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                         GAROU: MARK OF THE WOLVES
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 Marco Rodriguez Guide
 Game: Garou Mark of the Wolves
 Available on: Arcade, Neo-Geo, Dreamcast
 FAQ written by: Kerta
 E-mail: kertra <at> servihoo <dot> com
 Final Version - Last revised: April 29, 2002


 OK I'LL MAKE THIS CLEAR RIGHT NOW! MARCO RODRIGUEZ IS ALSO KNOWN AS
 KUSHNOOD BUTT!!


 ---------------------------------------------------------------------------

 The original Japanese name of this character is Marco Rodriguez. However,
 when MOTW was translated, some versions had 2 characters change name.
 Marco is one of them and in these versions, he is called Kushnood Butt.
 For God's sake, stop asking how to unlock him, he's already selectable.
 I do hope this clears the confusion.

 ---------------------------------------------------------------------------


 This document is Copyright 2001-2002, Kertra and is protected by US
 Copyright Law, and the Berne Copyright Convention of 1976. Any reproduction
 of this guide without my permission is strictly prohibited.

 Garou and all characters mentioned in this document are Copyright, SNK of
 Japan.

 This FAQ can be viewed at www.gamefaqs.com.
 The latest version will always be found there.

 ------------------
  REVISION HISTORY
 ------------------

  Version 1.0 on June 25, 2001
   - FAQ hopefully released.

  Version 1.1 on June 28, 2001
   - Corrected a few typos.

  Version 1.4 on July 3, 2001
   - Added a bunch of combos for the breakable Koh-Oh, some tough ones.
   - Added info on Marco's counters.

  Version 1.5 on August 17, 2001
   - Updated moves descriptions.
   - Updated combos section.

  Version 1.6 on September 9, 2001
   - Spellchecked.

  Final version on September 29, 2001
   - Last update.

  Final version on October 8, 2001
   - Added 1 combo and this is definitely the last revision.

  Final version on October 28, 2001
   - I had made a silly mistake in the Ko-Sen Kyaku's description but
     that's just been corrected and everything is okay now. ^_^

  Final version on January 20, 2002
   - Some people are really stupid. I already put that Marco's EU name is
     Kushnood Butt and yet, I got half a dozen e-mails asking where to get
     him. Check the notice at the top!!

  Final version on Arpril 29, 2002
   - E-mail change!


 -------------------
  TABLE OF CONTENTS
 -------------------

 1. Introduction
 2. Controls
 3. Game features
 4. Marco's profile
 5. Pros/Cons
 6. Moveslist
 7. Moves description & ratings
 8. Combos
 9. Special taunts
 10. Quotes
 11. Colours
 12. Credits


 =-=-=-=-=-=-=-=
  INTRODUCTION
 =-=-=-=-=-=-=-=

 First of all, what can I say about this game!!?...Oh, I've already written
 a review for this marvellous game. This game is simply awesome but just let's
 talk about Marco instead. There's something weird about this character...
 Which is his real name, Marco Rodriguez or Kushnood Butt!? Seems like SNK
 goofed up in the translations...Or is this pun intended...!? Oh well, as
 long as I can beat the game with him...So, all of you probably know who
 this character is. Marco/Butt (I'm more used to calling him Butt) is Ryo's
 student; no need to read guides to know this, it's really obvious the first
 time you play with him! Hope the guide pleases you. In any case, the latest
 Fatal Fury is a blast (it isn't the best though)!!


 =-=-=-=-=-=
  CONTROLS
 =-=-=-=-=-=

 Here are the controls in this game.

          ub   u   uf                        A        B
            \  |  /
          b -- n -- f
            /  |  \
          db   d   df                        D        C

 General Notations:
--------------------
  n    - neutral                             A     - Weak Punch
  d    - down                                B     - Weak Kick
  u    - up                                  C     - Strong Punch
  b    - back                                D     - Strong Kick
  f    - forward
  f,f  - dash
  b,b  - back dash


 Special Notations:
--------------------
  db   - down-back                           P     - Press A or C
  df   - down-forward                        K     - Press B or D
  ub   - up-back                             AB    - Low Dodge Attack
  uf   - up-forward                          CD    - T.O.P. Attack
  qcf  - d,df,f                              START - Taunt
  qcb  - d,db,b
  hcf  - b,db,d,df,f
  hcb  - f,df,d,db,b
  dp   - f,d,df
  rdp  - b,d,db


 =-=-=-=-=-=-=-=
  GAME FEATURES
 =-=-=-=-=-=-=-=

 A brief explanation of the game's features so that you understand the FAQ
 better.


 Feint Moves - These are moves which you use to confuse your opponent
               but they may also be used in certain combos. A feint
               move is the opening animation of a specific move
               for each character.


 Breakable moves - These are moves that you can stop at a particular
                   instant. Marco has 2 such moves and you break these
                   by pressing AB. I'll put a BR next to these moves to
                   show them to you. The advantage of this feature is
                   that it reduces the recovery time and this is
                   pretty helpful if the opponent has blocked that
                   move.


 T.O.P. - A new feature to the game. Before each match, you have to set
          your T.O.P. gauge. Your life bar is divided into 3 parts for
          this purpose and the choice is up to you. When the life gauge
          reaches this part, your character will start flashing until
          you reach beyond that part. Here's what happens during this
          time: your offensive power increases; you will recover some
          life; you can do your T.O.P. attack which is performed by
          pressing CD. The attack is different for each character.


 Just defended - This happens when you defend a move at the very last
                 second. Your character will flash and the words 'JUST
                 DEFENDED' will be displayed for a while. This feature
                 also does the following: you will recover some life;
                 you can use guard cancel which is a very cool option.


 Guard Crush - This occurs when you block too many moves in quick
               succession. Once this happens, your character will
               flash red and you won't be able to block the next
               move, i.e. even if you try to block, it will open
               your guard and you'll take full damage.


 S. Power - S. Power is needed to pull out your character's super move.
           When you pull out these moves, the screen will turn black
           for a second or two and the action seems to slow down.


 P. Power - P. Power refers to Potential Power. These are stronger
           versions of your special moves. The screen turns black
           once more and some cool light effects can be seen when
           you pull out these moves.


 =-=-=-=-=
  PROFILE
 =-=-=-=-=

 Age:              40 years old
 Height:           183 cm
 Weight:           91 kg
 Birthday:         September 4
 Blood Type:       A
 Nationality:      Brazil
 Fighting Style:   Kyokugen-ryuu Karate (Kyokugen-style Karate)
 Hobbies:          Reading picture books (he aways cries reading Disney
                   stories)
 Specialty:        Sewing, tailoring
 Most Important:   His black belt, his Kyokugen signboard
 Most Unpleasant:  Sake
 Likes:            His hut for training
 Dislikes:         Cockroaches
 Favorite Food:    Chicken curry, rakkyou, grilled (roasted) chicken
 Favorite Music:   Samba (it boils his blood)
 Best Sport:       Shotput

 Win mark:         The character Kyoku (from Kyokugen)


 =-=-=-=-=-=
  PROS/CONS
 =-=-=-=-=-=

  These are the pros and cons of Marco. Truthfully, I rarely played with
  him the first times. What did you expect, Terry and Rock overshadowed
  everyone else! And then, I saw someone use him and beat everyone who
  challenged him...WOW!

  Here are his strengths and his weaknesses (yeah, he isn't perfect...).

  His pros: Good moves and combos.
            Very versatile.
            Brute strength.
            Fast projectiles, he can even combo two of those.
            Cool quotes.

  His cons: A bit slow (like a bear).
            Limited range.
            Vulnerable in air.
            Slow recovery time (a.k.a. kamikaze?).


 =-=-=-=-=-=
  MOVESLIST
 =-=-=-=-=-=

 |------------------------------- Throws ----------------------------------|

  Kyokugen Zu-Tsuki                   close, f/b + C

 |---------------------------- Command Moves ------------------------------|

  Kyokugen Hiji                       f + A

 |---------------------------- Special Moves ------------------------------|

  Ko-ou Ken (weak)                    qcf + A
  Ko-ou Ken (strong)                  qcf + C
  Hien Shippu Kyaku (weak)            qcf + B
  Hien Shippu Kyaku (strong)          qcf + D
  Ryuu-Sen Ken                        hold C and let go (4-level power up)
  Ko-Sen Kyaku                        hold D and let go (4-level power up)
  Jou-dan Harai                       qcb + A
  Ge-dan Harai                        qcb + B
  Ko Hou (weak) (BR)                  f, d, df + A
  Ko Hou (strong) (BR)                f, d, df + C

 |----------------------------- Super Moves -------------------------------|

  Haou Shoukou Ken                    qcf, qcf + A
  Kyokugen Ko Hou                     qcf, qcf + B

 |--------------------------- Potential Powers ----------------------------|

  Haou Shoukou Ken                    qcf, qcf + C
  Kyokugen Ko Hou                     qcf, qcf + D
  Ryuuko Ranbu                        qcf, qcf, qcf + C (tap C repeatedly)
                                      Level 1: 0 -- 2 times
                                      Level 2: 3 -- 6 times
                                      Level 3: 7 -- 9 times
                                      Level 4: 10 or more times

 |--------------------------- T.O.P. Attack -------------------------------|

  Press CD                           Zan-Retsu Ken

 |---------------------------- Feint Moves --------------------------------|

  f + AC                       Haou Shoukou Ken
  d + AC                       Kyokugen Ko Hou


 =-=-=-=-=-=-=-=-=-=
  MOVES DESCRIPTION
 =-=-=-=-=-=-=-=-=-=

 Ratings are from 1 star to 5, 1 being the worst and 5 being the best.

 |------------------------------- Throws ----------------------------------|

  Move name: Kyokugen Zu-Tsuki
  Command: close, f/b + C
  Description: Marco will grasp the opponent and will headbutt
              them once. This is just an average throw.
  Rating: (***--)

 |---------------------------- Command Moves ------------------------------|

  Move name: Kyokugen Hiji
  Command: f + A
  Description: He will thrust his elbow downwards for an overhead.
               Changes if done from a far range. This move is just
               useless.
  Rating: (*----)

 |---------------------------- Special Moves ------------------------------|

  Move name: Ko-ou Ken
  Command: qcf + A/C
  Description: His projectile. This move is best used in combos.
               The A (weak) version travels a bit slow while the
               C (strong) version is quicker. Both will travel
               the whole screen.
  Rating: (***--)

  Move name: Hien Shippu Kyaku (weak)
  Command: qcf + B
  Description: It's just like Takuma's move. He will hit the
               opponent twice in the same fashion. However, it
               is not possible to combo after it (what a pity!).
               Best used after a standing C or crouching C.
  Rating: (****-)

  Move name: Hien Shippu Kyaku (strong)
  Command: qcf + D
  Description: This one also does 2 hits but it goes upwards
               rather than forward. However, it doesn't enable
               juggles. Well, I haven't been able to do anything
               like that. Moreover, it doesn't combo after the 2
               hits of the standing C except in the corner. It
               does combo if you cancel it on the first hit though.
  Rating: (**---)

  Move name: Ryuu-Sen Ken
  Command: hold C and let go (4-level power up)
  Description: A very underrated move at my local arcade. In
               any case, he will charge forward (makes me think
               of a buffalo =D) and hit the opponent with his
               fist. This move does a fair amount of damage if
               you charge it fully. Has limited range though.
  Rating: (**---)

  Move name: Ko-Sen Kyaku
  Command: hold D and let go (4-level power up)
  Description:  This moves ressembles the Hien Shippu Kyaku at
                the beginning but it does only one hit and that's
                all. It goes good damage if fully charged. There
                have been rumours that it is unblockable once
                fully charged but I can assure you it's false.
                It has very limited range just like the Ryuu-Sen
                Ken.
  Rating: (**---)

  Move name: Jou-dan Harai
  Command: qcb + A
  Description: Marco will lower his shoulder and charge at the
               opponent. This move is actually a counter and will
               cause Marco to do a move (uppercut) if the opponent
               hits you. It is possible to combo after this move. It
               hits high only.
  Rating: (***--)

  Move name: Ge-dan Harai
  Command: qcb + B
  Descrption: Pretty much the same as the Jou-dan Harai but this
              one hits lower and it seems to do more damage. This
              counter hits low only so use this against characters
              like Kevin for good effects.
  Rating: (**---)

  Move name: Ko Hou (BR - both versions)
  Command: f, d, df + P
  Description: Marco's uppercut. Both the weak and strong versions
               are breakable. The strong version goes higher up
               and a longer (and thus worse) recovery time. The
               weak version hits lower but has appreciable
               recovery time. Can be used as a finisher in
               combos. Possible to use a special move when
               it is broken!
  Rating: (***--)

 |----------------------------- Super Moves -------------------------------|

  These moves require one S Power.

  Move name: Haou Shoukou Ken
  Command: qcf, qcf + A
  Description: The name itself tells you what this is! A very fast
               fireball, so fast that it will even connect after
               a standing C or D. Does 1 hit and appreciable damage.
               This projectile also travels the whole screen.
  Rating: (*****)

  Move name: Kyokugen Ko Hou
  Command: qcf, qcf + B
  Description: His super uppercut which hits for 7 hits if all of
               them connect. It is very quick and you can use this
               after a standing C or D. The recovery time is good
               enough but it will still leave you wide open for an
               attack if you miss.
  Rating: (****-)

 |--------------------------- Potential Powers ----------------------------|

  These moves require one P Power.

  Move name: Haou Shoukou Ken
  Command: qcf, qcf + C
  Description: His stronger projectile and this one does 4
               hits. Makes you invincible at the beginning
               and travels the whole screen very fast. Can
               also be used in combos.
  Rating: (*****)

  Move name: Kyokugen Ko Hou
  Command: qcf, qcf + D
  Description: His stronger uppercut which will hit for 10
               hits. Quite quick and can be comboed. Has
               considerable recovery time if misses though.
  Rating: (****-)

  Move name: Ryuuko Ranbu
  Command: qcf, qcf, qcf + C (tap C repeatedly)
  Description: Kyokugen in all its glory...Marco will hit
               the opponent repeatedly with both his fists
               and his legs and will finsh with his uppercut.
               The animation and sound effects for this move
               are great. You can tap C repeatedly for more
               hits and thus more damage. The weakest version
               does 13 hits while the strongest will go up to
               19 hits. It does a considerable amount of damage
               (well, it _is_ a hidden power) and if blocked,
               will cause guard crush at the end. Use this
               in combos for _major_ damage.
               Contributed by KFCrispy <[email protected]>:
               he pointed out to me that the move can in fact
               go up to 22 hits by mashing the button like
               you'd be playing SF2T. I've been able to
               confirm that and it works. The most interesting
               part is that he has seen different animations
               a few time where Butt kicks the opponent down
               at the peak of the uppercut. I've been able to
               see it but I'm still unsure as to what causes
               this. I can already tell you that pressing other
               buttons doesn't change anything (also contributed
               by KFCripy). I have tried pressing directions along
               with the C button but I kept getting the original
               version. Then, I got the idea of really mashing the
               button like mad and it was then that I succeeded
               in getting the second variation. My guess is that
               you need to press it a certain number of times (a
               lot of times!!). Well, that's the best I've come
               with to explain this. It could also be random
               but knowing SNK, I don't really think so!
  Rating: (*****)

 |--------------------------- T.O.P. Attack -------------------------------|

  Move name: Zan-Retsu Ken
  Command: Press CD when in T.O.P. mode
  Description: Marco hits the opponent repeatedly with his fists
               for 9 hits. It looks a lot like Ryo's and Takuma's
               but it is sooooooo slow to come out. Do not bother
               with this unless you are 100% sure it will connect.
               The only good thing with Marco's T.O.P. attack is
               that it does appreciable tick damage.
  Rating: (**---)

 |-------------------------------------------------------------------------|


 =-=-=-=-=
  COMBOS
 =-=-=-=-=

  Combos are what will make you beat the game and thankfully, Marco has
  quite a handful of those. They're not that hard to perform although
  you have to be careful with those incvolving his Potential Powers.
  I'll list the combos in order of difficulty but I don't think it
  is necessary to divide this section into different parts (Beginner,
  Expert...) like with my KOF FAQs. Submissions are most welcome and
  e-mail me if you think I've made a mistake somewhere.

  The first ones are really easy to perform.

  - Crouching C, Ko-ou Ken (qcf+P)                          [2 hits]

  - Crouching C, weak Hien Shippu Kyaku (qcf+B)             [3 hits]

  - Crouching C, strong Hien Shippu Kyaku (qcf+D)           [3 hits]

  - Crouching C, Ko Hou (f,d,df+P)                          [2 hits]

  - Crouching C, Haou Shoukou Ken (qcf,qcf+A)               [2 hits]
    A combo involving his first super move.

  - Crouching C, Kyokugen Ko Hou (qcf,qcf+B)                [8 hits]
    This one involves his second super move and it looks cool
    too.

  - Crouching C, Haou Shoukou Ken (qcf,qcf+C)               [5 hits]
    A nice combo that takes a large chunk of life away.

  - Crouching C, Kyokugen Ko Hou (qcf,qcf+D)                [11 hits]

  - Crouching C, Ryuuko Ranbu (qcf,qcf,qcf+C-tap C repeatedly)
                                                            [14-20 hits](+3)
    This one is really tough. I've only managed to pull this
    twice. Keep trying though!

  Things get a bit more difficult as from here.

  - Standing C, Ko-ou Ken (qcf+P)                           [2-3 hits]
    Remember that the standing C can be cancelled after the first
    hit but there is no need to do so here as the Ko-ou Ken (both
    weak and strong) will connect after the 2 punches.

  - Standing C, weak Hien Shippu Kyaku (qcf+B)               [3-4 hits]
    A neat combo that will take a fair amount of life away. With both
    hits of the move, you'll get 4 hits.

  - Standing C (1 hit), strong Hien Shippu Kyaku (qcf+D)     [3 hits]
    This combo is actually possible. All you have to do is to cancel
    the standing C after the first hit and don't worry, it is very
    easy to do so.

  - _Corner only_ Standing C, strong Hien Shippu Kyaku (qcf+D)
                                                             [4 hits]
    This combo can be done in the corner only and it is a very neat
    one indeed. You don't even have to cancel the standing C after
    the first hit. Both hits of the move will connect after the first
    2 hits and it will make a 4 hit combo. But remember that it only
    works when your opponent is cornered.

  - Standing C, Ko Hou (f,d,df+P)                            [2-3 hits]
    I'm trying to see whether it is possible to break the move and
    follow-up with another but I haven't been able to despite
    spending a lot of time on this. If someone has managed to do
    such a thing, please e-mail me and tell me what you did.

  - Standing C, Haou Shoukou Ken (qcf,qcf+A)                 [2-3 hits]
    Don't let the speed fool you, this is a combo and it takes off
    a nice chunk of life too.

  - Standing C, Kyokugen Ko Hou (qcf,qcf+B)                  [8-9 hits]
    A super move combo which is very damaging indeed. Nothing much to
    say here except to remind you that you shouldn't pull out the move
    if the standing C didn't connect. Did I really have to tell you
    that...?

  - Standing C, Haou Shoukou Ken (qcf,qcf+C)                 [5-6 hits]
    Nothing much to add here. Well, it does _big damage_. The wonders
    of P Power.

  - Standing C, Kyokugen Ko Hou (qcf,qcf+D)                  [11-12 hits]
    One of his best-looking combos, it is very damaging and not very
    difficult to perform.

  - Standing C, Ryuuko Ranbu (qcf,qcf,qcf+C-tap C repeatedly)
                                                             [14-21 hits](+3)
    I love this combo. If you press C rapidly and enough times
    while letting both hits of the standing C connect, you'll
    get a whooping 21 (+3) hits.

  The following combos are slightly more difficult to perform but just
  throw in some practice and you'll be okay.

  - Jumping D, standing C, Ko-ou Ken (qcf+P)                 [3-4 hits]
    You can do a jumping C instead of of the jumping D but remember
    that the jumping C has smaller range and is more difficult to
    connect. Stick to jumping D in all cases.

  - Jumping D, standing C, weak Hien Shippu Kyaku (qcf+B)    [4-5 hits]

  - Jumping D, standing C (1 hit), strong Hien Shippu Kyaku (qcf+D)
                                                             [4 hits]
    This one is a tad difficult but hey, it looks so great...The
    standing C _must_ be cancelled after the first punch.

  - _Corner only_ Jumping D, standing C, strong Hien Shippu Kyaku (qcf+D)
                                                             [5 hits]
    This combo can be performed only against a cornered opponent.
    Both kicks will connect.

  - Jumping D, standing C, Ko Hou (f,d,df+P)                 [4-5 hits]

  - Jumping D, standing C, Haou Shoukou Ken (qcf,qcf+A)      [4-5 hits]

  - Jumping D, standing C, Kyokugen Ko Hou (qcf,qcf+B)       [9-10 hits]

  - Jumping D, standing C, Haou Shoukou Ken (qcf,qcf+C)      [6-7 hits]
    o_O  Takes a lot of life away but difficult to perform.

  - Jumping D, standing C, Kyokugen Ko Hou (qcf,qcf+D)       [12-13 hits]
    Hehehe...Very damaging!

  - Jumping D, standing C, Ryuuko Ranbu (qcf,qcf,qcf+C-tap C repeatedly)
                                                             [15-22 hits](+3)
    His most damaging combos and if done well, it will go up to
    22 (+3) hits provided you let both hits of the standing C connect.

  The following is a very neat thing which I've done a lot of times on
  the Neo-Geo version.

  - It is possible to combo 2 of his projectiles (but not more!  o_O ).
    I did qcf+A and as soon as it hit the opponent (poor, poor Freeman),
    I did qcf+C. Well, I actually got a 2 hits. Woohou! Be sure to try
    this out! I don't know if you can do it on Arcade though. I have
    stopped playing the game on Arcade machines because the buttons
    aren't functioning properly.  >:(

  These combos have been submitted by Meta-Ukyo some days back. The update
  took long because I was trying to do them and I finally succeeded...but
  I still would have liked to be able to perform those whenever I want.
  They are very difficult to perform!

  - Standing C _1 hit only_ , Ko Hou (f,d,df+P); you can now break it
    This one is easy enough, you simply need to tap AB at the appropriate
    time but knowing this crucial time can still be a problem!

  Now, you can do any of the following after breaking Ko Hou:

 ---> weak Hien Shippu Kyaku (qcf+B)
      It takes away a nice bit of life and it's the easiest IMO.

 ---> strong Hien Shippu Kyaku (qcf+D)
      Slightly harder than above and the timing is extremely important.
      Missing it will leave you wide open for any attack as long as the
      opponent has half a brain.  o_O

 ---> Kyokugen Ko Hou (qcf,qcf+D)
      A bit hard to perform but it's actually easier than the strong Hien
      Shippu Kyaku (qcf+D). And the damage is nice!

  Contributed by KFCrispy:

  - Ko Hou (_f,d,df+C_), break into strong Hien Shippu Kyaku (qcf+D),
    standing C or crouching K.
    One of those funny combos! Note that this only works with the strong
    Ko Hou. Don't try this after the weak one!

  Contributed by Gary Hobson:

  - Cornered opponent only, jumping D, standing C (no need to cancel here),
    Ko Hou (_f,d,df+C_), break into the T.O.P. attack (C+D), Kyokugen Ko
    Hou (qcf,qcf+D).
    If you've done everything correctly, you can get a whooping 22 hits.
    Of course, Marco must be in T.O.P. here!



 =-=-=-=-=-=-=-=-=
  SPECIAL TAUNTS
 =-=-=-=-=-=-=-=-=

  As you must already know (do you!?), there are special taunts which
  you do in the game by pressing f+START or b+START just after beating
  the opponent and before he takes his winning pose. Here are descriptions
  of what he does.

  #1 ---> Perform: f+START
          Description: He will salute the opponent (like Ryo vs. Takuma
                       in KOF 99).

  #2 ---> Perform: b+START
          Description: He folds his arm and says something in Japanese.
                       (I do think he's exasperated at the opponent's
                        weakness.)


 =-=-=-=-=
  QUOTES
 =-=-=-=-=

  In this new Garou, the quote system is different from the one we are
  used to in previous titles of the Garou Dentetsu series and the KOF
  series. Now, the characters all have a different quote against each
  character. Basically, this means that Marco has 12 quotes in all.
  Here are these quotes! These quotes are shown at the screen which
  pops up after you win a match and it's a different one for each
  opponent.

  Against Rock: Don't pity yourself so.
                I'll give you some pointers.

  Against Terry: Yo, Legendary Wolf!
                 Meet the Invincible Dragon!

  Against Dong Hwan: Genius? You think you're one?
                     That's why you lost so bad!

  Against Jae Hoon: Your footwork's annoying,
                    but you got real flexibility!

  Against Hotaru: In battle, I'm no gentleman.
                  But I'm a sweety otherwise.

  Against Gato: That's the best that four millenia can offer?

  Against Jenet: Trying to seduce me...
                 However...Hoowever!

  Against Hokutomaru: It's bedtime, kid.
                      But I'm ready for action.

  Against Freeman: I don't mind long hair,
                   but dye-jobs tick me off!

  Against Kevin: You protect the country?
                 What a waste of taxes!

  He has no quotes against Tizoc, Grant and Kain. Instead, there is
  a small cinematic where both characters talk in each case. I won't
  list them here because it will just spoil your fun.


 =-=-=-=-=
  COLOURS
 =-=-=-=-=

  In Garou, each button will give you differents colours for the
  clothes. Here are the different colours. 'A:' means that you get
  these colours by pressing the A button, etc...

  A: white gi
  B: orange gi (Ryo?)
  C: dark grey gi
  D: green (top) and purple (bottom) gi


  I was also thinking of researching for the translations of what he
  says and so on but since James has already done that, I guess it's
  not necessary. You can just check his FAQ if you are interested in
  all this info. Otherwise, happy Dentetsu-ing!


 =-=-=-=-=-=-=-=-=
  SPECIAL THANKS
 =-=-=-=-=-=-=-=-=

   These are the people I would like to thank. I wrote this FAQ but it
   would never have been possible without them.    =D

   - SNK <www.neogeo.co.jp>
     :D  I guess it's pretty obvious, n'est-ce pas?

   - CJayC <www.gamefaqs.com>
     For posting my guides and, of course, for his site which must get
     around 1 billion clicks from me each week...and that's only because
     I can't count any further.

   - James Kuroki
     Profile and movelist have been taken from his great FAQ available at
     GameFAQs.

   - Meta-Ukyo
     For telling me about the break combos which I had to practice for
     2 days!! Very nice once you can do those; local arcades be ready...
     For information about the Jou-dan Harai and Ge-dan Harai.

   - KFCrispy
     For pointing out that Butt's Ryuuko Ranbu can actually go up to 22 hits
     and how the animation varies at the end. And for a very nice-looking
     combo.

   - Gary Hobson
     For the last combo which is absolutely wonderful! :)

   - Kao Megura
     For always being an inspiration to me. It was after reading all his
     KOF FAQs (and some others just in case you think I'm a freak, which I
     am :)) that I started to write my own FAQs.

   - Local Arcades
     I must really thank the guy who runs the arcade. SNK maybe makes
     the game but what would be their use if somebody didn't import
     them? I live in a small island but thanks to him, I've always been
     able to play all the SNK games. Big thanks, dude!   :D

   - You <insert contact info here>
     For reading this FAQ. It would be useless without you.  ^_^


Kertra's Shameless Plug:
My CRP -> www.gamefaqs.com/features/recognition/8556.html

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                         GAROU: MARK OF THE WOLVES
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                                              Copyright 2001-2002, Kertra