Garou: Mark of the Wolves Arcade

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Ten years after crime lord Geese Howard's death, South Town has remained peaceful as Terry Bogard continues to raise Geese's son Rock Howard.
The two suddenly receive a personal invitation to participate in a new King of Fighters tournament, the first to be held since Geese's death, dubbed "King of Fighters: Maximum Mayhem". Upon seeing in the invitation that the host also has information about Rock's deceased mother Marie, they travel to the neighboring city of Second Southtown to participate in the tournament, as do several other fighters, many of whom have ties to the previous tournaments' combatants. Mark of the Wolves features 14 playable characters.
Terry Bogard is the only returning character from the previous Fatal Fury games, though many of the new cast are relatives or disciples of other characters from past entries.

Garou, like many other SNK fighting games, uses four buttons: Light Punch, Strong Punch, Light Kick, Strong Kick. The game has throws as well as throw escapes.
The game also has two evasion techniques, one which grants you upper body invincibility (this evasion is generally a standing attack), as well as one which grants you lower body invincibility (this evasion is generally an overhead attack). There are also rolling techniques, of which there are four. Rolls are performed by pressing one of the four attack buttons as you hit the ground from an attack, and each button allows your character to roll in a different direction with varying distance.

Each consecutive hit on a blocking opponent will gradually drain a non-displayed guard meter which regenerates when not blocking attacks. If a player manages to attack a blocking player for long enough, the blocking player will eventually flash red indicating that their guard meter is very close to being empty. Once the meter is fully drained, the blocking player will have his/her guard crushed, at which point the attacking player can successfully connect an attack or combo on them.

Just Defense is essentially the parrying technique in the game. If a player successfully blocks an incoming attack at the very last moment before it hits, they will have performed a Just Defense. By Just Defending moves, you recover faster from any block stun these moves may have had on you had you just been blocking normally. This decreased block stun generally allows you to counter attack the enemy as they are still recovering from their blocked move. For each successful Just Defense, the player will regain a small portion of health. If a player Just Defends a P Power or S Power super, they will gain a significantly larger portion of health back.

During the character select screen 1/3 of the player's life bar can be designated as the T.O.P. portion. During this part of the player's health, the character recieves health regeneration (limited by the T.O.P. portion of the health bar), increased damage, and increased super bar generation. In addition, Light Kick and Strong Kick together during this time will give a T.O.P. move unique to each character that is only available in this mode. The player, by pressing up/down on the stick while selecting T.O.P. portion, can change the size of the portion, with the benefit of increased damage at the cost of potential T.O.P. length.

Feint moves can be performed using Light Punch and Light Kick plus forward or down. These actions create the beginning animation and voice over for a special attack, but do not complete the move. In addition, they can be used to link attack combinations. Terry Bogard in particular is a favorite for long feint combos.

Many of each character's special moves can be broken or canceled after the first attack. These are also very useful for increasing combination lengt

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