Garou: Breaking system questions

Chikahiro

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Right now my DC is on the fritz (sob), so I'm not able to work on Breaking as much as I would like (I've got 4 buddies w/DC's, but when you want to play in the middle of the night...). I've started working on trying to figure out the breaking system, and have figured out a possible ideal method for doing it (set up your stick MVS style, use the hard punch/kick variant of the attack, then immediately break...much easier than trying to use the weak punch/kick special, which is what I was doing).

First question: Will the button used make a difference? I can never get Butt's weak Koho to break consistantly (1/30 tries), but can now get his strong Koho to break for combos. Does it change the properties of the break, or does it not matter?

Second: I've seen some combo movies (probably off the beta-ROM) where multiple breaks are used in a combo. Assuming that it is a counter-hit, is using multiple breaks feasable for most characters? Is there a practical application for this, or will the damage correction negate a high-hitting combo?

Third: Freeman, Rock, and Tizoc have somewhat odd breaks (break a throw, break a throw, cancel move) that can't be used repeatedly in a combo, and have other quirks with them (Freeman players must "train" their oppenent to stand, Rock's difficult 360, Tizoc stopping his move). Is it worth my while to work on these more to find out more, or are they all pretty much to be taken at face value?

Fourth: I'm not the fastest, most precise player on the planet when it comes to performing movement on the stick, so that's hindering me somewhat. So far it seems that after breaking, unless the move performed afterwords has some sort of multihit or juggling properties (counter hit weak burn knuckle-> power dunk -> break -> [hard power dunk/buster wolf/power geyser/etc] being one I figured out), you only get an extra hit off of it (say, power dunk -> break -> standing fierce). Pretty accurrate assessment, or are there exceptions? Is there any time when you can connect a normal move on a juggle state (from a break) character and immediately cancel into a special or super, Capcom style?

Fifth: I haven't noticed whether or not characters have "weight" or not, and obviously they're all different sizes. How much of a factor is this when a break move puts a character into a juggle? Due to working full time and my current DC situation, I can't really mess with this as much as I would like, and no FAQ (I've read) really addresses it. Should I just assume that a combo that works on one character *should* work on another (I'm primarily worried about the diminutive Hokutomaru...punk ninja kid ).

Final (and a little off topic): I noticed that counter sweeps don't seem to knock down in practice mode. Is there a consistant way to take advantage of this in an actual match? (Sweep -> Power Wave or something like that?)

I've checked at GameFaqs, and couldn't find anything of real interest/use there, and the few combo movies I've seen seem either impossible on the DC version, or actually are impossible on the DC version (again, ROM-age). If there's another resource, or you know anything about the above, please let me know! Garou is too good of a game to be forgotten so soon, and I'd really like to be able to say that I got as much out of the game engine as possible when I finally stop playing (10 years or so from now )

Thanks in advance.

BTW, I got to play last night (20 minutes! Woo!), and I might have an answer to one of my questions (last part of #4).

It might be possible to hit an airborn opponent in the air with a normal then cancel into a special if it's done as a counter hit. I've done it with Terry (standing hard punch -> power dunk) against the CPU punching bag (Counter on, action Jump), but it tends to be on the lower part of the jump (up or down), and seems to be grounding them for the combo. I'll try it again with Rock (c. hard punch -> rising tackle) and Terry (c. AB -> power dunk) later on to see if I can get any different results. Anybody else try stuff along these lines?
 

EX_Andy

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If memory serves, in the default controller setup on the DC version, one of the shoulder buttons is auto-configured to brake. Makes it a lot easier.

Most brake combos, especially for the characters you listed, aren't all that interesting. Rock's best brake combo, for instance, is to juggle with a Raging Storm DM after the throw. The damage doesn't really justify the effort. Most brakes set up a juggle or two, and not much more.

The really big, long combos that are actually challenging are the fake combos, though some of them, like Kim's sons' infinites (close standing D 1 hit -> fake -> walk forward -> close standing D 1 hit, etc.) are pretty lame. There were some combo videos floating around somewhere; you might be able to track them down and get an idea of what to expect.
 
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1st You can break strong and weak the same.
2nd You can break up to three times but nothing will combo after, so you'd better break two times to combo some special (i.e. Terry,Butt,Dong Whan,Jae Hoon...)
3rd Tizoc's breaks are only for feint (i think)
Using Freeman's is, you are right, complex, Rock's however fits well in a usefull combo...
4th Assuming i understand what you say, no. Any juggled normal hit will end the combo. No hard punch->weak burn knuckle after a counter hit, only the hard punch will connect. I cannot access practice mode as i'm waiting on my phantom, but perhaps counter on allows certain things impossible otherwise ? (opponent floating in the air and you counter again with the hard punch)
5th I am not aware of this kind of exception.
6th no pratice for me <img src="graemlins/crying.gif" border="0" alt="[Crying]" /> <img src="graemlins/crying.gif" border="0" alt="[Crying]" />

one of the funniest thing i found in Garou is the ability to hit downed opponent after a counter hit...
Try it with a hao-sho-ko-ken or a raising a storm :D
 

Spike Spiegel

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Hell, Rock is the only one I CAN brake with regularity. I haven't even played the DC version, but on the MVS/Neo Geo, it's tough to break for me. Hell, with the light attacks, I can't brake them at all!

But with Rock, I've got three throw brake finishers: The easiest is to do this throw, brake and HOLD the two brake buttons (this way he charges up a big Ryo style energy blast), then let go and it's two hits. My second is the one with your back against the wall, throw, brake and then do a raging storm (easy). The hardest one is the third I use. You must have P Power, and then do the throw, brake and then do his SDM shine knuckle just before they hit the ground.

Since we're talking about Rock, if you have P Power, why not just jump, HK, standing HP, and then do his deadly rave. This will kill the other guy with full health if you are in a good enough TOP.

What's Freeman's brake, anyhow? I love that dude!

EDIT: Oh yes, I can answer number 6 for you. From what I've noticed while practicing brakes, no matter what character you fight against, it shouldn't matter about comboing for air juggles. I went against Tizoc and also Hokutomaru with the very same juggling. Seems to have no effect! Size may be the only thing that matters since the smaller characters might have less area to hit/hit detection, but it hasn't bothered me one bit (yet).

Spike

[ January 31, 2002: Message edited by: Spike Spiegel ]</p>
 

Chikahiro

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The really big, long combos that are actually challenging are the fake combos, though some of them, like Kim's sons' infinites (close standing D 1 hit -> fake -> walk forward -> close standing D 1 hit, etc.) are pretty lame. There were some combo videos floating around somewhere; you might be able to track them down and get an idea of what to expect.
<hr></blockquote>
I always thought those were glitches. So when you say "fake" I'm assuming you mean the feints (neutral or down+AC)? I'll have to try that, if for no other reason than it'll annoy this one guy I play against. BTW, I try to avoid macro buttons when possible...if you can't have your macro, and you lean on it to do the move/combo/whatever, then you've just given yourself a huge handicap in the arcade...


4th Assuming i understand what you say, no. Any juggled normal hit will end the combo. No hard punch->weak burn knuckle after a counter hit, only the hard punch will connect. I cannot access practice mode as i'm waiting on my phantom, but perhaps counter on allows certain things impossible otherwise ? (opponent floating in the air and you counter again with the hard punch) <hr></blockquote>

Does the AES version have a practice mode? I dunno. Anyhow, I've been working on this stuff when my DC allows for it. Like I said, though, as I've been trying it, it seems to "ground" the character for the combo. I'm hoping to test it further, as I seldom have an opponent just jump in without attacking (and given my SF3:3S experience, if they did, it because they're waiting to Just Defend my attack). I'm hoping that Terry's d+AB (uppercut, right?) will work IF it's actually possible at all. If it does, well, there's a lot of possibilities that could open up from there...
 

Spike Spiegel

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Yes, the AES has a practice mode... however, I think the emu version may not. So if you get someone who cannot practice, tough shit to them. ;)

Spike, who LOOOOOVES to practice! :D
 

Chikahiro

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What's Freeman's brake, anyhow? I love that dude! <hr></blockquote>
Do his leaping throw move (the one where he stabs them if he grabs them)...that's his Break. I think you have to do the break just after doing it, rather than waiting until about the first hit. He basically gets the stun part of it, and leaves the rest up to you.

It should be possible to do a decent standing combo from there, but do it before the other player turns around, otherwise all you've done is get in close (which, who knows, might have been all you wanted). I don't use Freeman much, so I don't bother with it hardly at all...I'd imagine a good standing HP into his rekka-ken type move (the name eludes me right now) would work nicely.

I went against Tizoc and also Hokutomaru with the very same juggling. Seems to have no effect! <hr></blockquote>
Thank you. A buddy of mine uses Hokutomaru (or "Mr. Area Control" as I call him), and quite frankly, my only response is to pull out Kain (he doesn't just defend hardly at all, and Kain's supers frustrate him). I'd like to use a more "respectable" (read: not as cheap) character against him, and I think some of the break combos I've been working on will be key to punishing his mistakes. So far I think Butt and Terry have the most potential, although I'm working on a double super combo with Kevin that's showing some potential (Lucky Striker -> Gattling Freezer -> [Hell Snipe/Hell Trap->[Hell Snipe/Hell Rotor]/Creeper [High/Low/Roll]/Hell Rotor]). Nice thing here is that it doesn't matter how much of the Lucky Striker hits as long as it knocks the opponent up. Could be useful :D
 

Chikahiro

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Hey, Andy...I got to try one of the Fake-infinites...evil, very evil. The timing is hard, but now I want to see what else I can do with them...thanks!

Are there any other tricks I ought to know about?
 

EX_Andy

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Originally posted by Chikahiro:
<strong>Hey, Andy...I got to try one of the Fake-infinites...evil, very evil. The timing is hard, but now I want to see what else I can do with them...thanks!

Are there any other tricks I ought to know about?</strong><hr></blockquote>

I can't find that one site with the MOTW combo videos; there were some pretty nasty fake combos on it.

If you really want to challenge yourself, you might also want to familiarize yourself with some of the link combos in the game. For instance, Terry/Rock/Dong Hwan/Jae Hoon can link a close standing A into a close standing C for rush: 2. They're really more trouble than they're worth, but if you're going for style points, you can certainly give them a try.
 

Chikahiro

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Link meaning you perform the second action immediately after the animation from the first ends? As opposed to chaining which allows you to cancel the first action's recovery animation and the second's execution animation?

Hmmm. Sounds do-able. I'm not sure why, but it "feels" like Garou has a slightly longer stagger time than some other fighters (nothing major like DOA2). It might have to do with the level of animation, though. I'll have to give it a whirl later on.
 
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