After pressing 4/6 the first time, you have 16 frames to go back to neutral (17 frames total), 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. (, ). 34F total to input.
Characters do either one of 2 types of dashes: run or step.
These characters do a dash run:
Rock, Hoku, Dong, Terry, Gato and Hotaru.
Hold the second forward (6, ) to continue to run.
These characters do a dash step:
Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon.
Hold the second forward (6, ) 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.
- To stop a dash, you need only 1 frame of action: going to neutral (for dash run and Freeman's dash), going to another direction, or pressing a button.
- 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.
- Tizoc/Griffon can also reversal normal and backdash at the end of his dash.
When doing a forward jump during a dash, you will immediately jump, going into 2F of pre-jump before going airborne. For a neutral jump, or a backward jump, you will have to go through the above-mentioned 3 recovery frames for stopping the dash before the jump will even start.
When doing attacks during a dash, you can go for a standing attack that will come out immediately (stopping and canceling the dash). But crouching attacks won’t come out unless you wait for 2 frames after you stop your dash. Otherwise, it will come out as a standing attack instead.
All dash step characters, except for Freeman, can reversal dash out at the end of their dash.
See "Timing For Reversals".
You cannot throw directly from the dash.
See "Throw Window After Dash/Run".
- Freeman has variable dash length, similar to a dash run character.
- 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.
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.
|19F (Invincible 14F, Recovery 5F)
|20F (Invincible 15F, Recovery 5F)
|21F (Invincible 16F, Recovery 5F)
|23F (Invincible 18F, Recovery 5F)
|Rock, Terry, Dong, Jae, Hokutomaru, Freeman, Hotaru, Grant
|25F (Invincible 19F, Recovery 6F)
|27F (Invincible 22F, Recovery 5F)
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
- Hoku - During backdash animation cancel into either or
- Kain - During backdash you can cancel into his charge , TOP attack ( ), all supers.
Kain can cancel all of his backdash invincible frames. And if you input the lanze in the 5 recovery frames, it comes out after the last recovery frame.
(The trick seems to be to input 2 44 8 wait D, the buffer lasts longer than if you do 2 44 wait 8+D.)
Because every character except Kain is considered airborne, you can hold the 2nd 4 direction when you backdashed and potentially auto-JD after going through backdash landing and recovery. Or you can have a longer auto-JD window by pressing 4 or 1 at the end of the backdash.
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, T.O.P. attack, or super.
However, there will always be at least 1 frame of landing recovery.
To perfectly cancel a landing, the command for special, T.O.P. attack, or super must always be completed after 1F of landing.
Before that 1F of landing, the special, T.O.P. attack, or super won’t come out.
And on the same frame of that 1F of landing, it's impossible for any normal, special, T.O.P. attack, or super to come out.
In both cases, a normal input will be registered.
If there wasn't already a jump normal landing recovery, the landing recovery becomes as if it were from a jump attack with that registered normal input.
If the buffer window (see "Timing For Reversals") does not end before the landing recovery ends, that normal comes out (or as a throw, or even a throw tech).
After that 1F of landing, the landing recovery will continue to the end unless you cancel it.
You can't air block in Garou MOTW but you can Just Defend (JD) while you are in a normal jump state. You simply press / just as you are about to get hit so you can JD their attack.
You can JD as soon as you leave the ground, also called instant-air JD (IAJD) with the motion :
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):
|Rock, Terry, Dong, Jae, Butt/Marco, Gato, Hotaru, Kain, Jenet (forward jump takes 36F)
|Hokutomaru (backwards jump takes 35F)
|Freeman (backwards jump takes 35F)
Normal Jump Landing Recovery:
- Empty jumps have 1 frame of landing recovery, if you do a light attack you get 4 frames of landing recovery, 3 frames for a strong attack.
- Hokutomaru gets 4 frames of landing recovery no matter if the attack is light or strong.
- Freeman’s 1 frame of landing recovery from an empty jump is invincible on the bottom half. So you cannot punish his empty jump with a meaty low, because it will be JDed.
If you jump forward while doing a dash step or dash run (6 6 9), you will get a forward jump that travels a farther distance. Except for the farther distance traveled, this dash jump is the same as a normal jump (same jump length airborne frames, ability to air JD).
On wake-up : waking-up with jump will dodge meaty low attacks.
Short Jump / Small Jump / Hop
The difference between normal jump and small jump is how fast you return to neutral after pressing 7, 8, or 9.
But if you hold a direction without going to neutral, you'll normal jump.
If you go to neutral within the first 5 airborne frames, you'll small jump.
Your character jumps about half the height of a normal jump which can help you when you want to throw an opponent off.
Since small jumps tend to be a bit more difficult to counter from that jump height.
Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening.
You cannot JD when you small jump. (The exception is during the ascent of the small jump.)
You cannot use target combos and special/super cancels.
- Jenet and Hokutomaru are exceptions. They can use the air-throw input (holding any direction except 8 + C) to do them.
- Jenet can small jump j.C into dive kick.
- Hokutomaru can do air target combo small jump j.C into A or B. He can also small jump j.C special cancel into a teleport or air shuriken.
If you attack during the ascent of a small jump, during pre-jump frames and the first 6 airborne frames, the small jump will become a normal jump attack.
The landing recovery is a bit longer than of a regular jump:
- Empty small jumps have 4 frames of landing recovery (5 frames for Freeman and Griffon)
- 8 frames with a light attack
- 7 frames with a strong attack.
Super Jump (SJ)
Only for Dong and Jenet.
You cannot JD during super jumps.
- 3 frames of landing recovery for an empty super jump
- 7 frames if you do any attack.
Wall Jump (Triangle Jump)
JD is possible during a wall jump, unless it was done from a super jump.
- 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
Hotaru and Gato only.
Cannot be done during a small jump.
You cannot JD after a turn around in the air.
- Empty turn around has 4 frames of landing recovery.
- If an attack is done, then the normal jump’s landing recovery will we applied.
You cannot JD after doing a double jump.
- Empty double jump has 4 frames of landing recovery
- 7 frames if any attack is done.
You cannot JD after doing a stomp.
- 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.
Hop Airborne Frames
Knowing the airborne frames for jumps is useful for timing your movement, attacks and JD's.
For jumps, these are detailed in the "Normal Jump" section,
Jump arcs are uniform going up and then going down.
We can further divide jump airborne frames so that it's easier to account for JD cooldown.
For example, you can approximate a character's jump as seen in this post.
In this example, Jenet's jump is approximately divided into 4 parts: 9F, 9F, 9F, 8F.
This way, you can estimate when your JD window and cooldown ends and the optimal time to JD again as you end your empty jump.
Knowing airborne frames for hops is useful too.
Hop length varies by character and direction more than jumps do.
Hop Airborne Frames (Hop length):
(unless otherwise noted, the hop is airborne on the 3F, and then an empty hop has 4F landing recovery)
|Kim Dong Hwan
|Kim Jae Hoon
|empty hop has 5F landing recovery
|hop is airborne on the 4F, and then empty hop has 5F landing recovery
|Kain R. Heinlein
All characters' hops are shorter than their jumps, but usually the hop rises quickly and then takes nearly double the time to descend.
For example, you might approximate Tizoc's neutral and forward hop to be divided as 10,14 (10F to ascend, and then 14F to descend).
Those descending frames could further be divided in half into 7F and then another 7F (10,7,7).
The same applies to his back hop 9,16 (9F to ascend, and then 16F to descend), or have the descent divided so you get 9,8,8.
Another example is Jae:
Neutral hop is uniform 28F ascending and descending, dividing into 7,7,7,7.
Forward hop can be divided as 10F ascending, then 9 and 8 frames descending.
Back hop can be divided as 11F ascending, then 10 and 9 frames descending.
Ground Recovery (Rolling)
In other words, you are given a large window to tech roll: from while you are falling until the 1st frame of knockdown.
Depending on which button you press, you will roll a certain distance in the backwards or forwards direction.
This works for both knockdowns: when you land on your back or land on your stomach.
Here is a list of what each button does, as you hit the ground press:
- - for a forward small roll recovery
- - for a backward small roll recovery
- - for a forward big roll recovery
- - for a backward big roll recovery
Use the rolls to recover quicker than the normal wake-up recovery.
They help you out by preventing possible cross-ups or jump-in attacks from the opponent as you get up.
But be careful which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well.
You lose your collision box when you roll, so your opponent can cross you down for a strong okizeme.
It’s quite easy to go for that kind of okizeme specially in the corner since opponents tend to try to roll out of the corner.
Not every knockdown move is tech rollable:
You cannot tech roll after throws and supers.
For multi-hit supers, if some hits whiff, it may be possible to tech roll though.
The following specials are un-tech rollable:
|214C, 236B/D, 214B B
|Kim Jae Hoon
The following specials are usually tech rollable, but are un-tech rollable if done as guard cancel:
|8A/C (only if some hits whiff), 214C, TOP attack (on air hit)
|Kim Dong Hwan
|623C, TOP attack
|214A, TOP attack
|236D, C release, 623C, TOP attack
|214A/C, 214D, 236B/D, TOP attack
|421A/C, TOP attack
|divekick, TOP attack
|Kim Jae Hoon
|8B/D, divekick’s follow-up, 236B/D, 236A/C
|214A/C, 623B/D, 214D, TOP attack
|214A, 623A/C, TOP attack
|Kain R. Heinlein
|6D, 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.