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= Introduction =
{{GarouHeader}}
Garou: Mark of the Wolves is the most recent game in SNK's Fatal Fury series. Considered by many to be SNK's answer to Capcom's Street Fighter 3 series. Ports of Garou are available for the Sega Dreamcast, Playstation 2, as well as the Neo-geo AES home console and MVS arcade hardware.
[[Image:Garou_splash_screen.jpg|Garou Splash Screenshot]][[Image:Garou_Play_Screenshot.jpg|Garou Gameplay Screenshot]]


= General Button Configuration and Notation =
{{2 Column Flex|flex1=7|flex2=1
'''A''' = LP = Light Punch <br>
|content1=
'''B''' = LK = Light Kick <br>
{{Content Box|header=Introduction|content=
'''C''' = HP = Hard Punch <br>
'''D''' = HK = Hard Kick<br>
'''b''' = Back <br>
'''f''' = Forward<br>
'''bb''' = Backstep<br>
'''ff''' = Dash/Hop Forward (hold f after ff to Run for some characters)<br>
'''u''' = Up <br>
'''d''' = Down <br>
'''db''' = Diagonal Down-Back (Defensive Crouch)<br>
'''df''' = Diagonal Down-Forward (Offensive Crouch)<br>
'''ub''' = Diagonal Up-Back (Backward Jump)<br>
'''uf''' = Diagonal Up-Forward (Forward Jump)<br>
'''dp''' = Dragon Punch Motion (f, qcf)<br>
'''rdp''' = Reverse Dragon Punch Motion (b, qcb)<br>
'''tk''' = Tiger Kick Motion (qcf to uf)<br>
'''qcf''' = Quarter Circle (d to) Forward <br>
'''qcb''' = Quarter Circle (d to) Back <br>
'''hcf''' = Half Circle (b to) Forward <br>
'''hcb''' = Half Circle (f to) Back <br>
'''360''' = fully rotate directional pad once<br>
'''720''' = fully rotate directional pad twice<br>
'''set''' = hold directional pad in designated direction for 1 second
 
= Game Mechanics =
The overall feel of Garou is far more in line with Capcom's fighters than any of SNK's other fighting game line-up. If you've had difficulty adjusting to the King of Fighters series, Garou may be much more to your liking.
 
==T.O.P.==
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 also notice that your character will begin flashing.  While in this portion you gain the following benefits:
* Enhanced damage to all of your attacks.
* Faster meter build up.
* Slow regeneration of health.
* T.O.P. Move becomes available.
 
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. Moves ==
 
All characters in Garou have an extra move that becomes avaialbe 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 deals substantial guard crush damage.  To execute a T.O.P. Move, simply press CD while in T.O.P.
 
== Super Moves ==
 
'''S Supers''' - Level 1 Supers - Available with 1 or 2 Super Stock<br>
'''P Supers''' - Level 2 Supers - More powerful version of S<br>
'''Hidden Supers''' - Level 2 Only Supers - Available to only 5 characters:
* Rock Howard
* Kim Dong Hwan
* Khushnood Butt
* B. Jenet
* Gato
 
==Feints==
Feints are partial attack animations that can be done in either of 2 ways:<br>
* '''f AC'''<br>
* '''d AC'''<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. 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 of certain normal attacks with feints. 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 C, then hit f AC (since the f AC feint cancels the stand C from its recovery animation and also moves Terry foward as well), stand C again, f AC, etc.
 
==Brake Moves==
Every character has a designated special move that can be broken, "braked". At the appropriate point in the special move, inputting the brake command (A+B) will allow the character to recover faster, making the move far safer if blocked, and allowing juggle follow-ups if hit. Brake moves are some of the easiest methods of hit-confirming a combo to super in the game.
 
==Just Defend (JD)==
By defending an attack just before it connects, you can "just defend" it. The JD windows is normally 7 frames wide, and gives you the following benefits:
* Air Defense: There is no air blocking in Garou, but you can JD in the air.
* Gain Life: Regain a small amount of health for a successful JD, even against moves that would do chip damage when blocked.
* Shorter Block Stun: If an attack is JD'd, the block stun is reduced by 2 frames, allowing you to recover faster.
* Guard Cancel (GCL): 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.
[[Just Defend (Garou)|Just Defend Details]]
 
== Guard Cancel (GCL) ==
An essential counter attacking system in Garou (there are other similar counter attacking systems but without the added stipulation of JD).  GCLs 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 cancel JD animations:<br>
* Special Command Moves<br>
* Super Moves<br>
* T.O.P. Moves<br>
 
==Short Jump==
Tapping and releasing up, up/towards, or up backwards, will allow a short jump. Short jumps are fast and great for putting pressure on an opponent, but it is not possible to JD in a short jump.
 
==Evasion Moves==
 
'''High Evasion Moves (HEM)<br>
d AB<br>
<br>
All HEMs have mid-upper body invincibility.<br>
<br>
'''Low Evasion Moves (LEM)<br>
AB<br>
<br>
All LEMs register as overhead attacks and have lower body invincibility.<br>
<br>
<br>
'''Ground LEM (GLEM)''' - character stays on the ground when performed<br>
Released in 1999, '''''Garou: Mark of the Wolves''''' is the most recent game in SNK's Fatal Fury series. Considered by many to be SNK's answer to Capcom's Street Fighter 3 series, not entirely because of the game's sudden dramatic change in roster (Only Terry Bogard was carried through from previous titles). Ports of Garou are available for the Sega Dreamcast, Playstation 2, XBOX 360 as well as the Neo-geo AES home console and MVS arcade hardware. As of 2017, the game was ported to the PS4 with online support.
'''Aerial LEM (ALEM)''' - character leaves the ground when performed<br>
<br>
All characters have either a GLEM or ALEM. Both HEMs and LEMs are often cancellable like normal moves.  All attacks and special moves have the same hitstun and blockstun; if a move would leave you at +4 frame advantage if blocked, then it will also leave you at +4 frame advantage if it hits. Evasion moves are an exception to this rule. In almost all cases, the attacker will be at a better frame advantage if the evasion attack is blocked instead of hit.


==Counter Hits==
The overall feel of Garou is far more in line with Capcom's fighters than any of SNK's other fighting games. The game is frequently recommended to Capcom fans looking for an SNK game to try. If you've had difficulty adjusting to the King of Fighters series, Garou may be much more to your liking.
All modern fighting games make counter hits (being hit while trying to execute a move) slightly more dangerous than normal hits. Garou makes them much, much more dangerous than normal hits. A counter hit on the ground normally causes a spinning stun where the opponent is reeling for a very long time, in the area of 20 frames (1/3 of a second). A counter hit in the air can cause a pop up stun, where the opponent is susceptible to juggle follow ups. Some counter hits on the ground from certain specials will also cause this pop up stun, allowing for easy juggles to super.  
}}
{{Content Box|header=Story|content=
Set ten years after the death of the notorious crime lord Geese Howard, the city of Southtown has become more peaceful. Now, the stage is in the neighboring city of Second Southtown. A new fighting tournament called "King of Fighters: Maximum Mayhem" starts in the area, and several characters related with the fighters from the old era of King of Fighters tournaments participate within it.
}}


==Guard Crush (GCH)==
{{Content Box|content=
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.
{{Navbox-MOTW}}
}}


==Ground Recovery (Rolling)==
|content2=
When knocked down, you can press a button before hitting the ground to allow your character to roll in the direction of your choice, in the distance of your choice, and stand faster.  Note: it is not possible to roll after getting grabbed or when hit by a super.
{{Infobox Game
*A: short roll towards opponent
| gamename    = Garou: Mark of the Wolves
*B: short roll away from opponent
| abbreviation = MOTW
*C: long roll towards opponent
| image        = Garou Cover Art.jpg
*D: long roll away from opponent
| developer    = SNK
 
| system      = Neo Geo MVS<br>WW: 26 November 1999
=Advanced Mechanics=
| system2      = Neo Geo AES<br>WW: 25 February 2000
 
| system3      = Dreamcast<br>JP: 27 September 2001<br>NA: 23 November 2001
== Feint Cancel (FC) ==
| system4      = [https://store.steampowered.com/app/366240/GAROU_MARK_OF_THE_WOLVES/ PC]<br>WW: 8 January 2016
 
| system5      = Nintendo Switch<br>WW: 11 May 2017
FC'n is the cancelling of normal moves with feints.  This is an extremely useful feature that is fairly unique to Garou. The only character who can not do this (because he does not have any cancellable normal moves), is Grant.  FCs have numerous functions:<br>
| system6      = PlayStation 4<br>JP: 16 August 2018<br>NA: 28 March 2019
* Normal move recovery.<br>
| system7      = Xbox One<br>WW: 16 August 2018
* Creating chains that would otherwise not be possible.<br>
| netcode      = Rollback (Fightcade, GGPOZ, GGPO Android, Code Mystics port)
* Move buffering.<br>
| resources    = [https://www.fightcade.com/game/garou Fightcade website]
* More intricate mix ups (leading into high/low games, grabs, etc).<br>
| resources2  = [https://www.ggpoz.com GGPOZ website]
 
| resources3  = [https://play.google.com/store/apps/details?id=com.ggpoz.app GGPO Android]
== GCL Methods ==
| community    = [https://discord.gg/FnbFwVj6jc General Fatal Fury Community Discord server]
 
| community2  = [https://discord.gg/zcpbgDS Garou: MOTW Community Discord server]
'''GCL Upon Reaction<br>
}}
For people with decent to insane reaction speed, this method of GCL'n offers the player the ability to hit check (that is, actually see the hit received during a JD and decide to GCL). The easiest of commands to use for GCL upon reaction is probably qcf, simply because it is not that complex a motion and therefor does not take long to execute.  It can be rather difficult to GCL with set commands, but definitely not impossible with a few set buffering methods.<br>
}}
<br>
'''GCL Upon Anticipation<br>
By far the superior method of GCL'n.  Just about all commands can be done ahead of time just before you JD.  Upon JD'n all you need to do is hit the appropriate attack button to initiate a GCL, therefor you can also hit check with this method as well.  Qcb is a somewhat special instance of this method.  Instead of doing the command and then tapping back one more time, just time the qcb to end at back at the momement of a JD and then hit the appropriate attack button to initiate a GCL.
 
== Shortcuts for Fully Rotational Grabs ==
 
'''Shortcut for 360s<br>
It is possible to tk (135 NOT 270) instead of 360.<br>
<br>
'''Shortcut for 720s<br>
Tk x2<br>
 
== LEM Cancelling ==
 
'''GLEM Cancelling aka "Rock's Kara Evac Throw"<br>
Only 3 characters have GLEMs (Rock, Tizoc and Gato), but only single hit GLEMs are cancellable, making Rock the only player who can perform this (Tizoc and Gato have 2 hit GLEMs). The most practicle application of this is to run up and press AB, kara cancel (whiff cancel) into 360 C. The reason this is so advantageous is because the AB is somewhat slow, thus giving you a good amount of time to kara cancel without actually hitting your opponent. The AB also keeps Rock grounded, which is especially helpful since it is quite easy to accidentally jump while doing a 360 or even tk command.<br>
<br>
'''ALEM Cancelling<br>
Characters with ALEMs can cancel into aerial moves, thus similating a short jump and allowing the character to execute the aerial move fairly close to the ground (note: most of the time you will want to make sure that you kara cancel into your aerial move.)
 
== Command Buffering ==
 
Commands can be buffered into either normal moves or feints.<br>
<br>
'''Buffering Into Normal Moves<br>
ex1: Kain (comboing a stand C into his S kick super, by buffering the command, qcf into C)<br>
1) qcf C<br>
2) qcf B<br>
<br>
ex2: Kushnood (comboing a stand D into his rising uppercut, by buffering part of the total command, f, into D, and completing the command with qcf P)<br>
1) f D<br>
2) qcf P<br>
<br>
The disadvantage of this method is that if the character you're using already has a move with the command you're trying to buffer as well as the button you're trying to buffer into, this method will not work.<br>
<br>
'''Buffering Into Feints<br>
ex: Rock (comboing a stand C into his S kick super, by cancelling C and buffering qcf with a f AC feint)<br>
1) C<br>
2) qcf AC<br>
3) qcf B<br>
<br>
The disadvantage of this method is that some combos require such fast cancel timing that the slight delay you get with buffering into a feint will not make the combo work.
 
== Setting Methods ==
 
Anytime that you are required to set in order to perform a move, you will almost always want to do so in the db position (because this allows you to set for both b and d directions, thus allowing you to do moves that end in either f or u respectively).<br>
<br>
'''Doing a Setting Special Move after a Standing Normal<br>
1) set db<br>
2) stand normal attack (can be done in neutral position)<br>
3) complete set move with the last part of the total command<br>
4) immediately press the appropriate attack button to execute the set move<br>
<br>
'''GCL'n with a Setting Special Move<br>
Technically speaking, most special moves and supers can be buffered into a JD (meaning, that you can do the command for a move and store it in a JD just before you tap to the appropriate defensive position).  Because of this, you can also store your "set" as well as the completion command.  Simply tap the appropriate attack button upon successful completion of a JD once you've stored your set and command.


= Basic Strategy =
To come.
= Advanced Strategy =
To come.


= Game Versions =
{{SuperCombo Wiki:Roadmap/Garou}}
* [[MVS (Garou)|MVS (Arcade)]]
* [[AES (Garou)|AES (Neo-Geo Home Console)]]
* [[PS2 (Garou)|PS2]]
* [[Dreamcase (Garou)|Dreamcast]]


= The Characters =
[[Category:Garou: Mark of the Wolves]]
<table width=100%><tr><td width=50% valign=top>
* [[Rock (Garou)|Rock Howard]]
* [[Kim Dong Hwan (Garou)|Kim Dong Hwan]]
* [[Hotaru Futaba (Garou)|Hotaru Futaba]]
* [[Khushnood Butt (Garou)|Khushnood Butt (Marco Rodrigues)]]
* [[Hokutomaru (Garou)|Hokutomaru]]
* [[Kevin Rian (Garou)|Kevin Rian]]
* [[Freeman (Garou)|Freeman]]
* [[Tizoc (Garou)|Tizoc (The Griffon Mask)]]
* [[B. Jenet (Garou)|B. Jenet]]
* [[Gato (Garou)|Gato]]
* [[Kim Jae Hoon (Garou)|Kim Jae Hoon]]
* [[Terry Bogard (Garou)|Terry Bogard]]
* [[Kain R. Heinlein (Garou)|Kain R. Heinlein]]
* [[Grant (Garou)|Grant]]
</td></tr></table>
''note: names in () are for japanese version''

Latest revision as of 13:14, 31 March 2024

MOTW Logo.png
Introduction


Released in 1999, Garou: Mark of the Wolves is the most recent game in SNK's Fatal Fury series. Considered by many to be SNK's answer to Capcom's Street Fighter 3 series, not entirely because of the game's sudden dramatic change in roster (Only Terry Bogard was carried through from previous titles). Ports of Garou are available for the Sega Dreamcast, Playstation 2, XBOX 360 as well as the Neo-geo AES home console and MVS arcade hardware. As of 2017, the game was ported to the PS4 with online support.

The overall feel of Garou is far more in line with Capcom's fighters than any of SNK's other fighting games. The game is frequently recommended to Capcom fans looking for an SNK game to try. If you've had difficulty adjusting to the King of Fighters series, Garou may be much more to your liking.

Story

Set ten years after the death of the notorious crime lord Geese Howard, the city of Southtown has become more peaceful. Now, the stage is in the neighboring city of Second Southtown. A new fighting tournament called "King of Fighters: Maximum Mayhem" starts in the area, and several characters related with the fighters from the old era of King of Fighters tournaments participate within it.

Garou: Mark of the Wolves
(MOTW)
Garou Cover Art.jpg
Developers

SNK

Systems

Neo Geo MVS
WW: 26 November 1999

Neo Geo AES
WW: 25 February 2000
Dreamcast
JP: 27 September 2001
NA: 23 November 2001
PC
WW: 8 January 2016
Nintendo Switch
WW: 11 May 2017
PlayStation 4
JP: 16 August 2018
NA: 28 March 2019
Xbox One
WW: 16 August 2018
Online Play

Rollback (Fightcade, GGPOZ, GGPO Android, Code Mystics port)

Player Resources

Fightcade website

GGPOZ website
GGPO Android
Community Channels

General Fatal Fury Community Discord server

Garou: MOTW Community Discord server


Main

70% complete


In Progress / Completed To-Do / Wish List

Completed:

  • Landing page cleaned up
  • Navbox created
  • General wiki organization
    • All JPN wiki game system info added.
  • Basic System page organization and info decided.
  • All character pages organization reformatted following Tizoc page's example.
    • Added all remaining frame data from JPN wiki.
  • Tizoc's page, Gato's page (mostly complete)

In-Progress:

  • Adding more info or clarifying existing info.
  • Correcting mistakes and errors.
  • Other TBD

To-Do:

  • Redo hitbox images, perhaps all of them (currently they may not be as good as we want).
    • Moves might need more frame-by-frame images.
    • They might also be turned into gif animations for the moves that need the extra frames.
  • Update all character pages with more info in general.
    • Fill missing move descriptions and modify existing ones.
    • Fill combo, strategy, and matchup pages.

Wish List:

  • Create a Glossary page maybe.
  • Add more to the FAQ.
  • Add more to Garou Meta Strategy page.
  • HUD page might include Practice Mode HUD explanation.