1 || C Throw || A, B, D, j.2B, j.214K
|-
| [[Gato (Garou)|Gato]] || C Throw || B, D
|-
| [[B. Jenet (Garou)|B. Jenet]] ※ 2 || C Throw || B, C, D, j.2K
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || C Throw || A, C
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] ※ 3 || C Throw (Grif-Fall follow-up works too) || C
|-
| [[Grant (Garou)|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 [https://twitter.com/kotahugo/status/1228446787951874048 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 [https://glossary.infil.net/?t=Cross-up 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)
[[File:Cross-under_Example_1_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_1_slow-mo.gif|direct link]] to view the animation.]]
Another example, with a ground reset
[[File:Cross-under_Example_2_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_2_slow-mo.gif|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)
[[File:Cross-under_Example_3_slow-mo.gif|frameless|border|300px|Click on this [[Media:Cross-under_Example_3_slow-mo.gif|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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Jumps "Jumps" section] for the landing recovery of jump attacks.
Main Special moves used to Guard Cancel:
---------------------------------------
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Move''' || '''Startup''' || '''Notes'''
|-
| [[Rock (Garou)|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 (Garou)|Terry Bogard]] || Power Dunk (623K) || 3F ||
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || Kuusa-jin (623K) || 4F || If doing as a GC counter/reversal/response, it does a counter hit
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || Hien-zan ([2]8K) || 4F ||
|-
| [[Hotaru Futaba (Garou)|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 (Garou)|Gato]] || Rai-ga (623K) || 3F ||
|-
|  || Weak Fuu-ga (214B) || 6F ||
|-
|  || Strong Fuu-ga (214D) || 7F ||
|-
| [[B. Jenet (Garou)|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 (Garou)|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 (Garou)|Hokutomaru]] || Weak Kuu-ha-dan (236B) || 11F || it won't hit against a weak attack that is +6F or more
|-
| [[Freeman (Garou)|Freeman]] || Weak VOD (214A) || 9F ||
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || Justice Hurricane (360 P) || 3F || command throw
|-
| [[Kevin Rian (Garou)|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 (Garou)|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 (Garou)|Kain R. Heinlein]] || Schwarz Lanze ([2]8K) || 6F ||
|}
Strings Used for Crushing/Beating Out Guard Cancel:
---------------------------------------
[https://glossary.infil.net/?t=String 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.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''String''' || '''Minimum Crushing GC Startup''' || '''Cancel''' || '''Situation After Move''' || '''Notes'''
|-
| [[Rock (Garou)|Rock Howard]] || cl.5A chain cancel || 7F || ◯ || +6F ||
|-
|  || Double Reppu-ken (236C) || 1F || - || +0 ||
|-
|  || j.C~B || 6F || - || - ||
|-
| [[Terry Bogard (Garou)|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 (Garou)|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 (Garou)|Kim Jae Hoon]] || 2B > Strong Hien-zan (2B > [2]8D) ||  || - || +0 ||
|-
|  || 2B chain cancel || 8F || ◯ || +6F ||
|-
|  || j.A~C || 11F || - || - ||
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || cl.5A chain cancel || 7F || ◯ || +5F ||
|-
|  || j.A~B || 5F || × || - ||
|-
| [[Gato (Garou)|Gato]] || cl.5D || 5F || × || +5F ||
|-
|  || cl.5A chain cancel || 7F || ◯ || +6F ||
|-
|  || j.B~A || 6F || - || - ||
|-
| [[B. Jenet (Garou)|B. Jenet]] || A > A > A || 6F || × || +2F ||
|-
|  || j.C || 4F || ◯ || - ||
|-
| [[Khushnood Butt (Garou)|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 (Garou)|Hokutomaru]] || A > B || 10F || ◯ || +1F
|-
|  || j.A~B || 4F || × || - ||
|-
|  || j.C~B || 6F || × || - ||
|-
| [[Freeman (Garou)|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 (Garou)|Tizoc/Griffon]] || Light normal > 6A+C || 3F || - || - || However, only for moves that do not have low hitbox
|-
| [[Grant (Garou)|Grant]] || Weak Evil Bird Blade (623A) || 5F || - || -24F || If you do j.2K follow-up, there is no such gap
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || A > lanze ||  || - || +11F ||
|-
|  || 2B > lanze ||  || - || +11F || See [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Pseudo_Chain_Cancels "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.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Moves you can respond with''' || '''Notes'''
|-
| [[Rock (Garou)|Rock Howard]] || Crack Counter (236K) ||
|-
|  || Rising Tackle ([2]8P) ||
|-
| [[Terry Bogard (Garou)|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 (Garou)|Kim Dong Hwan]] || Kuusa-jin (623K) ||
|-
|  || Raimei-Dan (236(x2)K) || trade
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || P-power Houyoku Tenshou-kyaku (236(x2)C) || Hien-zan doesn't work
|-
| [[Hotaru Futaba (Garou)|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 (Garou)|Gato]] || Ryuu-ga (236(x2)K) || only a part of the super hits
|-
| [[B. Jenet (Garou)|B. Jenet]] || Weak Gulf Tomahawk || whiff out of combo
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || Kyokugen Kohou (236(x2)K) || only a part of the super hits
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || 2AB~BC || only a part of the super hits when Hoku is in mid-air
|-
| [[Freeman (Garou)|Freeman]] || Creeping Death (236(x2)K)
|-
|  || Full Blast (236(x2)P) ||  after trading you can chase after to follow-up
|-
| [[Tizoc (Garou)|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 (Garou)|Kevin Rian]] || Avoid Mine (214D) ||
|-
| [[Grant (Garou)|Grant]] || None ||
|-
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || Lanze || possible through a [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Pseudo_Chain_Cancels 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:
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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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Low_Un-JDable_and_High_Un-JDable_Normals "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 [https://glossary.infil.net/?t=Proximity%20Block 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: [https://twitter.com/kotahugo/status/1179504029845671937] and [https://twitter.com/kotahugo/status/1179507460266221569].
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."
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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 -->
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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:
# Seele bug = your attacks hit twice/multiple times if the opponent goes from JD to Block.
# 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. <br>(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 [https://twitter.com/kotahugo/status/996873882056450048 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 [https://twitter.com/kotahugo/status/1063857646049079298 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.
[https://twitter.com/kotahugo/status/1065312583949918209 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 [https://twitter.com/kotahugo/status/1494999502197039104 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 [https://twitter.com/kotahugo/status/1495001349498486785 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.
===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.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Character''' || '''Moves'''
|-
| [[Rock (Garou)|Rock Howard]] || None 
|-
| [[Terry Bogard (Garou)|Terry Bogard]] || None
|-
| [[Khushnood Butt (Garou)|Khushnood Butt/Marco]] || Neutral or Backward small jump J.B
|-
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || J.A, Back Kick J.4C, Hishou Kyaku J.2K, Super Dong Hwan Kick J.236(x2)P
|-
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || J.A, Hishou Kyaku J.2K
|-
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || J.A, J.D, Kou-shuu Da J.2B
|-
| [[Gato (Garou)|Gato]] || J.B
|-
| [[Hokutomaru (Garou)|Hokutomaru]] || J.D, J.A, J.B (J.A, J.B are usually only forward jump)
|-
| [[B. Jenet (Garou)|B. Jenet]] || J.D
|-
| [[Tizoc (Garou)|Tizoc/Griffon]] || None
|-
| [[Freeman (Garou)|Freeman]] || J.C
|-
| [[Kevin Rian (Garou)|Kevin Rian]] || None
|-
| [[Grant (Garou)|Grant]] || forward or backward small jump J.B , Messhou Hisetsu J.2K
|-
| [[Kain R. Heinlein (Garou)|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 [https://twitter.com/kotahugo/status/1468232117234589717 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) <br>(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"
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====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 [https://twitter.com/kotahugo/status/1471094507135713281 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 [https://twitter.com/kotahugo/status/1429861568964071429 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 [[Media:GAROU_Expanded_Low_CollisionBox.ogv|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 [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/System#Feint_Cancel_Frame_Advantage 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 [https://twitter.com/kotahugo/status/1572651846698778624 here] and [https://twitter.com/kotahugo/status/1572653300528615424 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=====
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=== Motion Storing Technique ===
In MOTW when multiple button press occur, the weaker button will come out, following this priority : [[File:snka.gif]] > [[File:snkb.gif]] > [[File:snkc.gif]] > [[File:snkd.gif]]


=====Other Bug Videos=====
This also applies to special, therefore if you do [[File:qcf.png]] + [[File:snka.gif]] + [[File:snkd.gif]],
a normal stand [[File:snka.gif]] will come out, not a fireball or whatever special was qcfA or qcfD.


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For example cancelling light attacks into supers : [[File:snka.gif]] xx [[File:qcf.png]][[File:qcf.png]][[File:snka.gif]] requieres very fast execution,
you can instead do [[File:qcf.png]][[File:snka.gif]][[File:snkd.gif]](stand A) xx [[File:qcf.png]][[File:snka.gif]](Super comes out, thanks to the first qcf previously stored)


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[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 19:19, 18 June 2024

MOTW Logo.png

Game Mechanics

Throws

Press either F.png/B.png + Snkc.gif/Snkd.gif up close (Gato and Tizoc/The Griffon are the only two with Snkd.gif) throws) or in the air with Snkc.gif

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


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

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

You cannot tech out of command grabs or air grabs.


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

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

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

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).


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


Short Jump / Small Jump / Hop

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

Your character jumps about half the amount 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 the amount of 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.

Also remember that you cannot JD when you small jump so make sure you use it wisely.

The landing recovery is a bit longer than of a regular jump, however it can be special canceled.


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 with the motion : U.pngUb.pngB.png


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


Super Jump (SJ)

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


Dash/Run

Tap F.png, F.png.


Here is a list of character that run:
Rock, Hoku, Dong, Terry, Gato and Hotaru.


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


Unlike in street fighter, dashes can be cancelled anytime like a run, with the exception of Griffon (he can only special cancel his dash).


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


Back dash

Tap B.png, B.png.


Everyone can back dash in Garou.

It has invincibility during the back dash 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.


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

Here is a list of which characters can cancel their backdashes:

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


T.O.P. Mode

Tactical Offense Position: When selecting your character, you can designate a 1/3 portion of your life bar for T.O.P.

When your character's health is within this portion you will notice that your character will begin flashing.

The following benefits become available to you once you are in T.O.P.:

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


In competitive play it's used interchangeably between the start and middle. Placing it in the middle or end of your healthbar can disrupt your opponent's combo timing, as the TOP activation's flash causes a short freeze. Try different locations and see what works best for your character. For example, Tizoc does MASSIVE damage with his C justice Hurricane if he's in TOP, capable of knocking someone out of their TOP in a single strike. Having it at the start means you don't have to get beat up first to use it, while being in the middle or end means you have more time to build meter first.


T.O.P. Attack pressed during the recovery of a move prevent from being thrown (throw bug).


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

T.O.P. Attack

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

All characters in Garou have an extra move that becomes available to them only when they are in T.O.P. (the orange region of the health bar).

T.O.P. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage. Notably good TOP moves being kain's and tizoc's

Super Meter

The super meter can hold up to 2 stocks.

Meter can be filled by doing one of the following:

attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent.

Whiffing normal and command attacks will not build any meter.

In some cases, a super move connecting on an opponent will also give you a little meter.


Super Moves

S Power Supers - Level 1 Supers (Qcf.png, Qcf.png + Snka.gif/Snkb.gif) - Available with 1 Super Stock

P Power Supers - Level 2 Supers (Qcf.png, Qcf.png + Snkc.gif/Snkd.gif) - Available with 2 Super Stocks

Hidden Supers - Level 2 Only Super - Available with 2 Super Stock, only 5 characters have them:

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


Feints

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

  • F.png + Snka.gif + Snkc.gif
  • D.png + Snka.gif + Snkc.gif


Feints show the first few frames of animation and sound of a special or super attack, but do not follow through with the actual attack.

While they can be used for mindgames to make your opponent think you're going to go for a special move, they truly show their power when used in combos, since you can cancel out cancellable normal attacks with feints (like a special move).

This is called a feint cancel (FC). Since the feints are very short and can be cancelled by anything, this will often allow you to recover from a move faster, and even give opportunites for linking more normals than would otherwise be possible.

For example with Terry you can do stand Snkc.gif, then hit F.pngSnka.gifSnkc.gif (since the F.pngSnka.gifSnkc.gif feint cancels the stand Snkc.gif from its recovery animation and also moves Terry foward as well), stand Snkc.gif again, F.pngSnka.gifSnkc.gif, etc.

Certain Feints have particular properties :

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


Break Moves

Press Snka.gif + Snkb.gif


Every character has one designated special move/super move that can be broken (only Tizoc and Kain have 2 different break specials moves and Hokutomaru can break his super move.

At the appropriate point(s) in the special move, inputting the break command (Snka.gif + Snkb.gif) will tend to allow the character to recover faster, making the move far safer if blocked, and allowing more extenstive combos (mostly juggles) if hit.

Garou only lets you perform 1 break move during a combo, unless you land a counter hit which lets you do another free break cancel.

Break moves are some of the easiest methods of hit-confirming a combo to super in the game. All characters can break on hit and a few can whiff their breaks to build meter.


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

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


Just Defend (JD)

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


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

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


Guard Cancel (GC)

An essential counter attacking system in Garou (there are similar counter attacking systems in other fighting games, but without the added stipulation of JD).

GCs can only be performed during JD frames (while you flash blue). During a JD, a counter attack of your choosing will cancel frames in the JD animation, allowing you to counter attack.

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

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

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


Evasion Moves

Universal Anti-Low (UAL/AB) - Press Snka.gif + Snkb.gif (Any character).


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

These attacks hit overhead (except for Gato's) and can counter hit.

Gato and Rock are the only characters who don't come off the ground with their Snka.gifSnkb.gif move.

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


Universal Anti-High (UAH/2AB/dAB) - Press D.png + Snka.gif + Snkb.gif (Any character).


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

Can be used as an anti-air, but its effectiveness varies between characters.

It also beats most standing attacks (low profile).

These attacks can counter hit and have the property of being cancellable only on hit (except Tizoc and Grant), making them a great tool for hit confirms.


Kara Cancel - Press Snka.gif + Snkb.gif/D.png + Snka.gif + Snkb.gif then do a special move to cancel out of its starting animation.

A lot like Kara Cancels in Street Fighter 3: 3rd Strike you can cancel certain high/low dodge attacks with every character. Some are more useful than others and some are easier to cancel out than other characters. Great tool to benefit from the upper/lower invincibility when performing special moves.


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

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


Kara Cancels

Japanese term that means "empty cancel".

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

Mainly used to gain some extra range on certain special/super attacks.

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

Use them again to throw off opponents in mind game situations.


Counter Hits

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

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

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

A Counter Hit in the air will send the opponent flying, putting them in an airborne situation, allowing for an air combo follow-up in most situations.

Air combo can be performed with light normal cancelled into a fast enough special/super, a strong normal will air reset before a special can hit.

If the opponent hit the ground, they will land facing the ground, allowing for an extra OTG hit (Off The Ground). However they can techroll with any button to prevent this.

If a super's freeze animation happens at the same time the opponent hit the ground, they won't be able to tech, allowing unescapable OTG combos.


Guard Crush (GCH)

Blocking, but not JD'n, 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.

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).


Guard Durability ranges from 50-60. 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


Ground Recovery (Rolling)

Roll Recovery - When you land on the ground on your back/stomach press Snka.gif, Snkb.gif, Snkc.gif or Snkd.gif.

Depending on which button you press executes the direction you will roll towards.

Use them to recover quicker than just the normal get up recovery.

Helps you out by preventing possible crossups or jump in attacks from the opponent as you get up.


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


Here is a list of what each button does, as you hit the ground press:

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


Motion Storing Technique

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

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

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

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


Game Navigation

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