(added to Hangetsu Zan description) |
(modifying hangetsu zan description) |
||
Line 845: | Line 845: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|data= | |data= Be careful when attempting to do GC Hienzan because you might get this move coming out instead. <br> | ||
<br> | |||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|214}}+{{Icon-SNK|B}} | |version={{Motion|214}}+{{Icon-SNK|B}} | ||
Line 891: | Line 892: | ||
Riskier to use alone, you should probably use at farther ranges when the opponent is caught off guard. | Riskier to use alone, you should probably use at farther ranges when the opponent is caught off guard. | ||
It's an even worse option to use as a guard cancel | It's an even worse option to use as a guard cancel. | ||
}} | }} | ||
}} | }} |
Revision as of 03:53, 4 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 |
---|---|
|
|
Character Colors
Move List
Frame Data Source : https://w.atwiki.jp/garoumow/pages/22.html and https://w.atwiki.jp/garoumow/pages/82.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. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | 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 |
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 | ◯ | ◯ | 4 | |
outdone by cl.A in most situation, but in the corner you could link into standing A and get a combo after |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | Mid | 5 | 1, 4 | 22 | 32 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | ※ | ※ | 3, 3 | |
Solid move for pressure after FCing it, mostly in the corner |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 4 | 1, «5», 3 | 24 | 37 |
Hit Adv | Block Adv | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 4 | 3 | 12 | 19 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | 0 | ◯ | ◯ | 4 | |
An okay poke at far range |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 12 | 3 | 28 | 43 |
Hit Adv | Block Adv | 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 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 13 | 2 | 22 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Low | 5 | 4 | 8 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | 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 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 3 | 17 | 25 |
Hit Adv | Block Adv | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 7 | 4 | 25 | 36 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | High | 6 | 5 | - | - |
Hit Adv | Block Adv | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 8 | - | - |
Hit Adv | Block Adv | 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
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 6 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 | |
Hits above Jae Hoon.
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 23 | 5 | 25 | 53 |
Hit Adv | Block Adv | 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.
|
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 25 | 1 | 19 | 45 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | X | X | 6 | |
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 11 | 2 | 20 | 33 |
Hit Adv | Block Adv | 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.
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
17 (base damage) | Overhead | 30 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -1 | - | - | 25 | |
A very slow startup overhead attack that might not knockdown at further ranges. Generally unsafe to use. But because it has an extremely high guard crush value of 25, and its fast recovery makes it -1F if guarded against, it is a useful TOP attack. For some reason, Jae Hoon's side has an advantage when the move is JDed. Since it can be canceled into, it is effective to mix using it in a string. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | 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
Super Moves