Garou: Mark of the Wolves/Kevin Rian: Difference between revisions

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====Evasive Attacks====
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  |Guard Crush Value=6
  |Guard Crush Value=6
  |description= 1~8F upper-body invincibility  
  |description= 1~8F upper-body invincibility  
Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active,
which makes it much more reliable.
Every other characters has a hurtbox that appears before being active,
so if an active hitbox was there (ex: jump ins, delayed normals),
they get hit even if the move didn't hit the low part.
In this situation the worst case scenario for Kevin is a trade,
for everyone else it's a full combo.
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===Feint Cancels===
===Feints===
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Revision as of 08:01, 28 January 2023

Kevin.PNG

Introduction

Kevin Rian

Originally, his designer gave him knife attacks to improve his reach but this was taken out due to balancing issues.

Gameplay

TBD

Strengths Weaknesses
  • Only low break move in the game
  • Far A is really strong
  • Supers are also really strong
  • Rotor cancel
  • Very good dash
  • Infinite corner blockstring
  • Best command grab in the game
  • Unreliable anti-air besides supers
  • No combo from 2B if not meaty
MOTW Kevin Art.png


Character Colors

Kevincolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.html


Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a rectangle or rectangles) that tells 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) 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: Hitbox 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 hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active 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 accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.


Close Standing Normals

Cl. Kof.lp.png
Garou Kevin cl.A.jpg
Damage Guard Startup Active Recovery Total
4 HL 4 4 9 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 Yes/chainable Yes/chainable 4

Standing jab.


Cl. Kof.lk.png
Garou Kevin cl.B.jpg
Damage Guard Startup Active Recovery Total
6 HL 4 3 10 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 Yes/chainable Yes/chainable 4


Cl. Kof.sp.png
Garou Kevin cl.C.jpg
Damage Guard Startup Active Recovery Total
10 HL 6 1 29 36
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 Yes Yes 5


Cl. Kof.sk.png
Garou Kevin cl.D.jpg
Damage Guard Startup Active Recovery Total
14 HL 11 3 27 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 No Yes 5


Far Standing Normals

Far Kof.lp.png
Garou Kevin s.A.jpg
Damage Guard Startup Active Recovery Total
5 HL 3 3 10 16
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 Yes/chainable Yes/chainable 4


Far Kof.lk.png
Garou Kevin s.B.jpg
Damage Guard Startup Active Recovery Total
7 HL 9 4 17 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 No No 4


Far Kof.sp.png
Garou Kevin s.C.jpg
Damage Guard Startup Active Recovery Total
11 HL 11 4 28 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-11 -11 No No 10


Far Kof.sk.png
Garou Kevin s.D.jpg
Damage Guard Startup Active Recovery Total
14 HL 11 3 27 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 No Yes 5


Crouching Normals

Cr. Kof.lp.png
Garou Kevin cr.A.jpg
Damage Guard Startup Active Recovery Total
4 HL 4 3 10 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 Yes/chainable Yes/chainable 4


Cr. Kof.lk.png
Garou Kevin cr.B.jpg
Damage Guard Startup Active Recovery Total
6 L 5 3 10 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 No No 4


Cr. Kof.sp.png
Garou Kevin cr.C.jpg
Damage Guard Startup Active Recovery Total
9 HL 6 3 25 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 Yes Yes 5


Cr. Kof.sk.png
Garou Kevin cr.D.jpg
Damage Guard Startup Active Recovery Total
10 L 7 2 31 40
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 No No 5


Jumping Normals

Jump Kof.lp.png
Garou Kevin j.A.jpg
Damage Guard Startup Active Recovery Total
6 H 4 9 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 4


Jump Kof.lk.png
Garou Kevin j.B.jpg
Damage Guard Startup Active Recovery Total
6 H 6 8 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 4


Jump Kof.sp.png
Garou Kevin j.C.jpg
Damage Guard Startup Active Recovery Total
10 H 9 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 5

Small Jump C has 9 damage.


Jump Kof.sk.png
Garou Kevin j.D.jpg
Damage Guard Startup Active Recovery Total
10 H 12 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 5

Small Jump D has 9 damage.


Command Normals

Poli Kick
Close F.png+Kof.lk.png
Garou Kevin 6B-1.jpg
Garou Kevin 6B-2.jpg
Damage Guard Startup Active Recovery Total
6,6 L,HL 7 2,《14》, 7 16 46
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 No No 4,4


Evasive Attacks

St. Kof.lp.pngKof.lk.png
Garou Kevin AB.jpg
Damage Guard Startup Active Recovery Total
10 H 22 6 13 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 +6 No No 6

Overhead.


Cr. Kof.lp.pngKof.lk.png
Garou Kevin 2AB-1.jpg
Garou Kevin 2AB-2.jpg
Garou Kevin 2AB-3.jpg
Damage Guard Startup Active Recovery Total
10 HL 8 3 22 33
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 0 Yes No 6

1~8F upper-body invincibility

Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active, which makes it much more reliable. Every other characters has a hurtbox that appears before being active, so if an active hitbox was there (ex: jump ins, delayed normals), they get hit even if the move didn't hit the low part. In this situation the worst case scenario for Kevin is a trade, for everyone else it's a full combo.


Throws

Close B.png/F.png+Kof.sp.png
Garou Kevin Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+48 - - - -

Normal throw.


Feints

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

Mimics the start of 214P

  • Minimum Feint Frames = 10


D.png+Kof.lp.png+Kof.sp.png
Garou Kevin DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of cl.5C OR f.5C

  • Minimum Feint Frames = 11


T.O.P. Attack

T.O.P. Attack
Kof.sp.pngKof.sk.png
Garou Kevin CD-1.jpg
Garou Kevin CD-2.jpg
Garou Kevin CD-3.jpg
Damage Guard Startup Active Recovery Total
7,7,7 HL 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 9 x 3


Special Moves

Hell Rotor (Hell Roaster)
Qcb.png+Kof.lp.png
Lvl. 1 Damage Guard Startup Active Recovery Total
14 HL 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 7

No charge. (Charge can't be held past 1-9F of startup.)

Impossible to just defend at 0-pixel health bar.

Lvl. 2 Damage Guard Startup Active Recovery Total
20 HL 15-34 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - 8~10

Charge held past 9 frames of startup, between the window of 10-29F of startup (20 frame window). (How long you hold increases the startup by that amount.)

Impossible to just defend at 0-pixel health bar.

Lvl. 3 Damage Guard Startup Active Recovery Total
26 HL 35-66 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - 8~10

Charge held past 29 frames of startup, between the window of 30-61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.)

Impossible to just defend at 0-pixel health bar.


Hell Rotor (Hell Roaster)
Qcb.png+Kof.sp.png
Lvl. 1 Damage Guard Startup Active Recovery Total
15 H 20 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 7

No charge. (Charge can't be held past 1-15F of startup.)

Impossible to just defend at 0-pixel health bar.

Lvl. 2 Damage Guard Startup Active Recovery Total
19 H 21-40 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8

Charge held past 15 frames of startup, between the window of 16-35F of startup (20 frame window). (How long you hold increases the startup by that amount.)

Impossible to just defend at 0-pixel health bar.

Lvl. 3 Damage Guard Startup Active Recovery Total
23 H 41-72 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 10

Charge held past 35 frames of startup, between the window of 36-67F of startup (32 frame window). (How long you hold increases the startup by that amount.)

Impossible to just defend at 0-pixel health bar.


Hell Arrest
Hcf.png+Kof.lp.png/Kof.sp.png
Hcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
10,10 - 8 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Correct Damage = 19

Hcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
12,12 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Correct Damage = 22


Creeper
Qcb.png+Kof.lk.png
214B > A Damage Guard Startup Active Recovery Total
20 L 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 7

Low follow-up

214B > B Damage Guard Startup Active Recovery Total
20 H 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - 7

Overhead follow up

214B > C Damage Guard Startup Active Recovery Total
0 - - - - 7
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Cancel


Avoid Mine
Qcb.png+Kof.sk.png
Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
0 - - - - 32
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

1-11F full-body invincibility. 12-20F airborne hurtbox


Hell Snipe
Dp.png+Kof.lp.png/Kof.sp.png
Dp.png+Kof.lp.png Damage Guard Startup Active Recovery Total
15 HL 15 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 -1 - - 7

1-4F full-body invincibility

Dp.png+Kof.sp.png Damage Guard Startup Active Recovery Total
16 - 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - 8

1-4F full-body invincibility. Whiffs against opponents on the ground.


Hell Trap
Qcf.png+Kof.lk.png
Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
9,12 L,HL 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -22 - - 7

Follow-up grab whiffs or is blocked after guarding the first hit. The follow-up grab can be air JDed.

Correct Damage = 19

Impossible to just defend at 0-pixel health bar.

Qcf.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
9 L 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - 7

Impossible to just defend at 0-pixel health bar.


Hell Trap
Qcf.png+Kof.sk.png
Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
9,12 - 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - 8

Follow-up grab whiffs or is blocked after guarding the first hit. The follow-up grab can be air JDed.

Correct Damage = 19

Impossible to just defend at 0-pixel health bar.

Qcf.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9 - 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - 8

Impossible to just defend at 0-pixel health bar.


Super Moves

Lucky Strike
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
3,3,11,11,11 HL 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 3×2,4,3×2

1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.

Correct Damage = 28

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
2,2,10,10,10,32 HL 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - 4×2,5×3,20

1~7F full-body invincibility, 8~14F lower-body invincibility

Correct Damage = 48


Gattling Freezer
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
21 HL 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +1 - - 7

1~7F full-body invincibility, 10~11F full-body invincibility

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
7,8,9,10,11 HL 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +3 - - 10

1F full-body invincibility

Correct Damage = 36


Game Navigation

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Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
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Kim Jae Hoon
Terry
Kain
Grant