
S Power Supers - Level 1 Supers (, + / ) - Available with 1 Super Stock In some cases, a super move connecting on an opponent will also give you a little meter. Whiffing normal and command attacks will not build any meter. Meter can be filled by doing one of the following: attacking the opponent with anything, whiffing a special move, throwing an opponent, Just Defending an attack, or getting hit by the opponent. moves tend to do a decent amount of damage and almost always deal substantial guard crush damage.

AttackĪll characters in Garou have an extra move that becomes available to them only when they are in T.O.P. of 1.75x), conversely the longer your T.O.P is, the less damage can be dealt (Min. The shorter the T.O.P is, the more damage can be dealt (max. T.O.P sizes other than 1/3 of a life bar are available in home console versions of Garou and are usually ignored in competitive play. T.O.P Attack pressed during the recovery of a move prevent from being thrown (throw bug). Placing it middle can be a way to mess with an inexperienced opponent's combos, as the TOP activation's flash causes a short freeze. In competitive play it is usually placed at the start, allowing the players to benefit from it as soon as the round start and try their best to remain in this state.

Notes : Freeman can hold his dash to cover more distance. Unlike in street fighter, dashes can be cancelled anytime like a run, with the exception of Griffon (he can only special cancel his dash). Grant, Kain, Jae, Freeman, Kevin, Jenet, Butt/Marco and Tizoc/The Griffon. Rock, Hoku, Dong, Terry, Gato and Hotaru. Tap d then quickly tap / / (Only for Dong and Jenet). On wake-up : waking-up with jump will dodge meaty low attacks. You can JD as soon as you leave the ground, also called instant-air JD with the motion : You simply press / just as you are about to get hit so you can JD their attack.

You can't air block in Garou MOTW but you can JD while you are in a normal jump state. The landing recovery is a bit longer than of a regular jump, however it can be special canceled. Also remember that you cannot JD when you small jump so make sure you use it wisely. Use small jumps to throw off opponents that think you'll attack low as you jump in, to land a overhead attack opening. Since small jumps tend to be a bit more difficult to counter from the amount of jump height. Your character jumps about half the amount of a normal jump which can help you when you want to throw an opponent off. Throws have priority over meaty attacks on wake-up : if someone use a meaty attack while in throw range and the opponent presses throw, the throw will win. It is possible to option-select the throw-tech, for example will come out as crouch if you whiff it (faster animation). It's a strange bug but it works pretty easy. Whenever you input a TOP attack/Super during the recovery of a move, you won't be able to get thrown. There is also a bug in MOTW that allows you to escape any ground normal/command throw.

You cannot tech out of command grabs or air grabs. You can air grab when you small jump, regular jump or even super jump as well. You can tech out of throws by pressing the / button. Press either / + / up close (Gato and Tizoc/The Griffon are the only two with ) throws) or in the air with (Jenet, Hoku, Hotaru and Dong only have air throws in the game with jump/hop ).
