Garou: Mark of the Wolves/Terry/Matchups

From SuperCombo Wiki

Matchup info

Rock Howard

TinyTerry.gif X TinyRock.gif
5 - 5
(Slightly favorable matchup)


  • cr. Snkd.gif: -12 on block. Use 'cr. C' to start your punish when at point-blank range. At max ranges, punishable only by a P-Power Super.
  • High-Evade Attack: -5 on block. Use 'st. A', then kick Super (use the motion store technique to pull this off).
  • Qcb.pngSnka.gif: -5 on block, but completely safe when done at max distance (not even punishable with a Reversal P-Power punch Super). At close and mid-ranges, start you punish with an 'st. A'.
  • Qcb.pngSnkb.gif: -3 on block. Only punishable if you JD the hit.
  • Hcb.pngF.pngSnka.gif: -2 on block. Only punishable if you JD the hit.


A fair and simple matchup, both ways. Terry is a little better in the air.

Exploit the fact that his damage output is low when he is meterless by mantaining pressure soon, since a single stock of Super is all that Rock needs to shut down your Power Dunk Break.

Pay attention to the way your particular opponent's sets up his command grabs, so you can predict and evade them properly in the future.

Don't fall for any of his shenanigans: be aware of what, how and when you can or you can't punish him.

Play carefuly, bait him out, and do your thing.


Kim Dong-Hwan

TinyTerry.gif X TinyDong.gif
5 - 5
(Slightly unfavorable matchup)


  • cr. Snkd.gif: -8 on block. Use 'cr. C' to start your punish when at point-blank range. At mid ranges, punishable only by a Reversal punch Super (don't waste two bars on this, since the third hit will most likely whiff). Not punishable at max ranges.
  • High-Evade Attack: +5 on block. Punishable by GC only (a regular JD won't even let you land an 'st. A').
  • T.O.P. Attack: -9 on block. Use 'cr. C' to start your punish at point-blank range. At mid and far ranges, punishable only by a Reversal Super.
  • Qcb.pngSnkb.gif/Snkd.gif: -1 and -2 on block, respectively. Only punishable if you JD the hits.
  • Qcf.pngSnkb.gif/Snkd.gif: +13 and +9 on block, respectively. Punishable by GC only.
  • Hcb.pngSnkc.gif: -9 on block. Use 'cr. C' to start your punish at point-blank range. At mid and far ranges, punishable only by a Reversal Super.
  • Dp.pngSnka.gif/Snkc.gif (Break): -6 on block. Use 'st. A' or 'cr. B' to start your punishment.
  • D.pngSnka.gif/Snkc.gif (Air): Up to -5 on block, depending on the range. Use 'st. A' or 'cr. B' to start your punishment, but make sure this was blocked as deeply as possible.
  • Qcf.pngQcf.pngSnkb.gif: -5 on block. Very rarely will people use a raw Super like this. If it does happens, though, it won't hurt to be prepared: because of it's lengthy start-up, Dong can be hit out of the Super animation by almost anything you have pretty easily, like a Power Dunk Break. If you block this, punish with 'st. A' or cr. B' as starters. or just go for any P-Power Super you have as Reversals. If you use a strong Power Charge as Guard Cancel, you can punish him even better.
    • cr. Snkc.gif , Qcf.pngQcf.pngSnkb.gif: Now this is a far more likely situation. Use the motion store technique to link any of your Supers out of a 'st. A'; the timing is a little strict, but it's manageable.


This is slightly in favour of Dong (but still surely winnable).

Dong plays, more or less, the same no matter what character he's facing: he will try to out-poke you while he gains time and meter.

Using your heavy buttons outside of combos are a bad idea, and you 'st. B' too is heavily nerfed here. Don't overuse your run either: instead, run and stop (a lot), in order to bait him to use his air Super.

Don't rest easy, though, even when he's meterless, since Dong sills controls the air with his superior mobility, air-chain and air-throw, beating both your normals and air-JD attempts.

While in the ground, strikin Dong out of the air can be just as difficult, since he can air-JD your Power Dunk Break and immediately counter-attack with his Super (no need to GC the Super at all). Power Dunk Break will be the difference, however, when he's meterless or in the ground.

The instant air-JD technique, too, is vital here, since Dong has no real blockstring midscreen. This way, he won't be able to reset his combos or use his overheads properly.

Be patient and avoid any mistakes, because if Terry falls behind, making a comeback will be very, very difficult.


Hotaru Futaba

TinyTerry.gif X TinyHotaru.gif
5 - 5
(Slightly unfavorable matchup)


  • cr. Snkd.gif: -14 on block. Use 'cr. C' to start your punish when at point-blank range. At mid ranges, punishable by any Super. At max ranges, only punishable by a Reversal P-Power kick Super.
  • High-Evade Attack: +3 on block. Punishable by GC only (a regular JD won't even let you land an 'st. A').
  • Qcb.pngSnkc.gif: -1 on block. This is a frame-trap, so be careful: don't try to punish this.


This is an interesting matchup, since neither character has absolutely freedom here; for example, Terry can't overuse his normals, nor Break, and while he is slightly advantageous in the ground (his pokes are far better), Hotaru has an overwhelming edge in the air, thanks to her Dive-Kick and strong aerial buttons.

Use an auto-corrected Power Dunk Break to punish Hotaru if she tries to abuse her command crossup by spamming her air stomp around you. But other than that, Terry's Break may fail as a proper Anti-Air if your opponent knows what he's doing: the chance of eating a Super with 0F of startup is just too great, and Hotaru will almost never be out of Super thanks to her hit and run, meter building tactics. 'st. B' will aid you immensely when she's above you, though, since Terry has enough time to recover in case Hotaru tries to Air-JD your Anti-Air and punish you.

Running and stopping must also be avoided as much as possible, since her fireball's recovery is quick (at certain ranges, two fireballs will work almost as effectively as a true blockstring), and it's speed is fast. As for your own fireball, stick with the weak version of Terry's Power Wave, since it has better recovery, allowing you to JD the hit in case Hotaru goes for the reflect

Never block while crouching. Hotaru has virtually no way of landing damage out of a low besides her sweep (one of the worst in the game), so if you're always standing, you'll cripple her game by nullifying her annoying hops.

Overall, Hotaru's playstyle is similar to Dong in the sense that she'll try to win by Time Over. Be patient, Terry has better damage after all, and don't forget to use 'st. A' and 'st. B', your best friends in this matchup.


Marco Rodrigez

TinyTerry.gif X TinyMarco.gif
5 - 5
(Slightly unfavorable matchup)


Hokutomaru

TinyTerry.gif X TinyHoku.gif
5 - 5
(Slightly favorable matchup)


Kevin Rian

TinyTerry.gif X TinyKevin.gif
3 - 7
(Highly unfavorable matchup)


Freeman

TinyTerry.gif X TinyFreeman.gif
5 - 5
(Slightly favorable matchup)


The Griffon

TinyTerry.gif X TinyTizoc.gif
6 - 4
(Favorable matchup)


B. Jenet

TinyTerry.gif X TinyJenet.gif
3 - 7
(Highly unfavorable matchup)


Gato

TinyTerry.gif X TinyGato.gif
3 - 7
(Highly unfavorable matchup)


Kim Jae Hoon

TinyTerry.gif X TinyJae.gif
5 - 5
(Fair matchup)


Grant

TinyTerry.gif X TinyGrant.gif
4 - 6
(Unfavorable matchup)


Kain R. Heinlein

TinyTerry.gif X TinyKain.gif
4 - 6
(Unfavorable matchup)


Notable players

Snka.gif
雨森 = Amemori / Amamori / Amaterasu



Snkc.gif
ゴロー = Goro


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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant