Garou: Mark of the Wolves/Kim Dong Hwan

From SuperCombo Wiki

Introduction

To come.


Gameplay

To come.


Strengths Weaknesses
  • Best character at hit & run play
  • Very versatile 0f air super move that can be used to punish from the air
  • Has an air throw
  • Has both a super jump and wall jump
  • Reliant on meter for more damaging combos and punish opportunities
  • Break move is unsafe on block
MOTW Kim Art.png


Character Colors

Dongcolors.JPG


Move List

Frame Data Source : http://www13.atwiki.jp/garoumow/pages/21.html and https://w.atwiki.jp/garoumow/pages/72.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.
  • For P-Power Raimei Dan 236(x2)D, the last hit, for every level, is impossible to just defend at 0-pixel health bar.


Standing, Crouching and Running Taunt Jumping (35 total frames)
DongSCR.jpg DongTaunt.jpg DongJump.jpg


Super Jump: Press D.png, then U.png/U.png/Uf.png Dong cannot JD during a superjump, allowing opponents to anti air

Wall Jump: Jump towards a wall and then press the opposite direction to it. Dong retains his air JD ability after wall jump. It is a good tool to escape the corner.


Close Standing Normals

Close 5A

c.5A
DongCloseA.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

Standing jab.


Close 5B

c.5B
DongCloseB.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


Close 5C

c.5C
DongCloseC.jpg
Damage Guard Startup Active Recovery Total
6, 6 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

It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo.


Close 5D

c.5D
DongCloseD.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


Far Standing Normals

Far 5A

f.5A
DongStandA.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


Far 5B

f.5B
DongStandB.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


Far 5C

f.5C
DongStandC.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


Far 5D

f.5D
DongStandD.jpg
Damage Guard Startup Active Recovery Total
14 Mid 13 2 20 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X X 5

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


Crouching Normals

2A

2A
DongDownA.jpg
Damage Guard Startup Active Recovery Total
4 Low 5 4 9 18
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X X / ∞ X / ∞ 4


2B

2B
DongDownB.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


2C

2C
DongDownC.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 3 14 22
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5


2D

2D
DongDownD.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

One of the best sweep in the game. Can be punished with supers or when not spaced properly.


Jumping Normals

jA

j.A
DongJumpA.jpg
Damage Guard Startup Active Recovery Total
5 High 5 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Can beat out upper-body evasion attacks, and can crossup

jB

j.B
DongJumpB.jpg
Damage Guard Startup Active Recovery Total
6 High 6 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4


jC

j.C
DongJumpC.jpg
Damage Guard Startup Active Recovery Total
9 High 6 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5


jD

j.D
DongJumpD.jpg
Damage Guard Startup Active Recovery Total
9 High 8 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5


Command Normals

j4C

Ushiro-geri (Back Kick)
j.4C
DongBackC.jpg
Damage Guard Startup Active Recovery Total
10 High 4 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 9

Can beat out upper-body evasion attacks.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
DongAB.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 X 6
  • airborne from the 1st frame.
  • on the ground at the last 16 frames.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
DongDwnAB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 10 2 19 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 +4 X 6

1~5F upper-body invincibility.


T.O.P. Attack (5CD)

Kaiten Dong Hwan (T.O.P. Attack)
Rotating Don Juan
5C+D (T.O.P. Only)
DongTOP.jpg
Damage Guard Startup Active Recovery Total
10, 3×4 (base damage) Mid 8 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 2, 3×4


Throws

Ground Throw

Tai Otoshi
Body Throw
Close 4/6C
DongThrow.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.


Air Throw

Tai Hineri
Body Twisting Throw
Air Close 2C
Damage Guard Startup Active Recovery Total
16 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+40 - - - - -

Air throw.


Feints

Forward Feint (6AC)

6A+C
Forward Feint
DongFwdFeint.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 Shiden-kyaku B (front stomp).


Down Feint (2AC)
2A+C
Down Feint
DongDwnFeint.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 Shiden-kyaku D (back stomp). Try to use this feint for Dong, it has less pushback.


Special Moves

Raimei Zan (214K)

Raimei Zan
214B/D
Dong214B.jpg
First hit whiffs on crouching opponents.

B Damage Guard Startup Active Recovery Total
10, 10 Overhead 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 3, 3
D Damage Guard Startup Active Recovery Total
12, 12 Overhead 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4, 4


Hishou Kyaku (j2K)

Hishou Kyaku
j.2B/D
DongDwnBandD.jpg
Can beat out upper-body evasion attacks.

B Damage Guard Startup Active Recovery Total
10, 5×3 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 or more (up to -4) 0 or more (up to -4) - - - 2×4

B version travels slower.

D Damage Guard Startup Active Recovery Total
10, 5×3 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 or more (up to -4) 0 or more (up to -4) - - - 2×4

D version travels faster, such that there are usually 3 hits, rather than 4 hits.


Shiden Kyaku (236K)

Shiden Kyaku
236B/D
Dong236B.jpg
B Damage Guard Startup Active Recovery Total
10 Low 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+13 +13 - - - 7
D Damage Guard Startup Active Recovery Total
12 Low 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - - 8


Ashi Binta (63214C)

Ashi Binta
63214C
Dong63214C.jpg
C Damage Guard Startup Active Recovery Total
5×6, 8 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 1×7


Kuu Sa Jin (623P)

Kuu Sa Jin
623A/C (Break OK)
DongDPAandC.jpg
A Damage Guard Startup Active Recovery Total
5, 6×3 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -30 - - - 3, 2×3

1~5F full-body invincibility

A Break Damage Guard Startup Active Recovery Total
5 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 3
C Damage Guard Startup Active Recovery Total
8, 4×4, 8 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - - 3, 2×4, 5

1~5F full-body invincibility

C Break Damage Guard Startup Active Recovery Total
8 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 3

Super Moves

Super Dong Hwan Kyaku (j236236P)

Super Dong Hwan Kyaku
j.236236A/C
DongjCsuper.jpg
Can beat out upper-body evasion attacks.

A Damage Guard Startup Active Recovery Total
15, 5×5 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -39 - - - 5×6
C Damage Guard Startup Active Recovery Total
18, 6×6, 18 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -69 - - - 10, 7×7


Raimei Dan (236236K)

Raimei Dan
236236B/D
DongDsuper.jpg
B Damage Guard Startup Active Recovery Total
35 Mid 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 20

1~13F full-body invincibility. Has a projectile hitbox/hurtbox.

D Lvl.1 Damage Guard Startup Active Recovery Total
6, 35 Overhead, Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 10, 30

The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D).
1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox.

Lv 1 done without holding D, or D let go within 1~13F after exiting blackout.
D Lvl.2 Damage Guard Startup Active Recovery Total
6, 8, 35 Overhead, Overhead, Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 10, 10, 30

Lv 2 done holding D for a moment, within 14~18F after exiting blackout.

D Lvl.3 Damage Guard Startup Active Recovery Total
6, 8, 9, 35 Overhead, Overhead, Overhead, Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 10, 10, 20, 30

Max Lv 3 done holding D even longer, from 19~23F after exiting blackout.

Ore-sama Houou Kyaku (236236236C)

Ore-sama Houou Kyaku
236236236C
DongHiddenSuper.jpg
C Damage Guard Startup Active Recovery Total
9, 4×7, 3×3, 9×5 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - - 20

1F full-body invincibility.

Game Navigation

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Advanced_Techniques
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Meta_Strategy
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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant