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?
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?

