GigaTempest (talk | contribs) No edit summary |
GigaTempest (talk | contribs) No edit summary |
||
Line 18: | Line 18: | ||
|cons= | |cons= | ||
* '''Need to be able to guard cancel in order to have a stronger defense''' | * '''Need to be able to guard cancel in order to have a stronger defense''' | ||
* '''Lacks far-reaching cancellable normals ( | * '''Lacks far-reaching cancellable normals (aside from renda cancelling his st.A or cr.B into a special/super)''' | ||
}} | }} |
Revision as of 18:10, 31 July 2023
Introduction
Marco Rodriguez, or otherwise known for his English localized name -- Khushnood Butt.
Gameplay
Khushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.
Strengths | Weaknesses |
---|---|
|
|
Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.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. |
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | No/chainable | No/chainable | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | No | No | 4 | |
The last 3F of recovery has full-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | Mid | 7 | 1, 《2》, 4 | 21 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | Yes (1st hit) | Yes (1st hit) | 3, 3 | |
Not very good, cancel first hit into something else if you don't end up grabbing. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 26 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | Yes | Yes | 5 | |
Leads to big damage combos |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 7 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | No/chainable | No/chainable | 4 | |
Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 3 | 16 | 24 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | No | No | 5 | |
Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 4 | 24 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-7 | -7 | No | Yes | 5 | |
Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum. Whiffs on crouching opponents. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | No/chainable | No/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | No/chainable | No/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 5 | 1, 《1》, 2 | 22 | 31 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | Yes | Yes | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 4 | 22 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -5 | No | No | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 | |
Your go to air to air. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 9 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 | |
A ton of active frames, can cross up and beat some anti airs Neutral or back hop B can beat out an upper-body evasion attack. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 12 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 | |
Use it as an air mixup thanks to it's slower timing compared to your other air normals, and possibly a crossup with it's big hitbox |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 9 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 | |
Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Overhead | 15 | 1 | 14 | 30 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | No | No | 9 | |
Great overhead, fast with good damage that confirms into many things, even at far range. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 24 | 5 | 14 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | +6 | No | No | 6 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 9 | 3 | 22 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | 0 | Yes | No | 6 | |
1~6F upper-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
2x8, 15 (base damage) | Mid | 10 | - | 20~ | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -24 | - | - | 2×8, 9 | |
Weird niche tool. Gets someone off of you if it lands, somewhat good chip but bad on block/whiff. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+64 | - | - | - | - | |
Normal throw, nothing special, occasionally opens someone up. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Kohou (and its break version) or Kyokugen Kohou. |
Special Moves
Impossible to just defend at 0-pixel health bar.
The damage and guard crush values in parentheses are at short-range.
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 12 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 7 | ||
Charge time is 120F (~2 seconds) or more. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 8 | ||
Charge time is 240F (~4 seconds) or more. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 9 | ||
Charge time is 480F (~8 seconds) or more. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | - | - | 4×3 | ||
Charge time is 960F (~16 seconds) or more. |
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
Charge time is 120F (~2 seconds) or more. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
Charge time is 240F (~4 seconds) or more. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 9 | ||
Charge time is 480F (~8 seconds) or more. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 4×3 | ||
Charge time is 960F (~16 seconds) or more. |
Super Moves