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GigaTempest (talk | contribs) No edit summary |
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|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 (besides being able to renda cancel his st.A/cr.B)''' | ||
}} | }} | ||
Line 506: | Line 506: | ||
|Cancel on Block=No | |Cancel on Block=No | ||
|Guard Crush Value=9 | |Guard Crush Value=9 | ||
|description= Great overhead, fast with good | |description= Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. | ||
}} | }} | ||
}} | }} | ||
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|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=2×8, 9 | |Guard Crush Value=2×8, 9 | ||
|description= | |description= Used in some counter hit juggle combos and in chip kill scenarios. | ||
}} | }} | ||
}} | }} | ||
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|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description= | |description=Has good corner carry. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|data= | |data= | ||
Impossible to just defend at 0-pixel health bar. | |||
The damage and guard crush values in parentheses are at short-range. | |||
The damage and guard crush values in parentheses are at short-range. | |||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|236}}+{{Icon-SNK|A}} | |version={{Motion|236}}+{{Icon-SNK|A}} | ||
Line 726: | Line 724: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=8(9) | |Guard Crush Value=8(9) | ||
|description= | |description= Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|data= | |data= | ||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|236}}+{{Icon-SNK|B}} | |version={{Motion|236}}+{{Icon-SNK|B}} | ||
Line 756: | Line 754: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=4, 3 | |Guard Crush Value=4, 3 | ||
|description= | |description= Used as combo filler, most notably after a Kohou A break in the corner. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
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|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=4, 4 | |Guard Crush Value=4, 4 | ||
|description= | |description= Can potentially be used as an anti-air guard cancel, but risky if the opponent empty jumps. The second hit will whiff on crouching opponents on the ground. | ||
}} | }} | ||
}} | }} | ||
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| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value =7 | | Guard Crush Value =7 | ||
| description = | | description = Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 821: | Line 819: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value =7 | | Guard Crush Value =7 | ||
| description = | | description = Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD. | ||
}} | }} | ||
}} | }} | ||
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| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value =7 | | Guard Crush Value =7 | ||
| description = | | description = A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. The move doesn't have invincibility, so it isn't used as a traditional anti-air DP, however you can guard cancel into it. Marco moves forward during the startup, leaving him closer to the opponent on block than the A version. | ||
}} | }} | ||
}} | }} | ||
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|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=7 | |Guard Crush Value=7 | ||
|description= | |description= The A version counters mid and high attacks. Can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter. | ||
4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F. | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
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|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=7 | |Guard Crush Value=7 | ||
|description= | |description= The B version counters low attacks. Can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter. | ||
1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F. | |||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|data= | |data= | ||
Requires holding down the C button to charge. Fairly risky and somewhat gimmicky, but can used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. | |||
All versions are impossible to just defend at 0-pixel health bar. | All versions are impossible to just defend at 0-pixel health bar. | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version=Lv1 | |version=Lv1 | ||
Line 1,014: | Line 1,010: | ||
|caption= | |caption= | ||
|data= | |data= | ||
Impossible to just defend at 0-pixel health bar. | Requires holding down the D button to charge. Like his Ryuu-sen Ken, it can be fairly risky and is somewhat gimmicky, but can potentially be hard to punish for some characters if spaced well (works best with his level 1 charge). Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. | ||
Impossible to just defend at 0-pixel health bar. | |||
{{AttackData-Garou | {{AttackData-Garou | ||
|version=Lv1 | |version=Lv1 | ||
Line 1,106: | Line 1,104: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=15 | |Guard Crush Value=15 | ||
|description= 1~7F full-body invincibility. | |description= Often used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. | ||
1~7F full-body invincibility. | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 1,123: | Line 1,123: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=6×4 | |Guard Crush Value=6×4 | ||
|description= | |description= Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B. | ||
1~9F full-body invincibility. | |||
}} | }} | ||
}} | }} | ||
Line 1,150: | Line 1,152: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=5×2, 3×5 | |Guard Crush Value=5×2, 3×5 | ||
|description= The | |description= Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air. | ||
1~4F full-body invincibility. | 1~4F full-body invincibility. | ||
Line 1,169: | Line 1,171: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=10×2, 3×8 | |Guard Crush Value=10×2, 3×8 | ||
|description=1~5F full-body invincibility. | |description= Similar in function to the B version, but does more damage. Typically used when you need the extra damage for the kill. | ||
1~5F full-body invincibility. | |||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = Lv1 | |version = Lv1 | ||
Line 1,233: | Line 1,236: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=3×22 | |Guard Crush Value=3×22 | ||
|description= | |description= Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions). | ||
1~3F full-body invincibility. | 1~3F full-body invincibility. | ||
Revision as of 09:45, 1 August 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 |
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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, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. |
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 | |
Used in some counter hit juggle combos and in chip kill scenarios. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+64 | - | - | - | - | |
Has good corner carry. |
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
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