Garou: Mark of the Wolves/Gato

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Gato.PNG
Garou: Mark of the WolvesGarouLogo.gif

Introduction

A powerful fighter who has lost all memories, including those of his family. The huge scars on his back prompt him to become an assassin, and he travels the world defeating warriors. One day he finds himself in Southtown, where he enters the tournament. He does well, but near the finals he comes up against someone with the same fighting skills as himself. Winning, his opponent disappears. Gato realizes that it was an image of his father.

Pros

-Combolicious basic fighter -Average Power and Speed attacks -Great Stock charge Cancels -Corner combo options -Good reversal Anti air

Cons

-Corner Combos are strictly on timing -Excessive Use of Power Gauge -Main Anti Air is Super Move

Character Colors

Gatocolors.JPG

Gameplay Overview

Gato its a balanced character and a top tier one that had a good all around character based in power rush moves.

His normals are regular pokes from short to middle range and also had good jump in attacks and excellent low pokes.

Your main plan will be charge your meter with the qcb+B~A glitch and then make a good combo in midscreen or corner in far range, your close range plan its to connect a low normal with your fist special to punish your opponent failures.

He had an exclusive regular anti air special move that is Breakable but in the KOF Series is replaced with more hop special attacks with punch button, and also he had one of the best anti air Super Moves along with a good ground Super Move that will be your mid anti air catcher/punished one and your corner combo ender.

His counter move is rare to use but its your other anti air special move.

The main weakness of Gato is that he can be hitted easily with jump in or Univeral Overheads and in far combat can be punished with simple projectiles in midrange too.

His Feint Cancels aren't necessary to make big damage but they are still useful for corner combos and that is the reason that he is a top tier (characters that they need only one break or feint cancel move to make big damage are tiers thanks to it).

Move List

Command Moves

Muran-geri (Hop Kick): F.png + Snkb.gif
Crossover: Snkc.gifSnkd.gif in the air
Sai-gaku (Hammer Smash): F.png + Snka.gif

Special Command Moves

Command Move Weak Damage Strong Damage
Qcf.png + Punch.gif Shin-ga 10 12
---F.png, F.png + Punch.gif Shin-ga 10 11
Qcb.png + Kick.gif Fuu-ga 10 10
---Snka.gif Kou-Ga 15 NA
---Snkb.gif Sen-Ga 12 NA
---Snkc.gif Kyuu-Ga NA 13
---Snkd.gif Katsu-Ga NA 15
Dp.png + Kick.gif Rai-ga 16 20
Dp.png + Kick.gif (Break) Rai-ga 5 5
charge D.png, U.png + Snkc.gif Houzan Sai Heki-ga NA 20
Qcf.png, Qcf.png + Punch.gif Rei-Ga 35 48
Qcf.png, Qcf.png + Kick.gif Ryuu-Ga' 32 43
Dp.png + Snka.gifSnkb.gif Tenryuu Retsu-Ga NA 14
---Dp.png + Snka.gifSnkb.gif Tenryuu Retsu-Ga NA 17
-----Dp.png + Snka.gifSnkb.gif Tenryuu Retsu-Ga NA 32

Attributes

When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X X X
Far Snkd.gif X O O (on block)
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O(1st hit) O(1st hit) O (1st hit)
D.png Snka.gif O O O
D.png Snkb.gif X X X
D.png Snkc.gif O O O
D.png Snkd.gif X X X
jump Snka.gif NA NA NA
jump Snkb.gif NA NA NA
jump Snkc.gif NA NA NA
jump Snkd.gif NA NA NA
hop Snka.gif NA NA NA
hop Snkb.gif NA NA NA
hop Snkc.gif NA NA NA
hop Snkd.gif NA NA NA
Snka.gif + Snkb.gif NA NA NA
D.png + Snka.gif + Snkb.gif O X O
F.png + Snka.gif X X X
F.png + Snkb.gif X X X

Frame Data

Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6
Close Snkb.gif 5 +6 +6
Close Snkc.gif 5 +3 +3
Close Snkd.gif 3 +5 +5
Far Snka.gif 3 +1 +1
Far Snkb.gif 6 -3 -3
Far Snkc.gif 10 -4 -4
Far Snkd.gif 13 -1 -1
D.png Snka.gif 4 +6 +6
D.png Snkb.gif 4 +4 +4
D.png Snkc.gif 7 -1 -1
D.png Snkd.gif 8 KD -10
Snka.gif + Snkb.gif 8 -1 +3
D.png + Snka.gif + Snkb.gif 9 -5 -1
F.png + Snka.gif 19 +1 +1
F.png + Snkb.gif 13 +1 +1
Qcf.png + Snka.gif 7 -1 -1
F.png, F.png + Punch.gif NA KD -9
Qcf.png + Snkc.gif 16 -5 -5
F.png, F.png + Punch.gif NA KD -11
Dp.png + Snkb.gif 3 KD -37
Dp.png + Snkb.gif (Break) 3 KD +6
Dp.png + Snkd.gif 3 KD -38
Dp.png + Snkd.gif (Break) 3 KD +6
Qcb.png + Snkb.gif 6 -11 -11
Qcb.png + Snkd.gif 7 KD -19
----Snka.gif 11 NA
----Snkb.gif 4 KD
----Snkc.gif 9 NA
----Snkd.gif 7 KD
Snkc.gifSnkd.gif 21 KD -19
Qcf.png, Qcf.png + Snka.gif 0 KD -8
Qcf.png, Qcf.png + Snkc.gif 0 KD -8
Qcf.png, Qcf.png + Snkb.gif 4 KD -55
Qcf.png, Qcf.png + Snkd.gif 4 KD -79
Dp.png + Snka.gif + Snkb.gif 11 -9 -9
---Dp.png + Snka.gif + Snkb.gif -14 -14
-----Dp.png + Snka.gif + Snkb.gif KD -21

Data from Howard's Arena

Hitboxes

Garou Gato Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif 9


Garou Gato ForwardTaunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif 10



Garou Gato DownTaunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif 14


Garou Gato cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


Garou Gato cl.B.jpg

Command Start Up Hit Guard
Close Snkb.gif 5 +6 +6


Garou Gato cl.C.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 +3 +3


Garou Gato cl.D.jpg

Command Start Up Hit Guard
Close Snkd.gif 3 +5 +5


Garou Gato s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +1 +1


Garou Gato s.B.jpg

Command Start Up Hit Guard
Far Snkb.gif 6 -3 -3


Garou Gato s.C.jpg

Command Start Up Hit Guard
Far Snkc.gif 10 -4 -4


Garou Gato s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 13 -1 -1



Garou Gato cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 4 +6 +6


Garou Gato cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 4 +4 +4


Garou Gato cr.C.jpg

Command Start Up Hit Guard
D.png Snkc.gif 7 -1 -1


Garou Gato cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 8 KD -10


Garou Gato j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 4 ? ?


Garou Gato j.B.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 6 ? ?


Garou Gato j.C.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 7 ? ?



Garou Gato j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 10 ? ?


Garou Gato 6A.jpg

Command Start Up Hit Guard
F.pngSnka.gif 19 +1 +1


Garou Gato 6B.jpg

Command Start Up Hit Guard
F.pngSnkb.gif 13 +1 +1



Garou Gato AB-1.jpgGarou Gato AB-2.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 8 -3 +3


Garou Gato 2AB-1.jpgGarou Gato 2AB-2.jpgGarou Gato 2AB-3.jpgGarou Gato 2AB-4.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 8 -5 +1


Garou Gato CD.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 21 KD ?


Attack Notes

To come.

Combos

Jump In

Low Hit

Anywhere:-
1- j.Snkc.gif,cr.Snkc.gif,QCF+C then F, F+C

  • This one of Gato's best (if not the best) BnB combo as it does a good amount of damage & gives you a good amount of power guage energy.

2- j.Snkc.gif,Snka.gif Snkb.gif,F, D, DF+AB 3 times

3- s.Snkc.gif,QCB+B then A

  • A rather odd looking combo, just press the A button a split second after the QCB+B for the combo to work.

4- st./cr. Snka.gif x 2,QCFx2+P


Corner only:-
5- j.Snkc.gif,cr.Snka.gif Snkb.gif,QCB+B then C,QCFx2+P

  • You must time pressing the C button & then quickly input the super as Gato lands.


5b- j.Snkc.gif,cr.Snka.gif Snkb.gif,QCB+B then C,s.Snka.gif,QCFx2+P

  • A small alteration of the above combo, if you're fast you can link a s.Snka.gif before the super.


6- j.Snkc.gif,s.Snkc.gif,F, D, DF+B,QCFx2+P

  • An easy corner super which does a fair amount of damage.


7- j.Snkc.gif,cr.Snka.gif Snkb.gif,QCB+D then B,QCB+B then B (only the follow-up will hit, but do this move 1 or 4 times),F, D, DF+B,QCFx2+P

  • Gato's most powerful combo! If your timing is right you can add up to 4 B follow-ups of the QCB+B! You can get usually 1 follow-up, but even with that this combo does around 75% damage! The only other hard part is comboing the F, D, DF+B & then properly inputting the super as Gato lands.

T.O.P. Notes

Your T.O.P. Attack its a open palm attack that is a good close poking and zoning tool that keeps your opponent away from you and can punish startup projectiles, its a cool move too but weak agaisnt low counters,use it wisely and when you don't have meter.

Overall Strategy

To Come.

Matchup Notes

To come.

Advanced Tactics

Stomp Cancel

Gato's stomp cancel is mainly used to build meter. To preform the stomp cancel you need to do Qcb.png + Kick.gif, Snka.gif. The Snka.gif follow-up will throw a projectile that will hit the ground, but if you time it just right, Gato won't leave the ground, he'll just stay on the floor. The proper timing is when Gato has his arms fully stretched out during his Qcb.png + Kick.gif you hit Snka.gif, any later/earlier and you'll get nothing, or his projectile.