Garou: Mark of the Wolves/Gato/Combos

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Midscreen/Anywhere

Ground Starters

  • cl.A, 5A, or 2A xx 236A > 66A

Notes: 236A can be fairly safe by itself and confirmed into 66A if not used as a punish.

  • cl.C or 2C xx 236C > 66C

Notes: Used as a punish since 236C can be somewhat unsafe.

  • cl.D xx 214D~B > 236236A/C

Notes: Used as a punish to combo into super.

  • 2B > 5A xx 623D

Notes: Whiffs on a crouching opponent but can work well as a cross-under to target landing recovery.

  • 2AB xx 236C > 66C or 214D~B > 236236A/C

Notes: 214D~B works best in close range, otherwise it may whiff.

Jump Starters

  • j.B > j.A or j.D > cl.C/2C xx 236C > 66C
  • hop B > 623B (br) > 623D
  • j.B > j.A or hop D > 236A > 66A

Notes: Perform 236A as soon as you land to cancel the landing recovery of your normal. j.B > j.A can be done from a neutral jump (such as when baiting a throw tech) or from his j.CD cross-up command. Hop D must hit somewhat deep.

  • j.B > j.A > 214D~B > 236236A/C

Notes: Typically used as a whiff punish against moves such as fireballs.

Confirms into Super

  • hop D, cl.D, or 2B > 236236A/C
  • hop B > 623B (br) > 236236A/C
  • 214B~C > 236236A/C

Notes: Have 214B~C hit as deep as possible so it acts as an instant overhead and is easier to link into super.

  • j.CD > j.D > 236236A/C

Notes: Cross-up.

  • 6A > 236236A/C

Notes: An unblockable, not a true combo unless it hits meaty.

  • [2]8C > 236236A/C

Notes: Conversion into super from the counter move.

Guard Cancels

  • GC 214D~B > 623D or 236236A/C

Counter Hit

  • 623B (br), 214B/D~B, or 214B/D~C (in the air) (counter hit) > [run or micro-walk] > 214D~B > 623D or 236236A/C

Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.

  • 623B (br), 214B/D~B, or 214B/D~C (in the air) (counter hit) > [run or micro-walk] > 623B (br) > CD

Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.

  • 2AB (counter hit) xx 2AC > run cl.C xx 236C > 66C or cl.D xx 214D~B > 236236A/C

Corner

  • cl.D > 2B > 236236A/C
  • cl.D > 5A xx 623D or 623AB (x3)
  • hop B, hop D, j.B > j.A, or 2B > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)

Notes: [214B~B] x n is known as Gato's Sen-ga loop. Perform them as low to the ground as possible in order to maximize your number of reps. It is also possible to use cl.D as a combo starter and link into 623B (br) against characters with wider hurtboxes.

  • 214B~C > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)

Notes: Have 214B~C hit as deep as possible in order to link into 623B.

  • cl.D xx 214D~B > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)

Notes: Used as a punish.

Counter Hit

  • 623B (br), 214B~B, or 214B/D~C (counter hit) > [623B (br)] > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)

Notes: You can get more potential Sen-ga reps the higher you manage to counter hit the opponent in the air.

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