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Skankin Garbage

[VS] Gallon: The Wolf Man

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Gallon Punish Guide

These are all the character-specific situations I'm aware of that Gallon can take advantage of due to his hitboxes, speed, and ES Beast Cannon. Enjoy. Any additions or comments are welcome.

Anakaris:

1. Walk under (ES) Cobra Blow and punish with anything you want without hesitation. Bait this out by jumping a lot early in the match from distances that would merit using this move on the opponent’s part. If you’re close enough and crouching under the edge of the move, do Moment Slice quick enough and it will hit as well.

2. Bait cr.hp and punish with falling mk xx cr.mk xx es bc.

3. Punish whiffed portal with either dragon cannon, or es bc after active frames are finished. Sometimes later in the match Anakaris players will look to do this when you’re in the corner as a finisher, so be aware of this and jump out and hit them with whatever you can.

4. If you see an Anakaris player dashing around loosely, throwing out cobra blows or the like, do a full screen ES BC and there’s a very likely chance you’ll get a full combo off of this. If not, you’re safe to do whatever you like anyway.

5. If you see the ES hands coming, jump over them and do basically whatever you want if you’re close enough. Or do an air ES BC into full combo if you’re not. Alternatively, regular air BC into ES Climb Razor. The regular BC into ES Climb Razor does sizable red damage and also can easily be hit confirmed. It’s also good for meter conservation if the air BC is blocked or if you’re unsure whether you have the appropriate range to connect the ES Climb Razor. At all but max ranges this is unsafe on block, but it’s still good to do often to keep opponents on their toes. Keep this information in mind for all similar setups.

6. Punish (ES) pursuit grab with ES BC. Timing is awkward, but it’s possible. Don’t bother with cr.mk. Just do the ES BC.

Aulbath:

1. Sometimes you will notice Aulbath opponents jumping back and forth with air normals then throwing out gas or sonar. If you notice this pattern do ES BC and hit them on startup for a full combo.

2. During Aulbath’s Dark Force when they’re on the crab they can’t block anything. Your best bet is to dash backward as fast as possible then throw out a dragon cannon. It won’t always work, but when it does, they’ll think again about using their Dark Force loosely, and it will result in some good damage.

3. Look for when the Aulbath player likes to do d.mp as this move is two hits and you can easily ES GC this, which won’t be as powerful as a regular ES BC combo, but will yield some decent damage and net you a hard knockdown.

4. Try to bait dashes by neutral jumping and come down with hp or mk depending on range. Spacing is required. If you are in the corner don’t do this as it won’t work, even with j.lk.

5. As above with Anakaris, anticipate dashes and ES BC, or look for loose dash movement to punish with ES BC.

Bishamon:

1. When you are in the corner due to the linear nature of Bishamon’s offense you can sit there and wait for him to make a move, then punish him for it. Be wary of a player instant overheading you, but aside from that you should be able to react to everything he throws at you and punish accordingly with anticipatory cr.mk xx ES BC. Even if this doesn’t combo it’s a good means to escape.

2. Bishamon players will use dash MP as a means to keep you on the ground. This move is three hits if you block it standing, so as above with Anakaris, try to bait this out with lots of neutral jumps, anticipating when your opponent will finally bite, then ES GC them when they try to AA you.

3. As above with other explanations of punishing loose dash movement, this also applies here.

4. On the rare occasions a Bishamon player with use Dark Force, punish with ES BC from any range and cr.mk xx ES BC from close range. Be careful of the super armor, however.

Bulleta:

1. Punish blocked Grandma super with ES BC. Bulleta players may use this as a desperation move, and more likely as a wakeup move if you’re being sloppy.

2. As with the above examples, punish loose dash movement with ES BC.

3. Sometimes you will notice during a match a Bulleta player jumping around throwing out mines and then landing and throwing missiles, sort of how an Aulbath player does with their normals into sonar or gas. Punish with ES BC.

4. On rare occasions Bulleta players will use Dark Force to escape dangerous situations, such as, for example, your OS situations. You can punish their deactivation with the same moves as described in the Bishamon section. However, be wary of them using missiles to safely deactivate. Anticipate this and jump air ES BC for a full combo. Alternatively, regular BC into ES Climb Razor.

5. Punish DF deactivate with ES BC if too far away. If close enough, do cr.mk xx ES BC.

Demitri:

1. So long as the Demtri player has spaced their bat spins (drill) incorrectly, whether you are hit or block this, do an ES BC afterwards for full damage. If you don’t have the meter do st.hp.

2. On any whiffed or blocked DP from Demtri, punish with ES BC if standing. The timing may vary but typically you should expect reversal/defensive DPs to be the light version. If you don’t have the meter again punish with st.hp. Demitris will often do a followup DP if the first one whiffed and you’re slow to punish, or sometimes a third. Just be careful and punish appropriately. If you block this move in the air punish with mk.

3. As in the above examples, punish loose dash movement with ES BC.

4. This is a bit tricky, but look for Demtri players to control air space by canceling this into karacancel xx fireball, and punish with a full ES BC combo. The tricky part is that at max range it’s sometimes difficult to get the combo, so space yourself a little closer, just enough to keep the other player feeling comfortable to throw out the fireball, then hit them with the full punish.

Felicia:

1. Punish any blocked form of Buckler with cr.mk xx ES BC.

2. Punish whiffed Please Help Me super (little cat comes onto the screen) with ES BC, or if at closer range, whatever you want. Felicias should never use this move, but if it comes out for any reason, you can block it and punish appropriately.

3. Punish DF deactivate with ES BC. If close enough do cr.mk first.

4. Bait GCs with cr.lk or no move at all and respond with own ES version.

Gallon:

1. When Gallon players get desperate or are looking for an easy way in, they’ll do ES Beast Cannons from anywhere on the screen. Basically, it’s a beast cannon with a prayer. If they’re even more desperate they’ll end their string near you in the hopes that the last hit will hit you. Punish full blocked ES BC string with cr.mk xx ES BC if they do this. Alternatively, jab them out of the string.

2. Punish DF deactivate with ES BC or start with cr.mk at appropriate range.

3. Bait cr.hp with neutral jumps and punish appropriately as described above in Anakaris situation.

Jedah:

1. Time when the opponent is throwing out their (ES) wheels, and punish with ES BC before the wheel even becomes active. Also, can ES BC under wheels depending on what height the wheels are at. Or simply walk under.

2. Punish Finale Rosso (blood pit) super with air ES BC or regular air BC into ES Climb Razor. Usually Jedahs will try to set this up as safely as they can, however, so this would only be for random usages. You could punish his other super the same way, but this won't be used as much.

3. Sometimes Jedah players will use st.hk (scythe) when you’re in the corner as a gimmicky mixup. If they don’t set this up correctly, punish with either ES BC or cr.mk xx ES BC, depending on range and reaction time. Sometimes they'll set this up with a low wheel. Try ES GCing the wheel.

4. Bait st.mps with lots of neutral jumps then walk under and punish with whatever you want. Timing can be difficult so perhaps opt for throws only.

5. Bait and punish Nero Fatica (that unblockable backwards swipe) the same way as number 4. You can also ES BC this from afar. Some Jedahs like to do two of these in a row so sometimes you’ll get a second opportunity to punish this. You can also bait this out by doing lots of jump-ins and mixing in either regular air BC into ES Climb Razor (hit confirm) or just air ES BC.

6. When Jedahs don’t set up Ira Spinta (air command grab) correctly, do the DP version of BC, either regular or ES BC and you will beat it out. Look for them to do this when you’re in the corner. Be wary of them canceling the move into a wheel though. If they set this mixup up with a low wheel, ES GC the wheel to surprise them.

Lei-Lei:

1. At first Lei-Lei players will throw out some medium strength projectiles (rainbow arc) to keep the air space controlled, but if you anticipate one of those you can get a full ES BC punish from anywhere on the screen. After one though they’re likely to throw low projectiles which you can dash over with mk or hp, or even more likely, do gongs. It’s best to really be careful with these situations and react accordingly.

2. Punish whiffed 6HP (when she throws her chain claws diagonally up into the air) with an ES BC. Bait this out with jumps at appropriate range, but expect one pretty quickly.

3. Punish Dark Force deactivate with same moves as described above.

4. Alright, this is really tough and I’ve only done this once on accident, but when Lei-Lei players use Chireitou (sword super) you will notice there’s a ching ching ching, then a pause, then another ching ching ching, as the swords rise up from the ground. During that pause, if you hit your ES BC just right, you can go through this super entirely. Usually Lei-Leis will use this super as a means to get in safely, however, so don’t expect them to just be sitting there waiting for you to be cool.

5. Lei-Lei players will also Senpuubu to move around the screen and cancel it into tricky rushdown. One way you can beat this is to do a j.hk. The reason is because of the range of j.hk and the fact Lei-Lei’s attack box actually swings around her, so you should have a ¾ chance of hitting her out of this move safely.

Lilith:

1. Punish whiffed or blocked (ES) DP with ES BC if standing. Timing will vary depending on strength of move used. Always wait until the end of ES DP before punishing. If blocked in the air punish with mk.

2. Punish loose dash movement with ES BC.

3. Punish TK Fireballs with ES BC. Depends on height so sometimes a walk under is a better option.

4. Punish DF deactivate with ES BC or cr.mk xx ES BC.

5. Punish blocked Light Illusion with ES BC.

Morrigan:

1. Punish whiffed or blocked (ES) DP with ES BC if standing. Timing will vary depending on strength of move used. If blocked in the air punish with mk.

2. Punish blocked Darkness Illusion with ES BC.

3. Punish DF deactivate.

4. Punish missile super with dragon cannon if you’re still standing when she does hers and aren’t close enough for anything else. The dragon cannon will outright beat the missile super.

Q-Bee:

1. Punish loose dash movement with ES BC.

2. Punish whiffed bee super with Dragon Cannon. ES BC when closer after blocking the move. Bait this out with lots of seemingly random jumping normals.

3. Punish whiffed dash mp or st.mp with either cr.mk, ES BC, or both depending on the range.

4. Punish honey bubble with ES BC. Anticipate when your opponent will throw this out and just nail them with the ES BC.

Sasquatch:

1. Neutral jump to bait a cr.hp and punish with either an air ES BC or regular air BC into ES Climb Razor.

2. When you cross Sasquatches up sometimes they will do Big Blow (that windup punch). Punish with whatever you want so long as you blocked it.

3. Punish blocked or whiffed ES DP with ES BC. Timing is awkward since the move has so many active frames, but just wait a bit then do it. Almost right before the move ends. If you blocked it the move only hits once so punish immediately after.

4. Punish DF deactivate with ES BC. Cr.mk into it if closer.

5. If you somehow manage to get over ES Ice Towers, if you’re in range, you can get a full combo or just do air ES BC or regular air BC into ES Climb Razor. This is difficult though as the ES Ice Towers will hit higher than you think, so be wary.

Victor:

1. If you anticipate your opponent using an ES Gyro Crush (lariat), you can walk under and punish, but be careful, as sometimes you can still get hit.

2. If you manage to block Giga Stake (giant fist), jump as fast as you can afterwards and hit Victor as he’s still falling and recovering from the move.

3. If you happen to somehow get into the air when Victor uses his Thunder Break super (yeah right), punish with air ES BC.

4. Bait electric cr.hp with neutral jump and punish with ES BC. Alternatively, jump and do a delayed air ES BC. Or regular air BC into ES Climb Razor.

5. At appropriate range punish j.hp attempts with anticipatory n.hk. You can even walk under and still have time to do this.

6. Sometimes Victors will use ES Giga Forehead as a gimmicky AA or maybe even to chip out jumpers. If you block this move in the air punish with mk. If you’re crouching on the ground it whiffs entirely and you can do whatever you want. If you block it standing punish with cr.mk xx ES BC.

Zabel:

1. Punish any version of Death Hurricane and Death Voltage (spinning move/super), so long as it’s blocked or whiffed, with anything you want, so long as at appropriate range.

2. At the start of the match anticipate 6 lp and punish with full chain.

3. Punish whiffed AAs when you’re in the corner with cr.mk.

4. Punish basketball super with air ES BC. You’ll want to bait this out with lots of loose jumping movement at full screen. Then anticipate the super and punish them for it.

5. If for some reason the Zabel player drops their typical BnB combo into Hell Scream (that super where that long blade comes out and he electrocutes you), punish with cr.mk xx ES BC.

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Not sure if this is the right place to put it, but while trying to complete the second part of Gallon's Tutorial 5, I came across a much easier way of getting it consistent. The input by itself is normally cr.LK -> s.MP -> Moment Slice (LP MP 6 LK MK), which is particularly uncomfortable to do on pad. As it would turn out, you can use the s.MP and have it count towards the Moment Slice input. But what about the LP, you ask? Simple.

The input you want to do is cr.LK -> s.LP -> s.MP -> 6LK -> 6MK. You have to do the first three inputs VERY quickly, but a simple piano of the buttons should do the trick. The applications of this aren't just limited to making the inputs easier, or actually performing the challenge on a pad - it should make hit confirming into the Moment Slice much easier, considering you have both the cr.LK and the s.MP to confirm if you got the hit, and only two more buttons to press once you find out you got the hit or not.

Sorry if this has been mentioned already, or if it's not the most useful piece of information. I'm new to this game. :v:

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Jackie,

Gallon's cr.lp hits low! one of the few in the game. So, the ideal confirmable combo into Moment slice is:

cr.lp, st.mp, (CONFIRM) 6~lk~mk.

That cr.lk stuff sucks and is a joke to be included in resurrection tutorials.

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Yeah, there's never any reason to use Lk - Mp xx Moment Slice. C.Lp does the same damage as C.Lk and it hits low; but, it also has better range and makes for a much easier hit-confirm in this situation.

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In the interest of making sure I archive important things about Talbain on this thread, here's some good bits of information on Wolf vs. Q-Bee that from the Facebook community page about a month ago. The posts are written from the perspective of helping Q-Bee players, but I think the info will be useful and insightful for Wofl players too.

The first few paragraphs are from Shoultzula, an excellent Q-Bee player from the US, about situation-specific strats, and the rest are from me about the broader scope of the matchup.

LOL, sigh... whenever someone says wolf and jump, I always think about skankingarbage lol (his style is jump x999 lol)

if he's jumping out of your ground pressure, c.lk, delay, c.lk, c.mp, c.mk. The delay will allow him to hold up but get hit with the 2nd c.lk into chain. Free life for them holding up

if he's holding up when you're sneaking into his ranges or playing footsie, dash s.mp, s.lp, s.mk. They have good range on them.

then don't forget about chicken block in the air, iad for tri jump opportunity and push blocking is GREAT for AA. Push blocking is EVERY characters generic AA.

the most important part is that whenever hit wolf out of the air, he can't fall down and hit buttons. You know where he will go and when he will be there. I use that chance to get guaranteed meaty mixups. I either meaty hi or meaty low based on how I've seen them reacting. This tactic is generic as fuck in vsav and you have to know how to abuse them. Its fundamental to every character.

bee doesn't kill in 1 hit so what you have to do is apply these sequences every time you get a chance to. I particularly like the chicken block strategies I learned from skankingarbage. Its very little work since its jump block, counters the layer and usually gives me a mixup for free. I'm taking wolfs layer he tried to turned into offense and turning it into my offense with barely any effort.

Skankin's note: The chicken block strats he's referring to in this last paragraph is to chicken block an air string - especially during float guard - and then counter with an air dash, timed properly so that Q-Bee will fly towards the ground and hit an air dash attack as her opponent lands. Bee can convert a lot of successful chicken blocks into big damage this way.

Allow me to weigh in a little bit.

Bee vs Wolf is "yomi" as hell, and can be a very fun match. Both parties are capable of keeping each other honest - Bee is very hard to hit and her homing air dash can really discourage Wolf from overextending; and Wolf has the looming threat of his own big-damage combos to keep Bee from IAD'ing with impunity.

This match takes place in the air. It can look either like...

This - http://www.youtube.com/watch?v=cl1Jj8doN5k (Buzz vs OraOra)

Or This - http://www.youtube.com/watch?v=Gn0QJ7k5XFk (Buzz vs Sakamoto, about 3:35 in)

But, whether it's the crazy jumpfest you see in the first video, or the more reserved style in the second video, most of the important stuff for both parties involves not being on the ground.

In general, the closer you move towards Talbain, the more likely he is to leave the ground (unless he's crazy). A good Talbain won't hop around like a jackass if you're a full screen away - if they do, you can respond by jumping into the air yourself and timing an air dash to hit him as he lands.

On the other hand, when you're closer to Talbain, it's not only smarter for Talbain to leave the air as a defensive maneuver, but as an offensive maneuver. You can't air dash Talbain if he's in the air, and he can also do a variety of things to bait you into air dashing at the wrong time and capitalizing on it much more easily and safely than he could ever hope to on the ground.

Thus, the more frequently you rush Talbain down in neutral situations, the more you invite the possibility of putting yourself in a poor situation. It's important to gauge how comfortable your opponent is when you move towards them. If they can't handle the pressure, you can crush them; if they know exactly what they're doing, you might want to pull the reins back and not RTSD so hard.

When you get on the offense, be relentless. You can really warm up his ribs, so to speak, with repeated IADs, and convert that into either a knockdown chain or combo into EX Hcf+P. Talbain's only hope is to guess which way to block properly AND get an AG. With some distance, Talbain can safely jump out, and the situation is neutral again. Bee can try to quickly get back in by doing a Dashing Mp at this point, but it's very high-risk - if Talbain doesn't jump, you're going to eat a full ES Beast Cannon for sure.

When Talbain's on the offense, it looks virtually the same. Talbain doesn't have as much ability to remain continuously on the offense as Bee does, but he makes up for it by having far more dangerous ways to punish Bee for being reckless. A smart Talbain player will use wakeup games that prevent Bee from jumping. There's two ways he will do this:

1. The dumb way - on the ground. Bee players, for good reason, like to get back in the air ASAP. Talbain players can often rake in tons of free damage on newer Bee players by simply walking up and mixing up his Throw OS with a standard knockdown chain. Bee players can - and should - show Talbain that this whole strategy crumbles before Bee's godlike command throw. Once you show a Talbain player that, they'll have to stop using the throw OS and just meaty from far away, which you can easily AG and get back to the killing him. Don't let a Wolf kill you with this nonsense.

2. The smart way - in the air. Talbain players can use his jump mixup (standard attack, BC/ES BC, empty jump) to discourage Bee players not only from jumping, but from AG'ing mindlessly. The good news is, Talbain's offense almost always fizzles if he fails to get the knockdown. The bad news is, this strategy is really effective in this matchup, even in neutral situations, which is why you need to be damn careful when you approach. Since Talbain's offensive advantage comes and goes in short bursts, simply being at the wrong place at the wrong time is handing him the offensive advantage. Don't be caught on the ground in close proximity!

The most important takeaway for a Bee player is not to get TOO hungry. Shoultzula is right that Bee's rushdown is not always high damage, but in this matchup, your opponent is one with very low vitality. Watch the Sakamoto matchup again; he only lands one full chain before taking Wolf's first Bat - all the rest of the damage comes from trades and one-shot counter-attacks. It can be tempting to fly around and IAD your opponents into oblivion, but Talbain DOES have an answer for that, and if you don't respect that, you are probably going to lose.

---

As a bonus, here's a few things you def should never do in this match as Q-Bee, in a much angrier tone because Bee players really need to drill this into their heads:

1. Do not ever close the distance with empty air dashes. Hell, not even with a ground dash. Bee players get a huge boner from doing this because they think they're Magbeeto, and all I do is break out my spoon and forks because if I see you doing that shit, I'm gonna eat your ass alive - you just stepped into randomBC'sville.

2. Stop jumping every damn time you get up from a knockdown. Bee players have this habit worse than any other player, even other Wolf players. This is good advice in probably every match, but since Talbain is the king of punishing stupid habits, you'll probably notice more in this match how terrible it is. I've seriously almost killed Bee players from start to finish because they just can't sit down for one second and block. Even eating one meaty C.Hp -> C.Hk chain from Talbain is going to hurt you a lot - as a Q-Bee player, you don't have the defense necessary to let your opponent take stupid potshots like that, so just don't let them do it.

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Jackie,

Gallon's cr.lp hits low! one of the few in the game. So, the ideal confirmable combo into Moment slice is:

cr.lp, st.mp, (CONFIRM) 6~lk~mk.

That cr.lk stuff sucks and is a joke to be included in resurrection tutorials.

Yeah, there's never any reason to use Lk - Mp xx Moment Slice. C.Lp does the same damage as C.Lk and it hits low; but, it also has better range and makes for a much easier hit-confirm in this situation.

PFFFFFFFF. Well, that is SIGNIFICANTLY easier with almost exactly the same effect. It makes me wonder why the cr.lk combo was in the Tutorial - you know, the place you're supposed to learn practical and applicable things - instead of Challenge Mode. The cr.lp combo would have been much more suited to the task. Thanks for the info though guys, I'll be sure to to utilize it~.

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That's one of the most infuriating things about the VSav tutorial to me - a great deal of the lessons teach weird, impractical shit that you would never do. More frustrating is the fact that before this game was finished, I fucking asked at Capcom-Unity if they had any ideas for the challenge modes and said that we had a bunch of people who could help out. Glad they forewent our advice to do their stupid shit.

Gallon-

If Morrigan tries to setup a Finishing Shower from a cr.hk & does not command cancel the super, Gallon can wake-up neutral and ES-Beast Canon for a huge punish.

From the ES-GC he can combo: ES-BC_9~1, Land, ES-Climb Razer.

OKI w/ DF~Command Throw; the escape is to stand & block. Holding [4] will have the character stepping out of throw range and can than punish the cl.hk w/ a low.

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