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Topics - Nocturnal

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General Discussion / Netcode Lag/Delay Test Reports
« on: November 22, 2011, 08:14:15 PM »
Post all your lag/delay tests here for online matches. Also make sure to specify which system you are playing on, distance from the person you were playing and internet connection speeds (how many bars). I'll be posting my impressions soon once I get my copies for both systems.

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Welcome to the Garou Mark of the Wolves thread. Here you will find everything you need to know about the Garou Mark of the Wolves game engine. If there is anything here that you don't understand don't be afraid to ask questions. Also this post will be updated if there are any changes or fixes. Enjoy.

Garou MOTW is out for Xbox live (6/24/09), the netcode is pretty bad, GGPO is still better. Port is similar to PS2
version with the same exact training mode. The "Guard Cancel" letters now show up so it's a fixed PS2 port. The Xbox 360 is the best port out now but PS2 version is still good for tournaments. Both versions run at a faster frame rate than the original arcade version.

***All character combos, strats, etc. on the second post***
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So to start things of here is a quick write up I did for the game engine. It should give you guys a good idea of how the game engine works in detail. This guide is good for the MVS/AES, DC, PS2 and Xbox 360 versions of Garou MOTW:

Taunt - AES/MVS (arcade) versions you press start to taunt your opponent. PS2 version you use the select button. Xbox 360 version you use the back button to taunt. You can also add a taunt button if you have more than four buttons on the PS2/360 versions of the game. You can cancel out of taunts during the taunt animations. Also right when you win a round after the KO you can do special hidden taunts by hitting either  bck+ start or fwd + start on the AES/MVS versions. (On the PS2 it's bck + select button or fwd + select button, 360 version is bck + back button or fwd + back button)

Small jump - tap ub/up/uf.
Your character jumps about half the amount 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 the amount of 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. Also remember that you cannot Just Defend when you small jump so make sure you use it wisely.

Normal Jump - press and hold ub/up/uf.
You can't air block in Garou MOTW but you can JD while you are in a normal jump state. You si,ple press ub/b/db just as you are about to get hit so you can JD their attack.

Super Jump (SJ) - dwn, then quickly hit ub/up/uf (Only for Dong and Jenet). Cannot JD during SJ animation.

Foward Dash or Run - tap fwd, fwd.
Here is a list of character that can run only: Rock, Hoku, Dong, Terry, Gato, Hotaru

and characters that can dash only: Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco, Tizoc/The Griffon

Characters that dash usually have better mixup options since dashes are faster than runs. So for feint cancels or breaks this can be helpfull for a lot of situations where your opponent is cornered.

Back dash - tap bck, bck.
Everyone can back dash in Garou. It has invicibility during the back dash 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. Certain characters can cancel out of their backdash animations as well. Here is a list of which characters can cancel their backdashes:

Jenet - During the backdash animation cancel into  dwn + B/D (Might need to double tap down at times for it to come out more consistant)
Hoku - During backdash animation cancel into either  qcf + A/C or  qcb + B/D
Kain - During backdash you can cancel into his charge dwn, up + B/D, TOP attack (C+D), all supers. His backdash cancels require real fast strict timing. As soon as you backdash with him you have to cancel within 2 frames of the backdash start up animation.

Throws - Throw by pressing either f/b + C/D up close or in the air with C (Gato and Tizoc/The Griffon are the only two with D throws, also Jenet, Hoku, Hotaru and Dong only have air throws in the game with jump C).
You can tech out of throws by pressing the C/D button. You can air grab when you small jump, regular jump or even super jump as well. You cannot tech out of command grabs or air grabs. There is also a bug in MOTW that allows you to escape any throw. Whenever you input a TOP attack/Super during the recovery of one of your specials/supers, you won't be able to get thrown. It's a strange bug but it works pretty easy. This video shows it in application: http://www.youtube.com/watch?v=4gRoJcRI-Jc&p=6B41D61AD830D624

Roll Recovery - When you land on the ground on your back/stomach press A, B, C or D.
Depending on which button you press executes the direction you will roll towards. Use them to recover quicker than just the normal get up recovery. Helps you out by preventing possible crossups or jump in attacks from the opponent as you get up. Though be carefull which ones you use as it's possible for an opponent to use the roll recovery to his advantage as well. Here is a list of what each button does, as you hit the ground press:

A - for a forward small roll recovery
B - for a backward small roll recovery
C - for a forward big roll recovery
D - for a backward big roll recovery

Guard Crush - You can get guard crushed if you block for too long your character starts flashing red when you get near guard crush. When you get a guard crush the words guard crush appear on the screen in red letters. You will see a blue spark different from the Just Defend blue spark, that shows your guard crushed. When you get guard crushed your left wide open as your character leans back for a second with his arms up. During that time your open for any attacks and you cannot block during that animation.

Feint moves -  fwd + A + C  or dwn + A + C (Any character).
Everyone in Garou has feint moves, they are used to trick your opponent into thinking your going to do a special or super attack. Both feint commands do different feint animations for each character. Try everyones out and also depending on which feint you do one is usually quicker than the other.

Feint cancels (FC) - fwd + A + C  or dwn + A + C after a standing/crouch A, B, C and D.
Everyone except Grant can feint cancel, though not all normals can be feint cancelled. Some character can feint cancel all their normals while others can only feint cancel some. It usually depends also on how far or close you are to your opponent. Feint cancels are very helpfull since they allow you to cancel out of normals that usually have long recovery time. Such as standing fierce attacks, since they usually have a lot of recovery time behind them. Also with feint cancels you can do combos that you can't do normally at times. Such as for example with Terry do stand C, then fwd + A + C for his feint move, then cancel to another stand  C or down + C, fwd + A + C feint cancel, etc. Experiment with each character what can or can't be feint cancelled on hit. Also if certain normals that you do on hit don't feint cancel they usually can on block. It's kinda strange bit can help out certain characters from their recovery times. Same goes for normals that are blocked which can also cancel into specials/supers as well. List showing which characters tend to use feint cancels more often:

http://shoryuken.com/f4/garou-motw-thread-52470/index74.html#post5087718

Feint cancel loop explanations and video:

http://shoryuken.com/f4/garou-motw-thread-52470/index75.html#post5140546

Power Meter - Your power meter can charge up to two times to be fully charged. When you have one bar of super meter its called S. power (Super) and if you have two bars then its P. power (Potential). P. power super moves do more damage then the normal S. power supers. You can only build meter either hitting the opponent with normals or if they block your normals or hitting them with specials or whiffing specials as well.

Just Defend (JD) - On the ground press bck for high/mid attack, db for low and bck while mid air from a normal/super jump. JD's occur when you defend a move at the last second. You cannot JD when you small jump. The words "Just Defend" should appear on the screen with yellow letters if you did it correctly. You should also see a blue spark which also indicates that you JDed a move correctly. This is one of the most important features in Garou, since this can decide the outcome of a match. Everytime you JD you gain back some life, which is why JD can really change the flow of a match. You can JD just about everything besides certain command grabs, grab supers and normal throws of course. Also remember you can't air guard in Garou but you can JD in the air as well. Learn the timings on certain moves as some require certain timings, to be JDed correctly. Also if lets say you JD in the air a normal attack/special or even super attack, you can counter right back after a JD. Since it counts as being neutral in the air, so you can do a normal attack, special attacks and it is even possible to air grab. They have to be close enough to you in order to air grab them, you can also continue to JD if they decide to lets say dash and try another normal on the ground before you land. So you can see that Just Defend is a
pretty important thing you use correctly in this game, use it wisely as well.

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