Garou: Mark of the Wolves/Wakeup

From SuperCombo Wiki
MOTW Logo.png

Garou Wakeup Game


Adapted from "The Usual Wakeup Mixups in Garou" by Kota in the Garou Discord Group


Hello, This is a primer that teaches you (most) of the “rock/paper/scissors” (RPS) element of Garou’s wakeup game. You'll learn what options beat what, whether you or your opponent is waking up.

An interesting thing about Garou is that the player who is waking up from a knockdown is more advantaged compared to most other fighting games.


Note that much of the situations below apply not only to wakeup specifically, but the overall neutral/meta game that is Garou!


Knockdown Okizeme


Okizeme -- attacks done on the opponent after knockdown (meaty or delayed)

Beaten by

Wakeup options (usual options for the player who is waking up)

  1. Wakeup grab (grabs have priority over meaties)

  2. Just Defend (JD's > random GC's)

  3. 2AB

  4. DP break

  5. IAJD (with/without air grab)

  6. Backdash

  7. Random super or delayed random super

Jump-in and Hop-in attacks done on the opponent after knockdown.


Beaten by

Options that Beat Jump-in/Hop-in in "Jump-in/Hop-in Attacks"

  1. Anti-air DP, normal move or super (normals like 5A, 2C, cl.5D, etc.).

  2. Trying to JD/GC

  3. Air JD or Instant Air JD (with an air throw if possible)

  4. Dash-under

  5. Air to Air

  6. Air Throw

  7. 2AB and Low Profile attacks

  8. Blocking (Hop-in specific)


Wakeup Options that Beat Knockdown Okizeme



Wakeup grab (grabs have priority over meaties)

Return to Knockdown Okizeme

Beaten by

Throw bait jump

  • Come as close as possible to the opponent in order to bait/provoke a throw, then jump at the very last moment. The opponent’s cl.5C will whiff below you and you can punish it after you land.

Throw bait normal out of throw range

  • Come as close as possible to the opponent in order to bait/provoke a throw, then walk back and attack outside of throw range.

Throw Tech OS

  • e.g., 3BD will do 2B, but will also escape a throw because of the inputted D.

Dash forward out of throw range

  • After knockdown, opponent tech rolls forward and attempts wakeup throw. Dashing forward to cross over to the other side of the roll, you’ll be out of throw range, and can also can give you a left/right mix-up, depending on your character’s dash speed and your timing.

Invincible move -- DP (break), lanze, etc.

  • timed correctly, opponent's throw attempt comes out as a normal and whiffs during the invinciblity, potentially giving you a CH.

Just Defend (JD's > random GC's)

Return to Knockdown Okizeme

Your opponent waits for you to do a meaty, buffers a special move with a JD as an OS, then does a GC on reaction.

Beaten by

Opponent expects a meaty and wants to JD/GC it. Bait the JD/GC by jumping up. (also beats wakeup throw)

Varied timing of oki attack

  • DON'T place your meaties/begin your pressure at the same time every time! Delay the attack a bit after they have woken up.

  • This makes it much harder for your opponent to score easy GC's and you avoid being GC'ed every time.

Multi-hit moves (Jenet cl.5AAA, Terry cl.5C~6C, most characters' cl.5D(2))

  • can sometimes beat non-invincible random GC's

jabs

  • mashing jab or 2B can stuff out GC's (risky) and in general interrupt JD/GC's.


2AB

Return to Knockdown Okizeme

Every 2AB has upper body invincibility.

Beaten by

Lows beat 2AB

  • 2B loses against jump

  • 2A (not a true low) beats both the jump and 2AB


DP (break)

Return to Knockdown Okizeme

Beaten by

Punishes after block (especially after JD)

  • break that is 0 or becomes 0 after a JD can be "punished" with a throw, but the opponent can still escape the throw or even beat out your throw attempt with a 0f super.

  • guaranteed punishes in cases where the break is -2 or becomes -2 after a JD, you can throw or 0F super.

  • if even more minus, you can do a bigger punish.

Guard Cancel Punish

  • Buffer a JD into a special move done on oki to GC a potential wakeup DP (break)

    • the special should be safe in case you want to execute even if you don't JD anything

    • can be countered with delayed wakeup DP (break). (can be buffered with its own JD too.)

DP (break) bait jump.

  • Jump avoids DP break and guarantees a free punish upon landing.


IAJD (with/without air grab)

Return to Knockdown Okizeme

Instant air just defend

Beaten by

Meaties (except jumps beat low meaties like 2B)

  • Since meaties are beaten by almost everything in the game (such as throws, GC, DP (break), backdash, super, etc.), wakeup IAJD is a viable option.

Air throw



Backdash

Return to Knockdown Okizeme

They cover a good amount of distance and are completely invincible. But you can end up cornering yourself and very quickly lose against a skilled player.

Beaten by

hitting opponent when backdash's invincibility ends.

  • delayed forward jump

  • in the corner, everyone’s jump D will catch a backdash.

  • double hitting moves that would catch a potential backdash. (such as Terry meaty 2B, cl.5C. if the dB doesn’t hit due to the backdash, the close C will catch it (corner only)).

input a run or a dash to punish a backdash when invincibility ends.

  • dangerous if your opponent doesn't backdash, so try to do this option on reaction.

  • Throw tech OS -- run, D OR run, BD|AD to escape a throw attempt after the opponent recovers from their backdash.

specials/supers that beat backdashes when invinciblity ends


Random super or delayed random super

Return to Knockdown Okizeme

Beaten by

delayed attack

  • The main problem is that if you are blocking but then press a button during the opponent’s super freeze animation, you’ll get hit by a counter. It is possible to use a delayed attack if you have enough reaction time to not press a button if an enemy super comes out.

neutral jump (especially buffered with IAJD)

  • A neutral jump (associated with an IAJD) at the very last moment before the opponent recovers is also a good solution, since it gives you enough time to react and air JD the super. Just be careful -- doing an empty jump can lead to getting hit by a 0F super right when you land, because there's a few frames of jump landing recovery.

blocking before JDing 0F supers

  • To JD a 0 frame super, you need to block before the freeze then release your guard.

Ave maria (after-cancel)
Using this type of advanced option select can allow you to beat some random wake up 0 frame supers.

  • You have to do the motion of an invincible move (let’s say a Dragon Punch for the example), then inputting 2BD. If the enemy’s super animation comes out, press the dragon punch button (B or D for Terry, A or C for Dong, etc).

Other advanced applications on beating 0F supers -- https://youtu.be/rsprZE755nc


Jump-in/Hop-in Attacks


Here you'll learn how to beat jumps. You'll learn what options beat an opponent doing jump-in or hop-in attacks on you.

This applies to an opponent who jumps/hops in on you after knockdown as you wake up, but of course also applies to Garou’s neutral game in general. (See "Knockdown Okizeme")

You can handle hops the same as you would with a jump, the only issue is you have less time to react (or buffer/input a reversal).

Beaten by

Usual Options

  1. Anti-air DP, normal move or super (normals like 5A, 2C, cl.5D, etc.).

  2. Trying to JD/GC

  3. Air JD or Instant Air JD (with an air throw if possible)

  4. Dash-under

  5. Air to Air

  6. Air Throw

  7. 2AB and Low Profile attacks

  8. Blocking (Hop-in specific)


Options that Beat Jump-in/Hop-in Attacks



Anti-air DP, normal move or super


Return to "Jump-in/Hop-in Attacks"

Anti-air reversals like DPs and supers; normals like 5A, 2C, cl.5D, etc.

  • It is often a bad idea to go for an unsafe anti-air since a skilled (!) garou veteran can air JD everything. The risk/reward is a matter of point of view and skill level.

Can be countered with empty jump JD -- opponent air JD's as they land.

  • You can delay a super to counter the air JD (risky).

  • Aim to attack the landing recovery (the 1st frame of landing for empty jumps).
    • Combo from a normal.
    • Wait for the last moment before the opponent lands, and then do a DP (break) (depending on distance).
    • Do note that if an opponent becomes too confident with their empty jumps, you can always score a free 0F super if you activate it right when the opponent hits the ground. This applies to hops as well.

Hops don't allow you to JD while in the air! So in that case the standard anti-airs are easily viable.


Trying to JD/GC


Return to "Jump-in/Hop-in Attacks"

  • The main problem with trying to JD an air attack is that you need to release your guard soon enough in order to be able to JD a potential move, meaning you can misread the timing and get hit if you're banking too much on getting a JD GC.
    It's smart to transition into block if you mistime the JD instead of attempting another JD after the next chance to JD (after 9 frames since the last attempt).

  • Furthermore, a GC attack that is too slow and not invincible is beaten out by a multi-hit air attacks such as “target” air chain combos or Jenet’s jump C.
    This is why it is usually preferable to GC with a dragon break or an invincible attack or simply using a dragon punch on his landing if the opponent tries a throw attempt.


Air JD or Instant Air JD (with an air throw if possible)


Return to "Jump-in/Hop-in Attacks"

  • The miracle answer. When your opponent jumps on you, jump with an instant air JD (IAJD) which can be done by inputting 874. See it like a reverse Hadouken.
    If he pressed a button, you’ll JD his attack and be placed above him. If he didn’t, you’ll back jump and it’s up to you to decide what you want to do.

  • You can air JD later on during your jump if you neutral jump out or forward jump out, instead of IAJDing.

  • If you IAJD but are not attacked, you can reclaim your JD cooldown in mid-air by quickly leaving the 7/4/1 directions. This way you can air JD when you descend.

  • If your character has an air throw, input it after the IAJD, it will air throw in case your opponent didn’t press a button. See the Air-Throw Option Select.


Dash-under


Return to "Jump-in/Hop-in Attacks"

See cross-unders.
  • It requires a good reaction time, but gives you the opportunity to be in someone’s back when he hits the ground.
    Delay the dash under at the last moment for the dirtiest left/right mix-up.

  • Also good if you time to attack exactly on the 1st landing frame for empty jump JD attempts.


Air to Air


Return to "Jump-in/Hop-in Attacks"

  • It might work and can lead to the unblockable setup with a 0 frame super (remember that if you activate a 0F right when the opponent hits the ground, you are guaranteed a free 0F).
    Though, against an air JD you’ll find yourself completely free on your landing, unless you do a jump back air to air.



Air Throw


Return to "Jump-in/Hop-in Attacks"

Jump into air throw or air-throw option select.

  • Jump attacks done earlier during the jump or hop can beat you as you become airborne or are too far below the opponent to air-throw.
    • Early jump attack exposes you to other anti-air options.

  • Jump attacks spaced further out will make air throws riskier.

  • Staying with a ground approach will remove the air throw option.


2AB and Low Profile attacks


Return to "Jump-in/Hop-in Attacks"

  • Doing an anti-air 2AB works if your opponent has pressed a button too soon/too high. The 2AB’s upper body invincibility will pass over a jumped attack.
    That being said, it doesn’t work against some delayed jump attacks.
    Learning how to 2AB an opponent's jump properly requires you to get used to your specific character’s 2AB -- it's hitbox, start-up, active frames etc.
    You must learn the proper timing, range, and also have to pay attention to the opponent's timing of their jump attack.
    It takes some experience and a good player is mindful to avoid it, but it's a great tool to have fresh in your mind.

  • Low profile moves (Tizoc/Griffon’s forward feint, Hokutomaru’s 3D, Jenet’s 2B, etc) allow you to dodge most jump in attacks.


Blocking


Return to "Jump-in/Hop-in Attacks"

More effective for hop-ins than jump-ins.

  • Hops are rarely positive on block.
    Most of the time it’s better to block it, rather than trying to JD, backdash, etc.
    The lower the opponent presses a button in their hop, the more the frame advantage tips in their direction, but the easier it becomes for you to react to and anti-air.



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