Garou: Mark of the Wolves/Gameplay

Controls
One player may compete against the computer, or two players may simultaneously compete against each other. Each player has an 8-way joystick and 4 buttons.

Buttons
The buttons on the arcade are typically laid out in the following fashion: Though they might as well be laid out like this:

Joystick
The joystick works intuitively in that pressing left will generally move your character left, and pressing right will generally move your character right. But it is more important to think in terms of relative direction. For this reason, all movelists assume that your character in standing on the left side, facing right. If you are standing on the opposite side, reverse directions.
 * If your character is facing to the right, then pressing left on the joystick means backward, and pressing right on the joystick means forward.
 * If your character is facing to the left, then pressing left on the joystick means forward, and pressing right on the joystick means backward.

Rules
Each battle consists of 3 rounds between you and your opponent. At the start of each round, both player's life or health bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win 2 rounds wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.

Attacking
To win a round, the player must use his or her character's attack moves to damage the opponent, and block or dodge the opponent's attacks. Each player may attack from a standing or crouching position, or they may jump in to the air and attack. To attack from a standing position, press any single attack button. To attack from a crouching position, pull the joystick in a downward direction (including both diagonals) and press any single attack button. To attack from the air, direct your character to jump straight up, or jump in a diagonal position, and press any single attack button in mid-air.

Blocking, Guard Crush and Just Defense
To block an attack, a player must push backwards on the joystick when the opponent attacks (otherwise, pressing back on the joystick moves the player away from the opponent.) Blocking can be done standing which blocks middle and high attacks, as well as attacks in the air, but does not block attacks which are low to the ground. Blocking can also be down crouching by pressing the joystick diagonally down and back. A Crouching block will successfully block low and middle attacks. High attacks will usually go over your character's head if they are crouching, but a crouching block does not defend against air attacks.

Blocking too often will result in a Guard Crush, where your character will start to flash until his guard is broken and is left open to attack.

Similar to the Parry in Street Fighter III, Just Defense will parry and attack if you block at the very last second. Doing a Just Defense successfully will prevent damage that can cause a Guard Crush and heals some of your life. It will work against any attack, including S. Power and P. Power attacks and can be used multiple times in a row. Just Defense also works in the air.

Special Attacks
In addition to normal attacks there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produces a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. Special attacks can be blocked like any other attack, but they do what's known as "tick damage." That is, even when blocked, they removed a single hit point from your health bar. Most special moves have a pause associated with them that leave you vulnerable to attack if you miss the opponent, or "whiff".

Throwing
Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing the button. If performed correctly, your character will grab the opponent and toss them to the ground in a manner specific to your character's fighting style. Different characters might have a different array of throws with more complicated commands associated with them. Throws are unblockable but by pressing or  with the  and  buttons, you can escape it.

Counter Attacks
You will be able to counter low attacks with an overhead attack by pressing the and  buttons. By pressing with  and, you can counter a special move.

Break Moves
Certain special moves that can be stopped by pressing the and  buttons mid-action.

Feint Moves
Pressing the and  buttons with  or  you can do a Faint Moves special moves that automatically end after the first few frames. Feint Moves have a quicker recover than regular special moves and allow you to set up combos that weren't able to be done before.

Taunting
By pressing the start button, you can taunt your enemy. This doesn't have any real impact on the game, but makes it more likely that a human player will attack you. Taunting always leaves you vulnerable for enemy attacks, so it should be used with caution.

Quick Escape
By pressing the joystick in the backward direction twice make a fast retreat (to get out of a dangerous situation). The joystick must be pressed pretty fast for the escape to work. You can also press the joystick in the forward direction twice to dash toward the opponent and make a surprise attack.

T.O.P. System
After selecting your character, you are asked to position a small white bar over one of three sections of your life bar or T.O.P meter. When you you pick a section, the beginning, middle or near end of your life, you will be able to use an additional special move for the section you chose. The special mover or T.O.P. Move can be done by pressing and, but only within the T.O.P meter. With the T.O.P meter, you can also recover health (slowly) and have an offensive power boost. If the T.O.P meter is put in the beginning or middle sections and you life is drained passed it, effects of the T.O.P meter will be gone.

Super Power
Super Power or S. Power is when at least one power meter is full.

Potential Power
Potential Power or P. Power is when both power meters are full.