Garou: Mark of the Wolves/Kim Jae Hoon: Difference between revisions

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* B can be inputted anytime during the backdash frames (comes out the earliest after invincible frames end).  
* B can be inputted anytime during the backdash frames (comes out the earliest after invincible frames end).  
* You can kara cancel the startup, (1) when the move starts after the backdash, and (2) after the lunge and before move come out, usually done with Hienzan D break or Ryusei Raku.  
* You can kara cancel the startup, (1) when the move starts after the backdash, and (2) after the lunge and before the kick comes out, usually done with Hienzan D break or Ryusei Raku.  
* Rewarding on hit. Whether on hit or on guard, a feint cancel and special cancel can be done.   
* Rewarding on hit. Whether on hit or on guard, a feint cancel and special cancel can be done.   
** If you don't cancel it, on guard you'll be minus, so be sure to always feint cancel it or cancel it with Hienzan (BR).  
** If you don't cancel it, on guard you'll be minus, so be sure to always feint cancel it or cancel it with Hienzan (BR).  

Revision as of 22:03, 2 February 2024

Introduction

Kim Jae Hoon is the younger brother of Kim Dong Hwan, both of them together are the sons of Taekwondo Master, Kim Kaphwan. Unlike his older brother, Kim Jae Hoon is much more serious with Taekwondo and believes firmly in his fathers ideals of justice. Jae Hoon uses many of the same techniques his father before him used, such has the Hangetsu Zan and Hou'ou Kyaku, with a bit of an original spin of his own, adding his element of fire to his attacks to amplify the power behind his blows.

Jae Hoon enters the Maximum Mayhem tournament with his older brother Dong Hwan after their father, whom was visiting the newly re-built Second South, was attacked by an very strong oppenent and was injured. Jae Hoon swears to avenge his fathers defeat, and so, dragging Dong Hwan with him, the two compete in the Maximum Mayhem tournament with hope that one of them will be able to face the monster that defeated their father.

Gameplay

Jae is an "honest" type of character. His main gameplan is to pressure the opponent with his great normals and hit confirm into damaging combos. His secondary gameplan is to use his great normal pressure to threaten with basic mix: high/low mix with jump/hop attacks; cross-up; throw; hienzan break; or even his other unsafe and risky moves.

Strengths Weaknesses
  • Great set of normals for poking and pressuring
  • Good meterless damage and highly damaging corner combos
  • Good high/low, left/right, and throw mixups
  • Most special moves are bad or hard to use outside of combos
  • Struggles to build meter
  • Needs to guard cancel with a charge move in order to have a reliable anti-air
MOTW Jae Art.png



Character Colors

Jaecolors.JPG

Move List

Frame Data Source : https://w.atwiki.jp/garoumow/pages/82.html and https://w.atwiki.jp/garoumow/pages/22.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ 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.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Cl. Kof.lp.png
Garou Kim cl.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Pretty much the same as far A, but in proximity form -- which means it's great, and a primary tool for pressure, combos and poking


Cl. Kof.lk.png
Garou Kim cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 4

outdone by cl.A in most situation, but in the corner you could link into standing A and get a combo after


Cl. Kof.sp.png
Garou Kim cl.C-1.jpg
Garou Kim cl.C-2.jpg
Damage Guard Startup Active Recovery Total
5, 5 Mid 5 1, 4 22 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 3, 3

Solid move for pressure after FCing it, mostly in the corner


Cl. Kof.sk.png
Garou Kim cl.D-1.jpg
Garou Kim cl.D-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 4 1, «5», 3 24 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 3, 3

You can insert the first hit in some punish combos, its best used is in his corner infinite using its big advantage on FC. Can't be JDed crouching. The 2nd hit whiffs when crouching.


Far Standing Normals

Far Kof.lp.png
Garou Kim s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Very big hitbox for a jab, amazing speed and advantage on block, its good for pressure and basic antiairing/jabbing. Used a lot for safe poking and pressure - its so plus on block you can microwalk in the corner after hitting this move and still link a second one as a true combo.


Far Kof.lk.png
Garou Kim s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 4 3 12 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 0 4

An okay poke at far range


Far Kof.sp.png
Garou Kim s.C.jpg
Damage Guard Startup Active Recovery Total
14 Mid 12 3 28 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 X 5

Too slow to be a reliable anti air, despite the hitbox. don't use this move


Far Kof.sk.png
Garou Kim s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 13 2 22 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 X X X 5

Will go over low pokes but its not rewarding and very slow.

Note: It's possible to reduce the move's overall recovery by canceling its landing recovery.


Crouching Normals

Cr. Kof.lp.png
Garou Kim cr.A.jpg
Damage Guard Startup Active Recovery Total
4 Low 5 4 8 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 X X / ∞ X / ∞ 4

Would be so good if you could cancel. you can chain 3 of these midscreen and it's plus on block. thanks to its plus frames and how fast your kick super is, though, you can still potentially link it afterwards for a combo. Even without the cancel its just generally a crazy poke that stacks up damage over time.


Cr. Kof.lk.png
Garou Kim cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

The core of your pressure, poking and many combos. Low, fast, self chains and links into many normals including 2c, 5a and 5b


Cr. Kof.sp.png
Garou Kim cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 3 17 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 5

Great normal, as its fast, damaging, plus on block, and has decent range. used in many combos, poking, pressure (very plus if FCed), etc.


Cr. Kof.sk.png
Garou Kim cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 7 4 25 36
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 X X X 5

Typical sweep, which means it aint that good. heavy knockdown is nice and the range is nice but its quite unsafe on block with no cancel options


Jumping Normals

Jump Kof.lp.png
Garou Kim j.A.jpg
Damage Guard Startup Active Recovery Total
5 High 6 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Probably your best jump in due to its good active frames, great speed and hitbox. the hitstun aint that long so its hard to get significany advantage after, the key is to hit it right before landing. Also your only crossup.

If done deep enough, the j.A can beat upper-body evasion attacks.


Jump Kof.lk.png
Garou Kim j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 6 8 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

An alternative option, has a worse hitbox for jumping ins but instead is very active and reaches further. also a great air to air potentially, and is also a crossup option, albeit a harder one

  • For a hop (small jump) B, the startup is 7F and is active for 6F.


Jump Kof.sp.png
Garou Kim j.C.jpg
Damage Guard Startup Active Recovery Total
9 High 6 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

Hits above Jae Hoon.

  • Good as an air-to-air
  • Use it to hit when you're closer to the ground. You'll have more advantage


Jump Kof.sk.png
Garou Kim j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 8 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

Your best heavy jump in and with massive range and an exceptional air poke. Hopped j.D compliments his ground low pokes really well


Command Normals

Shou-kyaku Hou
B.png,B.png+Kof.lk.png
Garou Kim bbB.jpg
Damage Guard Startup Active Recovery Total
12 Mid 23 5 25 53
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 9

You backdash, then lunge forward with an upward, launching kick (a strong normal). You can avoid attacks with the backdash, but the move itself is somewhat slow, stubby and unsafe. So mix this with doing other options after backdash.

  • B can be inputted anytime during the backdash frames (comes out the earliest after invincible frames end).
  • You can kara cancel the startup, (1) when the move starts after the backdash, and (2) after the lunge and before the kick comes out, usually done with Hienzan D break or Ryusei Raku.
  • Rewarding on hit. Whether on hit or on guard, a feint cancel and special cancel can be done.
    • If you don't cancel it, on guard you'll be minus, so be sure to always feint cancel it or cancel it with Hienzan (BR).
    • Launches opponent into the air on hit.
      • On hit, you can combo into Houou kyaku (236(x2)B/D).


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Kim AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 25 1 19 45
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - X X 6
  • airborne from the 1st frame.
  • on the ground at the last 16 frames.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Kim 2AB-1.jpg
Garou Kim 2AB-2.jpg
Garou Kim 2AB-3.jpg
Garou Kim 2AB-4.jpg
Damage Guard Startup Active Recovery Total
10 Mid 11 2 20 33
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 +3 X 6

Decent range and its cancelable, along with its excellent hitbox. Decent for occasional poking and you get a combo with ease.

  • 1~5F upper-body invincibility.
  • 18F hitstun, 24F blockstun.


High-angle Neri-chagi (T.O.P. Attack)
Axe Kick
Kof.sp.pngKof.sk.png
Garou Kim CD-1.jpg
Garou Kim CD-2.jpg
Damage Guard Startup Active Recovery Total
17 (base damage) Overhead 30 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - - 25

Very slow startup overhead, but nearly instant recovery. However it doesn't hit overhead if canceled into and might not knockdown at further ranges. Bad.


Throws

Tai Otoshi
Body Throw
Close B.png/F.png+Kof.sp.png
Garou Kim Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
34 - - - - -

Normal throw. The opponent is hard knockdowned a short distance in front of Jae hoon.

After throwing, you are able to set solid left/right mixups midscreen by either staying in front with your jump-in or with ambiguous cross-up using jump A or jump B (by going slightly further with microwalking or dash jumping).

The ease of hitting varies depending on the character, so practice is required.

After throwing the opponent at the corner, you can also use the reverse guard corner cross-up bug that cross-up's even though it looks like it's from the front.


Feints

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
Garou Kim ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Shakka Shuu being held briefly. You can use the threat of a fake Shakka Shuu to move forward.


D.png+Kof.lp.png+Kof.sp.png
Down Feint
Garou Kim DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of the super Houou Kyaku. Down feint cancel makes it easier to go into down direction attacks or go straight to charging Hienzan.


Special Moves

Shakka Shuu
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png
(Can Hold Kof.lp.png)
Damage Guard Startup Active Recovery Total
5, 5, 5, 8 Mid 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 1×3, 2
Qcf.png+Kof.sp.png
(Can Hold Kof.sp.png)
Damage Guard Startup Active Recovery Total
5, 5, 5, 8 Mid 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 1×3, 2

Kick flurry series. C Version travels further. Slow, so they don't combo from lights, but are an okay combo finisher. Offers much more corner carry but you get no mixups. Unsafe on block.

There is upper-body guard point at 11~12F that absorbs mids and highs. When the button is held, Jae's leg is fully raised and the GP can be extended. The total startup can be nearly 60F at maximum length:

  • Shakka Shuu [A] -- extended GP at 13~44F (max 32 frames), then goes through remaining 7F of startup.
  • Shakka Shuu [C] -- extended GP at 13~50F (max 38 frames), then goes through remaining 7F of startup.

If you want to JD this, there are only 2 hits to JD, but it is -3 afterwards.

Aside from prioritizing corner carry and GCing fireballs, dont use this.


Ryuusei Raku
Qcf.png+Kof.lk.png/Kof.sk.png
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
11, 12 Low, Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 3, 4

The initial kick in the B version is extremely stubby, its very hard to make it land. never use this.

Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
11, 15 Low, Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 4, 4

Sweep forward, then an overhead (visually, it's a mid) flame kick. Your most damaging ender and almost always your best way to finish combos on the ground, meterlessly. Gives you decent oki as well. Best used in combos.

If you guard the first hit, both versions have the same gap between the end of blockstun and the 2nd hit. But the gap depends on when the 2nd hit reaches you (between 7-10F).


Hangetsu Zan
Qcb.png+Kof.lk.png/Kof.sk.png
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
9, 9, 9 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 2, 2, 4

Your shittiest ground combo ender. Very inconsistent at range due to the first hit being very vertical and not comboing from range. the second hit may sometimes connect but only if you do a single normal point blank first. No other use for this move.

Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
9, 9, 9 Mid 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 3, 3, 5

Even slower and with not much utility otherwise.


Hishou Kyaku
Divekick
Air D.png+Kof.lk.png/Kof.sk.png
Air D.png+Kof.lk.png Damage Guard Startup Active Recovery Total
5, 6, 6, 6 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 or more -5 or more - - - 2×4
Air D.png+Kof.sk.png Damage Guard Startup Active Recovery Total
5, 6, 6, 6 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 or more -5 or more - - - 2×4

The divekick. does up to 4 kicks in a row while diving forward. comboable from all air normals. punishable on hit at best, and can be even worse depending on how it hits. Pretty bad.

Done high enough on a taller character, it might reach 5 kicks.

D version travels further and faster at a slightly wider angle.

Both versions can beat out upper-body evasion attacks.

The button of follow-up must be the same as the one used for the divekick's.

--- Air Qcb.png+Kof.lk.png/Kof.sk.png
High Follow-up
Damage Guard Startup Active Recovery Total
10 High - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 or more - - - 7

Each hit of the divekick can be canceled into this follow-up. It's too slow to combo and insanely unsafe in block. Don't use this.

--- Air Df.png+Kof.lk.png/Kof.sk.png
Low Follow-up
Damage Guard Startup Active Recovery Total
15 Low - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 2

Hold 3 and spam D during divekick. Combos from the dive and knocks down, but insanely unsafe. Dont use this.


Hienzan
Charge D.png ~ U.png + Kof.lk.png
D.png ~ U.png + Kof.lk.png Damage Guard Startup Active Recovery Total
9, 8 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 4, 4

1~2F full-body invincibility.

D.png ~ U.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
9 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - - 4

Leads to juggles more consistently then [2]8D (BR) and is safer on block, though still just as small and not invul all the way through startup. Used in some optimal punishes, more than D DP, and is your best move for passive meter building, also slowish snd hard to spam.


Hienzan
Charge D.png ~ U.png + Kof.sk.png
D.png ~ U.png + Kof.sk.png Damage Guard Startup Active Recovery Total
9, 7, 7 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -37 - - - 4, 4

Very fast and deals decent damage. The only issue is that its bad at anti airing and the hitbox is so small it whiffs beyond point blank on the ground. Still better of a reversal than B version, though you have no reason to just do a raw reversal.

1~4F full-body invincibility.

--- Air D.png + Kof.sk.png
(Follow-up)
Damage Guard Startup Active Recovery Total
7 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Improved Oki over non follow-up version.

D.png ~ U.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9 Mid 4 2 15+8=23 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 4

0 on block and leads to a juggle into super or another flashkick on hit, while still being a true reversal. the only limitation is the small hitbox which is bad for anti airing and is stubby, but this move is still neat to have. can be used for some optimal punishes and your guard cancel of choice.

Empty break must be done during 2~7F.

12F of hitstop/blockstop. 24F blockstun on block.

Super Moves

Houyoku Tenshou Kyaku
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10, 8, 5×5 Overhead 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -52 - - - 5×7

1~11F full-body invincibility. Stubby range and slow startup time, can make this a very inconsistent and risky reversal and combo tool.

Generally it would be useless, but it does have one utility -- you can juggle into Hou'ou-kyaku B anywhere on screen afterwards, massive damage for 2 bars.

Used in optimal punishes when you have the meter -- just make sure you're close.

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
6×10 Overhead 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -28 - - - 10×10

1~14F full-body invincibility. Deals more damage, obviously. Still a very inconsistent move, though its oddly enough nearly twice as safer as the A version (still -26 on block). You do get a juggle after this as well, but its usually into something like [2]8D.

No real reason to ever use this, except for the full charge version.

Qcf.png,Qcf.png + Hold Kof.sp.png
(Follow-up)
Damage Guard Startup Active Recovery Total
27 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

The full charge version gives you a follow-up after Qcf.png,Qcf.png + Kof.sp.png hits. It's done by holding C at the beginning and releasing as the opponent nears the ground.


Houou Kyaku
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
13, 3×3, 5, 13×3 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - - 15

Your better super. Great range, 0 startup, great damage. its very easy to combo into, to the point you can link into it from plus on hit normals for an easy hitconfirm.

Also great for punishing anything minus, though keep in mind it doesn't travel too far in an instant.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
18, 4×9, 5×7, 18 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - - 30

1F full body invulnerability. A more consistent way to burn 2 bars for damage, it still keeps all the great qualities of B super.

Overloads and slows the game hilariously, though this has no real practical implication. Goes further faster and reaches fullscreen.


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