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(info on how to select kain. ik this is already on the faq page but it helps to have here too) |
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==Introduction== | ==Introduction== | ||
'''Kain R. Heinlein''' is the final boss in Garou. He is uncle to Rock Howard, and runs the family business after Geese's death. | '''Kain R. Heinlein''' is the final boss in Garou. He is uncle to Rock Howard, and runs the family business after Geese's death. | ||
==How to Select Kain== | |||
'''In the MVS (Arcade) version of the game''', highlight Kim Jae Hoon on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↓ ↓ ↑ ↑ ↓ ↑ and Kain's portrait will appear. You are then free to release the start button and select your color. | |||
'''In the AES (Home Port) version of the game''', simply move your selection off of the character select screen either one space right of Terry or two spaces left of Rock and Kain will be there to select. | |||
== Gameplay == | == Gameplay == |
Revision as of 02:00, 18 April 2024
Introduction
Kain R. Heinlein is the final boss in Garou. He is uncle to Rock Howard, and runs the family business after Geese's death.
How to Select Kain
In the MVS (Arcade) version of the game, highlight Kim Jae Hoon on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↓ ↓ ↑ ↑ ↓ ↑ and Kain's portrait will appear. You are then free to release the start button and select your color.
In the AES (Home Port) version of the game, simply move your selection off of the character select screen either one space right of Terry or two spaces left of Rock and Kain will be there to select.
Gameplay
Kain is a setplay character with both zoning and rushdown elements in his play. His main gameplan is to build meter while controlling space in neutral, then to go in for a guard crush setup once he has the resources (super and/or T.O.P.) required to do so. T.O.P. placement is very important for Kain as it is often used in his guard crush setups. Typically you would want to have a combination of S-Power and T.O.P. or P-Power for a guaranteed guard crush setup, otherwise a reset is necessary.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source : https://w.atwiki.jp/garoumow/pages/32.html and https://w.atwiki.jp/garoumow/pages/70.html
Data Help | |
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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 | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 11 | 20 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+0 | +0 | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 8 | 3 | 24 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5×3 | Mid | 9 | 1, 1, 3 | 30 | 44 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-12 | -12 | X | X | 3, 3, 3 |
Far 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 | ◯ / ∞ | ◯ / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 11 | 20 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+0 | +0 | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
8, 8 | Mid | 12 | 2, 1 | 23 | 38 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | ※ | ※ | 3, 3 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6×3 | HL | 9 | 1, 1, 3 | 30 | 44 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-12 | -12 | X | X | 3, 3, 3 |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 7 | 3 | 19 | 29 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | X | X | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -5 | X | X | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 8 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 9 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
Small jump D can beat out upper-body evasion attacks. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Overhead | 23 | 3, 8 | 12 | 46 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | X | X | 3, 3 | |
Overhead. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
19 (base damage) | Mid | 18 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -13 | - | - | 25 | |
One of Kain's main tools for guard crush setups, usually used at the end of a guard crush blockstring. If Kain guard crushes the opponent with this move, he is able to convert into a full combo afterwards. Depending on the spacing, it can be hard to punish due to its pushback on block, but generally isn't used in neutral because it has a fair amount of startup and is easy to jump over. The move is also used as an optimal meterless combo ender in some juggle combos as it does slightly more damage than Panzer B. It is possible to use this move in conjunction with the Seele bug by kara cancelling from a st.C or cr.C (depending on whether the opponent crouch or stand JDs respectively), which can lead the move hitting multiple times, quickly guard crushing the opponent and doing a massive amount of damage. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7×3 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+78 | - | - | - | - | |
Kain is able to combo after his throw in the corner with Lanze or Seele D. |
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 Schwarze Panzer D and its break. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Himmlische Atem. |
Special Moves
Super Moves
Have 1~6F full-body invincibility
Guaranteed to go through their entire startup and come out.
Have 1~4F full-body invincibility
Guaranteed to go through their entire startup and come out.