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From the T.O.P system that lets you select an area of your health bar to grant you a boost, to the Just Defend blocking system. And means that plenty of the intricacies of the excellent fighting system are out of reach.Īnd that's a real shame, because some of the ideas that Garou implements are still impressive today. That usually reduces the scraps to jump kick, low kick battles of attrition. It's by no means the perfect solution, and the complex joystick movements that a lot of the special moves require are impossible to pull off even 50 percent of the time. These deal out punches and kicks, and you can add buttons that act as combinations of taps. A joystick sits in the left of the screen, then between four and six buttons on the right. You've got a lot of buttons to deal with if you want to come out the victor. First one to deplete their opponent's energy bar is the winner. You pick a pugilist from a selection of characters, then duke it out. Yes, it's fun, and it's probably one of the sharpest straight-up fighters on the App Store, but it's a shadow of what it would be with an arcade stick attached. What you're left with is a glimpse at something greater. This is a game that demands precision, and that's not something a touchscreen joystick can provide. What it's not, however, is particularly suited to mobile. Rock has amazing punish ability with his B/D super, it is important for Rock players to have good knowledge of what is punishable (for example via framedata) and be ready to punish anything.Īs a general rule, all sweeps are punishable with Super, most AB are punishable on hit (but not on guard, you have to take the damage on purpose), most fireballs can be guard-cancelled into Super for a punish.Garou: Mark of the Wolves is a classic brawler, all gorgeous sprites and intricate combo-chains, a blistering reminder that Street Fighter was never the only 2D fighter on the block.
#Garou mark of the wolves combos full#
It is very similar to the way Street Fighter V Ryu uses his meter.Īnother example, if using your full P-power doesn't grant you victory, it is possible to use only 1 bar (S-power) to see if you can catch-up without throwing away your whole win condition.Īlways try to take the enemy out of TOP if there is time left, as it puts you in a much better situation for the continuation of the round. Once he has meter, he has many ways to land damage.īeing your win condition, meter management is very important.įor example on the first round, if landing a super doesn't grant you life lead and the clock is running low, you should save it until using it will grant you victory. Since most of his damage come from his Super, he will have to be patient and build meter. He also has decent meter building ability (whiff low counter). Shinning Knuckle is an amazing punish tool and should restrict your opponent's options once you have it available. He has below average bnb damage output, therefore most of his damage will come from landing his kick Super (Shinning Knuckle) once charged Rock has many options to land it (confirm from ground normals, hops, command grab, unblockable air resets or as a punish). However he has low vitality, being able to zone and defend well is the key to victory. Ģ) Jump crossup, land, close standing, close standing / + cancel into +ģ) + (get behind them) into + into press (break) +, ( + / )/run in + /walk in + /TOP attack ( + ).Ģ) Jumping C->Standing A->Standing C->QCF+ Cġ) Jumping C->Standing A->Standing C->QCFx2+ Kġ) Jumping C->Standing A->Standing C-> Neo Deadly Raveġ) 360+ C, Break->QCB+ A->QCFx2+ D-> C Rising Tackleģ) 360+ C, Break-> Rising Tackle->QCFx2+ D-> C Rising Tackle Ģ) Jump /, land, close standing, cancel into +ģ) + into press (hold) +, then release to hit.Ĥ) + into press (break) +, ( + / )/run in + /TOP attack ( + ).ġ) Jumping /, land, close standing, cancel into x2+ or Neo Deadly Raveġ) Jump crossup, land, close standing cancel into / + /. KD means the attack will knock the opponent down.ġ) Close standing / + / / + + cancel into / + /.
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