Garou: Mark of the Wolves/Kim Dong Hwan: Difference between revisions

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[[File:KimDongHwan.PNG|right]]
{{MOTW Character Intro|char=Kim |content=


{{GarouHeader}}
==Introduction==
 
= Introduction =
To come.
To come.


== Character Colors ==<center>
[[File:Dongcolors.JPG‎]]
</center>


=Gameplay Overview=
Coming soon.


=Move List=
== Gameplay ==
 
{{Content Box|content=
== '''Normal Moves''' ==
To come.  
 
== '''Command Normal Moves''' ==
'''Super Jump''': Press [[File:down.gif]], then [[File:upleft.gif]]/[[File:up.gif]]/[[File:upright.gif]]<BR>
'''Wall Jump''': Jump towards a wall and then press the opposite direction to it<br>
'''Ushiro-geri''' ('''BacKick'''): [[File:left.gif]]+[[File:Snkc.gif]] in the air<br>
 
== '''Special Command Moves''' ==
<center>
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
|-
| [[File:qcb.gif]] + [[File:kick.gif]] || '''Raimei Zan''' || 19 || 22
|-
| [[File:dp.gif]] + [[File:punch.gif]] || '''Kuusa-jin''' || 18 || 24
|-
| [[File:dp.gif]] + [[File:punch.gif]] (Break) || '''Kuusa-jin''' || 5 || 8
|-
| air [[File:down.gif]] + [[File:kick.gif]] || '''Hishou-kyaku''' || 10-22 || 10-22
|-
| [[File:qcf.gif]] + [[File:kick.gif]]|| '''Shiden-kyaku''' || 10 || 12
|-
| [[File:hcb.gif]] + [[File:snkc.gif]] || '''Ashi Binta''' || -- || 28
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] (in air) || '''Super Dong Hwan Kick''' || 33 || 55
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Raimei Dan''' || 35 || 37/41/48
|-
| [[File:qcf.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''Ore-sama Hou'ou Kyaku''' || -- || 53
|}
</center>


=Frame Data=
Source : http://www13.atwiki.jp/garoumow/pages/21.html
<table  border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" >
<tr>
<!--0-0--><td style=""><font><font>'''Move'''</font></font></td>
<!--0-1--><td style=""><font><font class="">'''Startup'''</font></font></td>
<!--0-2--><td style=""><font><font>'''Guard Adv.'''</font></font></td>
<!--0-3--><td style=""><font><font>'''Hit Adv.'''</font></font></td>
<!--0-4--><td style=""><font><font>'''GC Value'''</font></font></td>
<!--0-5--><td style=""><font><font>Cancellation</font></font></td>
<!--0-6--><td style=""><font><font>'''Remarks'''</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_2"> <!--1-0--><td style=""><font><font class="">Near Standing A</font></font></td>
<!--1-1--><td style=""><font><font>3</font></font></td>
<!--1-2--><td style=""><font><font>+6</font></font></td>
<!--1-3--><td style=""><font><font>+6</font></font></td>
<!--1-4--><td style=""><font><font>4</font></font></td>
<!--1-5--><td style=""><font><font>Chain / ◯</font></font></td>
<!--1-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_3"> <!--2-0--><td style=""><font><font>Near Standing B</font></font></td>
<!--2-1--><td style=""><font><font>4</font></font></td>
<!--2-2--><td style=""><font><font>+4</font></font></td>
<!--2-3--><td style=""><font><font>+4</font></font></td>
<!--2-4--><td style=""><font><font>4</font></font></td>
<!--2-5--><td style=""><font><font>◯</font></font></td>
<!--2-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_4"> <!--3-0--><td style=""><font><font>Near Standing C</font></font></td>
<!--3-1--><td style=""><font><font>5</font></font></td>
<!--3-2--><td style=""><font><font>-5</font></font></td>
<!--3-3--><td style=""><font><font>-5</font></font></td>
<!--3-4--><td style=""><font><font>3,3</font></font></td>
<!--3-5--><td style=""><font><font>※ ◯</font></font></td>
<!--3-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_5"> <!--4-0--><td style=""><font><font>Near Standing D</font></font></td>
<!--4-1--><td style=""><font><font>4</font></font></td>
<!--4-2--><td style=""><font><font>-6</font></font></td>
<!--4-3--><td style=""><font><font>-6</font></font></td>
<!--4-4--><td style=""><font><font>3,3</font></font></td>
<!--4-5--><td style=""><font><font>※ ◯</font></font></td>
<!--4-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_6"> <!--5-0--><td style=""><font><font>Far Standing A</font></font></td>
<!--5-1--><td style=""><font><font>3</font></font></td>
<!--5-2--><td style=""><font><font>+6</font></font></td>
<!--5-3--><td style=""><font><font>+6</font></font></td>
<!--5-4--><td style=""><font><font>4</font></font></td>
<!--5-5--><td style=""><font><font>◯</font></font></td>
<!--5-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_7"> <!--6-0--><td style=""><font><font>Far Standing B</font></font></td>
<!--6-1--><td style=""><font><font>4</font></font></td>
<!--6-2--><td style=""><font><font>0</font></font></td>
<!--6-3--><td style=""><font><font>0</font></font></td>
<!--6-4--><td style=""><font><font>4</font></font></td>
<!--6-5--><td style=""><font><font>◯</font></font></td>
<!--6-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_8"> <!--7-0--><td style=""><font><font>Far Standing C</font></font></td>
<!--7-1--><td style=""><font><font>12</font></font></td>
<!--7-2--><td style=""><font><font>-10</font></font></td>
<!--7-3--><td style=""><font><font>-10</font></font></td>
<!--7-4--><td style=""><font><font>5</font></font></td>
<!--7-5--><td style=""><font><font>△</font></font></td>
<!--7-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_9"> <!--8-0--><td style=""><font><font>Far Standing D</font></font></td>
<!--8-1--><td style=""><font><font>13</font></font></td>
<!--8-2--><td style=""><font><font>-1</font></font></td>
<!--8-3--><td style=""><font><font>-1</font></font></td>
<!--8-4--><td style=""><font><font>5</font></font></td>
<!--8-5--><td style=""><font><font>× Note</font></font></td>
<!--8-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_10"> <!--9-0--><td style=""><font><font>Crouched A</font></font></td>
<!--9-1--><td style=""><font><font>5</font></font></td>
<!--9-2--><td style=""><font><font>+2</font></font></td>
<!--9-3--><td style=""><font><font>+2</font></font></td>
<!--9-4--><td style=""><font><font>4</font></font></td>
<!--9-5--><td style=""><font><font>Chain / ×</font></font></td>
<!--9-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_11"> <!--10-0--><td style=""><font><font>Crouched B</font></font></td>
<!--10-1--><td style=""><font><font>4</font></font></td>
<!--10-2--><td style=""><font><font>+6</font></font></td>
<!--10-3--><td style=""><font><font>+6</font></font></td>
<!--10-4--><td style=""><font><font>4</font></font></td>
<!--10-5--><td style=""><font><font>Chain / ◯</font></font></td>
<!--10-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_12"> <!--11-0--><td style=""><font><font>Crouched C</font></font></td>
<!--11-1--><td style=""><font><font>5</font></font></td>
<!--11-2--><td style=""><font><font>+4</font></font></td>
<!--11-3--><td style=""><font><font>+4</font></font></td>
<!--11-4--><td style=""><font><font>5</font></font></td>
<!--11-5--><td style=""><font><font>◯</font></font></td>
<!--11-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_13"> <!--12-0--><td style=""><font><font>Crouched D</font></font></td>
<!--12-1--><td style=""><font><font>7</font></font></td>
<!--12-2--><td style=""><font><font>-8</font></font></td>
<!--12-3--><td style=""><font><font>down</font></font></td>
<!--12-4--><td style=""><font><font>5</font></font></td>
<!--12-5--><td style=""><font><font>×</font></font></td>
<!--12-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_14"> <!--13-0--><td style=""><font><font>Jump A</font></font></td>
<!--13-1--><td style=""><font><font>5</font></font></td>
<!--13-2--><td style=""></td>
<!--13-3--><td style=""></td>
<!--13-4--><td style=""><font><font>4</font></font></td>
<!--13-5--><td style=""><font><font>◯</font></font></td>
<!--13-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_15"> <!--14-0--><td style=""><font><font>Jump B</font></font></td>
<!--14-1--><td style=""><font><font>6</font></font></td>
<!--14-2--><td style=""></td>
<!--14-3--><td style=""></td>
<!--14-4--><td style=""><font><font>4</font></font></td>
<!--14-5--><td style=""><font><font>◯</font></font></td>
<!--14-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_16"> <!--15-0--><td style=""><font><font>Jump C</font></font></td>
<!--15-1--><td style=""><font><font>6</font></font></td>
<!--15-2--><td style=""></td>
<!--15-3--><td style=""></td>
<!--15-4--><td style=""><font><font>5</font></font></td>
<!--15-5--><td style=""><font><font>◯</font></font></td>
<!--15-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_17"> <!--16-0--><td style=""><font><font>Jump D</font></font></td>
<!--16-1--><td style=""><font><font>8</font></font></td>
<!--16-2--><td style=""></td>
<!--16-3--><td style=""></td>
<!--16-4--><td style=""><font><font>5</font></font></td>
<!--16-5--><td style=""><font><font>◯</font></font></td>
<!--16-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_18"> <!--17-0--><td style=""><font><font>Upper avoid attack</font></font></td>
<!--17-1--><td style=""><font><font>10</font></font></td>
<!--17-2--><td style=""><font><font>+4</font></font></td>
<!--17-3--><td style=""><font><font>-2</font></font></td>
<!--17-4--><td style=""><font><font>6</font></font></td>
<!--17-5--><td style=""><font><font>▽</font></font></td>
<!--17-6--><td style=""><font><font>1 ~ 5F upper body invincible</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_19"> <!--18-0--><td style=""><font><font>Lower avoid attack</font></font></td>
<!--18-1--><td style=""><font><font>25</font></font></td>
<!--18-2--><td style=""><font><font>+5</font></font></td>
<!--18-3--><td style=""><font><font>-1</font></font></td>
<!--18-4--><td style=""><font><font>6</font></font></td>
<!--18-5--><td style=""><font><font>×</font></font></td>
<!--18-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_20"> <!--19-0--><td style=""><font><font>Kick back</font></font></td>
<!--19-1--><td style=""><font><font>4</font></font></td>
<!--19-2--><td style=""></td>
<!--19-3--><td style=""></td>
<!--19-4--><td style=""><font><font>9</font></font></td>
<!--19-5--><td style=""><font><font>◯</font></font></td>
<!--19-6--><td style=""></td></tr>
</table>


<br>


<table  border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" >
{{ProConTable
<tr>
|pros=
<!--0-0--><td style=""><font><font>'''Move'''</font></font></td>
* '''Best character at hit & run play'''
<!--0-1--><td style=""><font><font class="">'''Startup'''</font></font></td>
* '''Very versatile 0f air super move that can be used to punish from the air'''
<!--0-2--><td style=""><font><font>'''Guard Adv.'''</font></font></td>
* '''Has an air throw'''
<!--0-3--><td style=""><font><font>'''Hit Adv.'''</font></font></td>
* '''Has both a super jump and wall jump'''
<!--0-4--><td style=""><font><font>'''GC Value'''</font></font></td>
|cons=
<!--0-6--><td style=""><font><font>'''Remarks'''</font></font></td></tr>
* '''Reliant on meter for more damaging combos and punish opportunities'''
<tr class="atwiki_tr_even atwiki_tr_2"> <!--1-0--><td  ><font><font>Zan weak-thunder</font></font></td>
* '''Break move is unsafe on block'''
<!--1-1--><td style=""><font><font>19</font></font></td>
<!--1-2--><td style=""><font><font>-1</font></font></td>
<!--1-3--><td style=""><font><font>-1</font></font></td>
<!--1-4--><td style=""><font><font>3,3</font></font></td>
<!--1-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_3"> <!--2-0--><td  ><font><font>Strength-thunder Zan</font></font></td>
<!--2-1--><td style=""><font><font>25</font></font></td>
<!--2-2--><td style=""><font><font>-2</font></font></td>
<!--2-3--><td style=""><font><font>-2</font></font></td>
<!--2-4--><td style=""><font><font>4,4</font></font></td>
<!--2-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_4"> <!--3-0--><td ><font><font>Weak-empty dust</font></font></td>
<!--3-1--><td style=""><font><font>4</font></font></td>
<!--3-2--><td style=""><font><font>-30 (-6)</font></font></td>
<!--3-3--><td style=""><font><font>down</font></font></td>
<!--3-4--><td style=""><font><font>3,2 × 3</font></font></td>
<!--3-5--><td style=""><font><font>1 ~ 5F invincible</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_5"> <!--4-0--><td ><font><font>Strength-empty dust</font></font></td>
<!--4-1--><td style=""><font><font>4</font></font></td>
<!--4-2--><td style=""><font><font>-29 (-6)</font></font></td>
<!--4-3--><td style=""><font><font>down</font></font></td>
<!--4-4--><td style=""><font><font>3,2 × 4,5</font></font></td>
<!--4-5--><td style=""><font><font>1 ~ 5F invincible</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_6"> <!--5-0--><td ><font><font>Weak-flying leg</font></font></td>
<!--5-1--><td style=""><font><font>7</font></font></td>
<!--5-2--><td style=""><font><font>0 or more</font></font></td>
<!--5-3--><td style=""><font><font>0 or more</font></font></td>
<!--5-4--><td style=""><font><font>2 × 4</font></font></td>
<!--5-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_7"> <!--6-0--><td ><font><font>Strength-flying leg</font></font></td>
<!--6-1--><td style=""><font><font>9</font></font></td>
<!--6-2--><td style=""><font><font>0 or more</font></font></td>
<!--6-3--><td style=""><font><font>0 or more</font></font></td>
<!--6-4--><td style=""><font><font>2 × 4</font></font></td>
<!--6-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_8"> <!--7-0--><td style=""><font><font>Weak-Shiden'ashi</font></font></td>
<!--7-1--><td style=""><font><font>22</font></font></td>
<!--7-2--><td style=""><font><font>+13</font></font></td>
<!--7-3--><td style=""><font><font>+13</font></font></td>
<!--7-4--><td style=""><font><font>7</font></font></td>
<!--7-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_9"> <!--8-0--><td style=""><font><font>Strength-Shiden'ashi</font></font></td>
<!--8-1--><td style=""><font><font>25</font></font></td>
<!--8-2--><td style=""><font><font>+9</font></font></td>
<!--8-3--><td style=""><font><font>down</font></font></td>
<!--8-4--><td style=""><font><font>8</font></font></td>
<!--8-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_10"> <!--9-0--><td style=""><font><font>Foot Face Slapping</font></font></td>
<!--9-1--><td style=""><font><font>7</font></font></td>
<!--9-2--><td style=""><font><font>-9</font></font></td>
<!--9-3--><td style=""><font><font>down</font></font></td>
<!--9-4--><td style=""><font><font>1 × 7</font></font></td>
<!--9-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_11"> <!--10-0--><td style=""><font><font>Rotation Don Juan</font></font></td>
<!--10-1--><td style=""><font><font>8</font></font></td>
<!--10-2--><td style=""><font><font>-9</font></font></td>
<!--10-3--><td style=""><font><font>down</font></font></td>
<!--10-4--><td style=""><font><font>2,3 × 4</font></font></td>
<!--10-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_12"> <!--11-0--><td style=""><font><font>Super Don Juan leg A</font></font></td>
<!--11-1--><td style=""><font><font>0</font></font></td>
<!--11-2--><td style=""><font><font>-39</font></font></td>
<!--11-3--><td style=""><font><font>down</font></font></td>
<!--11-4--><td style=""><font><font>5 × 6</font></font></td>
<!--11-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_13"> <!--12-0--><td style=""><font><font>Super Don Juan legs C</font></font></td>
<!--12-1--><td style=""><font><font>0</font></font></td>
<!--12-2--><td style=""><font><font>-69</font></font></td>
<!--12-3--><td style=""><font><font>down</font></font></td>
<!--12-4--><td style=""><font><font>10,7 × 7</font></font></td>
<!--12-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_14"> <!--13-0--><td ><font><font>Thunder bullet B</font></font></td>
<!--13-1--><td style=""><font><font>19</font></font></td>
<!--13-2--><td style=""><font><font>-5</font></font></td>
<!--13-3--><td style=""><font><font>down</font></font></td>
<!--13-4--><td style=""><font><font>20</font></font></td>
<!--13-5--><td style=""><font><font>1 ~ 13F invincible, missile decision</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_15"> <!--14-0--><td ><font><font>Thunder bullet D</font></font></td>
<!--14-1--><td style=""><font><font>17</font></font></td>
<!--14-2--><td style=""><font><font>+5</font></font></td>
<!--14-3--><td style=""><font><font>down</font></font></td>
<!--14-4--><td style=""><font><font>10,10,20,30</font></font></td>
<!--14-5--><td style=""><font><font>1 ~ 15F invincible, the final stage missile decision</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_16"> <!--15-0--><td style=""><font><font>I like Phoenix leg</font></font></td>
<!--15-1--><td style=""><font><font>0</font></font></td>
<!--15-2--><td style=""><font><font>-10</font></font></td>
<!--15-3--><td style=""><font><font>down</font></font></td>
<!--15-4--><td style=""><font><font>20</font></font></td>
<!--15-5--><td style=""><font><font>1F invincible</font></font></td></tr>
</table>


=Hit Boxes and Frame Data=
}}
}}
}}


Legend:<BR>
<FONT COLOR="#FF0000">Hit Box</FONT>: Area that will hit the opponent<BR>
<FONT COLOR="#7777FF">Hurt Box</FONT>: Area where you can get hit. A move is invincible if the <FONT COLOR="7777FF">Hurt Box</FONT> is absent.<BR>
<FONT COLOR="#FFAA00">Throw Box/Range</FONT>: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.<BR>
<FONT COLOR="#FF66FF">Projectile Box</FONT>: Hit box on a projectile attack<BR>
<FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>: The Guard Box or Counter Box. This appears when blocking or using a counter move.<BR>
<FONT COLOR="#00FF00">Push Box</FONT>: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.<br>
'''Command''' = the input for the attack.<BR>
'''Start Up''' = How many start up frames a move/attack has. <BR>
'''Hit''' = When the attack hits. <BR>
'''Block''' = When the attack is blocked. <BR>
'''+''' signifies how many advantage frames the attacker has. <BR>
'''-''' signifies how many disadvantage frames the attacker has. <BR>
'''KD''' means the attack will knock the opponent down.
<br>


<center>
'''Character Colors'''


[[File:Dongcolors.JPG‎]]


[[File:DongSCR.jpg]]
'''Standing, Crouching and Running'''


<br>
==Move List==


[[File:DongTaunt.jpg]]
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/21.html and https://w.atwiki.jp/garoumow/pages/72.html


'''Taunt'''
{{MOTW Legend}}


<br>


[[File:DongWallJump.jpg]]


'''Wall jump''' : Dong retain his air JD ability after wall jump => good tool to corner escape
Notes:


<br>
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.


[[File:DongSuperJump.jpg]]
* For P-Power Raimei Dan 236(x2)D, the last hit, for every level, is impossible to just defend at 0-pixel health bar.


'''Super Jump''' : Dong cannot JD during a superjump, allowing opponent to anti air


<br>


[[File:DongJump.jpg]]
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
| align="center" | Standing, Crouching and Running || align="center" | Taunt || align="center" | Jumping
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
| '''Command''' || '''Total Frames'''
| align="center" | [[File:DongSCR.jpg]] || align="center" | [[File:DongTaunt.jpg]] || align="center" | [[File:DongJump.jpg]]
|-
|-
| Normal [[file:up1.gif]] || '''35'''
| align="center" |  || align="center" |  || align="center" | 35F. Can super jump and wall jump.
|}
|}


<br>


[[File:DongThrow.jpg]]
'''Super Jump''': Press [[File:d.png]], then [[File:u.png]]/[[File:u.png]]/[[File:uf.png]] Dong cannot JD during a superjump, allowing opponents to anti air<BR>


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
'''Wall Jump''': Jump towards a wall and then press the opposite direction to it. Dong retains his air JD ability after wall jump. It is a good tool to escape the corner.<br>
|-
| '''Command''' || '''Total Frames'''
|-
| Close [[File:B.gif]]/[[File:f.gif]] + [[File:snkc.gif]] || '''9'''
|}


<br>


[[File:DongFwdFeint.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===Close Standing Normals===
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''10'''
|}


<br>
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongCloseA.jpg
|name=c.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=3
|Active=4
|Recovery=5
|Total=12
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=Standing jab.
}}
}}


[[File:DongDwnFeint.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:down.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''10'''
|}
Try to use this feint for Dong, it has less pushback.


<br>
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongCloseB.jpg
|name=c.5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Mid
|Startup=4
|Active=4
|Recovery=7
|Total=15
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=
}}
}}


[[File:DongCloseA.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close [[File:snka.gif]]''' || '''3''' || '''+6''' || '''+6'''
|}


<br>  
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongCloseC.jpg
|name=c.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6, 6
|Guard=Mid
|Startup=5
|Active=1, 4
|Recovery=22
|Total=32
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=※
|Cancel on Hit=※
|Cancel on Block=※
|Guard Crush Value=3, 3
|description=It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo.
}}
}}


[[File:DongCloseB.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close [[File:snkb.gif]]''' || '''4''' || '''+4''' || '''+4'''
|}


<br>  
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongCloseD.jpg
|name=c.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6, 6
|Guard=Mid
|Startup=4
|Active=1, 《5》, 3
|Recovery=24
|Total=37
|Hit Adv=-6
|Block Adv=-6
|Feint Cancel=※
|Cancel on Hit=※
|Cancel on Block=※
|Guard Crush Value=3, 3
|description=
}}
}}


[[File:DongCloseC.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close [[File:snkc.gif]]''' || '''5''' || '''-5''' || '''-5'''
|}
It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo.
<br>


[[File:DongCloseD.jpg]]
===Far Standing Normals===


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Far 5A</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=DongStandA.jpg
| '''Close [[File:snkd.gif]]''' || '''4''' || '''-6''' || '''-6'''
|name=f.5A
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=3
|Active=4
|Recovery=5
|Total=12
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=
}}
}}


<br>


[[File:DongStandA.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Far 5B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=DongStandB.jpg
| '''Far [[File:snka.gif]]''' || '''3''' || '''+6''' || '''+6'''
|name=f.5B
|}
|subtitle=
Amazing poke.
|caption=
<br>
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=4
|Active=3
|Recovery=12
|Total=19
|Hit Adv=0
|Block Adv=0
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=
}}
}}


[[File:DongStandB.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far [[File:snkb.gif]]''' || '''4''' || '''0''' || '''0'''
|}


<br>
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongStandC.jpg
|name=f.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=12
|Active=3
|Recovery=28
|Total=43
|Hit Adv=-10
|Block Adv=-10
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}


[[File:DongStandC.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far [[File:snkc.gif]]''' || '''12''' || '''-10''' || '''-10'''
|}


<br>
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongStandD.jpg
|name=f.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=13
|Active=2
|Recovery=20
|Total=35
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=


[[File:DongStandD.jpg]]
Note: It's possible to reduce the move's overall recovery by canceling its landing recovery.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far [[File:snkd.gif]]''' || '''13''' || '''-1''' || '''-1'''
|}




<br>
===Crouching Normals===


[[File:DongDownA.jpg]]
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDownA.jpg
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Low
|Startup=5
|Active=4
|Recovery=9
|Total=18
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description=
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''[[File:down.gif]] + [[File:snka.gif]]''' || '''5''' || '''+2''' || '''+2'''
|}
Amazing poke.
<br>


[[File:DongDownB.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=DongDownB.jpg
| '''[[File:down.gif]] + [[File:snkb.gif]]''' || '''4''' || '''+6''' || '''+6'''
|name=2B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Low
|Startup=4
|Active=4
|Recovery=5
|Total=13
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=
}}
}}


<br>


[[File:DongDownC.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2C</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=DongDownC.jpg
| '''[[File:down.gif]] + [[File:snkc.gif]]''' || '''5''' || '''-4''' || '''-4'''
|name=2C
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=5
|Active=3
|Recovery=14
|Total=22
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}


<br>


[[File:DongDownD.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2D</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=DongDownD.jpg
| '''[[File:down.gif]] + [[File:snkd.gif]]''' || '''7''' || '''KD''' || '''-8'''
|name=2D
|}
|subtitle=
One of the best sweep in the game. Can be punished with supers or when not spaced properly.
|caption=
<br>
|data=
{{AttackData-Garou
|Damage=10
|Guard=Low
|Startup=7
|Active=4
|Recovery=25
|Total=36
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=One of the best sweep in the game. Can be punished with supers or when not spaced properly.  
}}
}}


[[File:DongJumpA.jpg]]


{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command'''
|-
| [[File:up1.gif]] + [[File:snka.gif]]
|}


<br>
===Jumping Normals===


[[File:DongJumpB.jpg]]
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongJumpA.jpg
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=High
|Startup=5
|Active=7
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description= Can beat out upper-body evasion attacks, and can crossup
}}
}}


{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">jB</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command'''
{{MoveData
|-
|image=DongJumpB.jpg
| [[File:up1.gif]] + [[File:snkb.gif]]
|name=j.B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=6
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=
}}
}}


<br>


[[File:DongJumpC.jpg]]


{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">jC</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command'''
{{MoveData
|-
|image=DongJumpC.jpg
| [[File:up1.gif]] + [[File:snkc.gif]]
|name=j.C
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=High
|Startup=6
|Active=5
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}


<br>


[[File:DongJumpD.jpg]]


{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">jD</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command'''
{{MoveData
|-
|image=DongJumpD.jpg
| [[File:up1.gif]] + [[File:snkd.gif]]
|name=j.D
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=High
|Startup=8
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}


<br>


[[File:DongAB.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===Command Normals===
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''[[File:snka.gif]] + [[File:snkb.gif]]''' || '''25''' || '''-1''' || '''+5'''
|}


<br>
===== <span class="invisible-header">j4C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongBackC.jpg
|name=Ushiro-geri (Back Kick)
|input=j.4C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=4
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=9
|description= Can beat out upper-body evasion attacks.
}}
}}


[[File:DongDwnAB.jpg]]


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''[[File:down.gif]] + [[File:snka.gif]] + [[File:snkb.gif]]''' || '''10''' || '''-2''' || '''+4'''
|}


<br>
===Universal Moves===


[[File:DongBackC.jpg]]
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongAB.jpg
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=25
|Active=1
|Recovery=19
|Total=45
|Hit Adv=-1
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description=
* airborne from the 1st frame.
* on the ground at the last 16 frames.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| ''' Air [[File:b.gif]] + [[File:snkc.gif]]''' || '''29''' || '''KD''' || '''-16'''
|}


<br>


[[File:DongTOP.jpg]]
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDwnAB.jpg
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=10
|Active=2
|Recovery=19
|Total=31
|Hit Adv=-2
|Block Adv=+4
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|description=1~5F upper-body invincibility.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''[[File:snkc.gif]] + [[File:snkd.gif]]''' || '''8''' || '''KD''' || '''-9'''
|}


<br>


[[File:Dong214B.jpg]]
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongTOP.jpg
|name=Kaiten Dong Hwan (T.O.P. Attack)
|input=C+D (T.O.P. Only)
|subtitle=Rotating Don Juan
|caption=
|data=
{{AttackData-Garou
|Damage=10, 3×4 (base damage)
|Guard=Mid
|Startup=8
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2, 3×4
|description=
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===Throws===
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''19''' || '''-1''' || '''-1'''
|}


<br>
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongThrow.jpg
|name=Tai Otoshi
|input='''Close''' 4/6C
|subtitle=Body Throw
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=+34
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Normal throw.
}}
}}


[[File:Dong214D.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''27''' || '''-2''' || '''-2'''
|}


<br>
===== <span class="invisible-header">Air Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Tai Hineri
|input='''Air Close''' 2C
|subtitle=Body Twisting Throw
|caption=
|data=
{{AttackData-Garou
|Damage=16
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=+40
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Air throw.
}}
}}


[[File:DongDPAandC.jpg]]
===Feints===


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=DongFwdFeint.jpg
| [[File:dp.gif]] + [[File:snka.gif]] || '''4''' || '''KD''' || '''-30'''
|name=6A+C
|-
|subtitle=Forward Feint
| [[File:dp.gif]] + [[File:snka.gif]] (Break) || '''4''' || '''KD''' || '''-6'''
|caption=
|-
|data=
| [[File:dp.gif]] + [[File:snkc.gif]] || '''4''' || '''KD''' || '''-29'''
{{AttackData-Garou
|-
|Damage=
| [[File:dp.gif]] + [[File:snkc.gif]] (Break) || '''4''' || '''KD''' || '''-6'''
|Guard=
|}
|Startup=
|Active=
|Recovery=
|Total=10
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Mimics the start of [[#Shiden Kyaku (236K) | B Shiden Kyaku]].  
}}
}}


<br>


[[File:Dong236B.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Down Feint (2AC)</span> =====
|-
{{MoveData
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|image=DongDwnFeint.jpg
|-
|name=2A+C
| [[File:qcf.gif]] + [[File:snkb.gif]] || '''22''' || '''+13''' || '''+13'''
|subtitle=Down Feint
|}
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=10
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Mimics the start of [[#Shiden Kyaku (236K) | D Shiden Kyaku]]. Try to use this feint for Dong, it has less pushback.
}}
}}


<br>
===Special Moves===


[[File:Dong236D.jpg]]
===== <span class="invisible-header">Raimei Zan (214K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Dong214B.jpg
|name=Raimei Zan
|input= 214B/D
|subtitle=
|caption=
|data=
First hit whiffs on crouching opponents. <br><br>
{{AttackData-Garou
|version=B
|Damage=10, 10
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=19
|Active=
|Recovery=
|Total=
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3, 3
|description=
}}
{{AttackData-Garou
|version=D
|Damage=12, 12
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=25
|Active=
|Recovery=
|Total=
|Hit Adv=-2
|Block Adv=-2
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 4
|description=
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcf.gif]] + [[File:snkd.gif]] || '''25''' || '''KD''' || '''+9'''
|}


<br>


[[File:DongDwnBandD.jpg]]
===== <span class="invisible-header">Hishou Kyaku (j2K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDwnBandD.jpg
|name=Hishou Kyaku
|input=j.2B/D
|subtitle=
|caption=
|data=
Can beat out upper-body evasion attacks. <br><br>
{{AttackData-Garou
|version=B
|Damage=10, 5×3
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=0 or more (up to -4)
|Block Adv=0 or more (up to -4)
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2×4
|description= B version travels slower.
}}
{{AttackData-Garou
|version=D
|Damage=10, 5×3
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=0 or more (up to -4)
|Block Adv=0 or more (up to -4)
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2×4
|description= D version travels faster, such that there are usually 3 hits, rather than 4 hits. 
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| air [[File:down.gif]] + [[File:snkb.gif]] || '''6''' || '''0, -5''' || '''0, -5'''
|-
| air [[File:down.gif]] + [[File:snkd.gif]] || '''9''' || '''0, -5''' || '''0, -5'''
|}


<br>


[[File:Dong63214C.jpg]]
===== <span class="invisible-header">Shiden Kyaku (236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Dong236B.jpg
|name=Shiden Kyaku
|input=236B/D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=B
|Damage=10
|Guard=Low
|Startup=22
|Active=
|Recovery=
|Total=
|Hit Adv=+13
|Block Adv=+13
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=
}}
{{AttackData-Garou
|version=D
|Damage=12
|Guard=Low
|Startup=25
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:hcb.gif]] + [[File:snkc.gif]] || '''7''' || '''KD''' || '''-9'''
|}


<br>


[[File:DongjAsuper.jpg]]
===== <span class="invisible-header">Ashi Binta (63214C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Dong63214C.jpg
|name=Ashi Binta
|input=63214C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=C
|Damage=5×6, 8
|Guard=Mid
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=1×7
|description=
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| air [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]] || '''0''' || '''KD''' || '''-39'''
|}


<br>


[[File:DongjCsuper.jpg]]
===== <span class="invisible-header">Kuu Sa Jin (623P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDPAandC.jpg
|name=Kuu Sa Jin
|input= 623A/C (Break OK)
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=A
|Damage=5, 6×3
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=4
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-30
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3, 2×3
|description=1~5F full-body invincibility <br><br>
}}
{{AttackData-Garou
|version=A Break
|Damage=5
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=4
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3
|description=
}}
{{AttackData-Garou
|version=C
|Damage=8, 4×4, 8
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=4
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-29
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3, 2×4, 5
|description=1~5F full-body invincibility <br><br>
}}
{{AttackData-Garou
|version=C Break
|Damage=8
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=4
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3
|description=
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===Super Moves===
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| air [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''0''' || '''KD''' || '''-69'''
|}


<br>
===== <span class="invisible-header">Super Dong Hwan Kyaku (j236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =DongjCsuper.jpg
|name  =Super Dong Hwan Kyaku
|input  =j.236236A/C
|caption=
|data=


[[File:DongBsuper.jpg]]
Can beat out upper-body evasion attacks. <br><br>


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
{{AttackData-Garou
|-
|version =A
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|Damage=15, 5×5
|-
|Guard=Mid
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] || '''19''' || '''KD''' || '''-5'''
|Startup=0
|}
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-39
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=5×6
|description=
}}
{{AttackData-Garou
| header =
|version =C
|Damage=18, 6×6, 18
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-69
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10, 7×7
|description=
}}
}}


<br>


[[File:DongDsuper.jpg]]


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Raimei Dan (236236K)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image = DongDsuper.jpg
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] || '''17''' || '''KD''' || '''+5'''
|name  =Raimei Dan
|}
|input  =236236B/D
|caption=
|data=
{{AttackData-Garou
|version =B
|Damage=35
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=19
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=20
|description=
1~13F full-body invincibility. Has a projectile hitbox/hurtbox.
}}
{{AttackData-Garou
| header =
|version =D Lvl.1
|Damage=6, 35
|Guard=Overhead, <span style="color:#ff0000;">Mid</span>
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10, 30
|description= The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D).
* 1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox.


<br>
Lv 1 done without holding D, or D let go within 1~13F after exiting blackout.
 
}}
[[File:DongHiddenSuper.jpg]]
{{AttackData-Garou
 
| header =
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|version =D Lvl.2
|-
|Damage=6, 8, 35
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|Guard=Overhead, Overhead, <span style="color:#ff0000;">Mid</span>
|-
|Startup=
| [[File:qcf.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''0''' || '''KD''' || '''-10'''
|Active=
|}
|Recovery=
</center>
|Total=
 
|Hit Adv=KD
=Combos=
|Block Adv=+5
 
|Feint Cancel=
==Close range==
|Cancel on Hit=
- D xx 63214 C<br>
|Cancel on Block=
- jA>C (air target) > D xx 214 B (less damage but safer if unsure about hit or guard)<br>
|Guard Crush Value=10, 10, 30
- 236 B > run D xx 63214 C (You can skip the D if not close enough) <br>
|description= Lv 2 done holding D for a moment, within 14~18F after exiting blackout.  
- 236 B > run D xx 63214 C (You can skip the D if not close enough) <br>
}}
- A > 2C xx 6AC > 2D
{{AttackData-Garou
 
| header =
==Far range==
|version =D Lvl.3
- far A > 2A <br>
|Damage=6, 8, 9, 35
- 236 D > run > DP C (can cross under before the DP to switch sides)<br>
|Guard=Overhead, Overhead, Overhead, <span style="color:#ff0000;">Mid</span>
==Hop==
|Startup=
- hop A/B/C/D > DP C <br>
|Active=
 
|Recovery=
==Landing Super==
|Total=
- 2B > 2C xx 236236B
|Hit Adv=KD
- 2B > 2C xx 2AC 2362369 A (tigerknee air super)
|Block Adv=+5
- DP break 236236236 C
|Feint Cancel=
- D xx 2AC > jA 236236 A (only on standing)
|Cancel on Hit=
- C xx 2AC > 2362369 A
|Cancel on Block=
- jA>C > jA 236236 A
|Guard Crush Value=10, 10, 20, 30
- far A > cr A xx 236236236 C~A (kara cancelling the crA)
|description= Max Lv 3 done holding D even longer, from 19~23F after exiting blackout.
- unblockable after air reset : 2362369 A or 236236236 C
}}
- j4C crossup (iori kick) > 2C xx 236236B
}}
- Note : after air super, you can link another air super, followed by a DP (in the corner)
 
=Overall Strategy=
Kim Dong Hwan is a hit and run character. The advantage he has over other characters is his ability to easily attack his opponent no matter where he is or what he is doing. He has a special low and a special overhead allowing him to create some interesting mixups. Big damage comes when Dong has meter, but it is difficult for him to build meter. Be patient and find the time to throw in a safe special to build meter while playing keep away and run or jump in when you need to create an opening. Dong has a lot of weaknesses but he can be the most unpredictable character in the game and can train his opponents many ways as well. Mix it up and kick your way to victory!
 
 
===Getting In===
An easy way to get in is obviously to jump in. Know that he can super jump as well but the lack of ability to JD makes you vulnerable to antiairs. His dive kick (Air d+K) is another important tool. It allows him to attack any spot that is in front of his jumping arc.<br>
The other, slightly less obvious, way of getting in is to run in. It is imortant to use standing/Low Punch often when doing this. It is safe, fast, and allows you to judge your distance from the opponent. Additionally you can cancel into a special or feint if need be.<br>
Don't forget you can wait for your opponent to come to you.
===Rushing===
*'''st A''' It is quite positive on block/hit, allowing you to run back in after one and reapply pressure.
*'''tick throws''' are viable with Dong, his clC goes up and option-selects against escape jumps. Don't forget to feint cancel your throws, just in case they didn't throw.
*'''hops''' Can be confirmed into DP. Take advantage of his good are normals.
*'''QCB+K''' Whether this hits or is guarded, you're at -1 frame. The safest thing to do is usually to JD or backdash. The double hit makes it annoying to jd + guard cancel, and when cancelled from a normal it is an annoying tool that prevents jump outs.
*'''QCF+B''' This stomp is a strong rushdown tool, but you must be close for it to land. Try do cancel it from clD. You have a massive +13 frames on hit or block. If it's guarded, you can run in a bit and remain in blockstring. If they hold up, Dong will recover in time from the stomp to anti-air.
*'''QCF+D''' This has more range than the lk version, however it is slower and only gives +9 frames on block. use from time to time to catch people off guard.
*'''Feint''' Feinting will take away the recovery of your normal and allow you more options. Generally it's used to allow you to get in closer again.
*'''j b+C''' to cross up your opponent, when they roll toward you on their wakeup it can be very tricky. Use it on reaction, for example jump to chase a backdash, if they didn't backdash you will crossup and react with this, otherwise use another air move to land on the backdash recovery.
*'''Corner''' Dong has an infinite with D feint run D. He can use it to guard crush, however mashing A will likely crush fast enough without risking execution failure.
*'''j.A>C target combo''' the prefered jumpin as it is double hit, preventing many guard cancels.
*'''Lock Down Strings'''
**closeHK f+A+C closeHK f+A+C closeHK qcf+LK... -Serious lockdown, but is difficult to guard crush with.
**ff+closeHK qcf+K ff+closeHK qcf+K... -More openings, but can be easy to perform and has decent guard crush potential. Either HK or LK version works or change them up depending on your distance.
 
==Keep Away==
You can probably forget about rushing, Dong is all about running away.
He is notorious for his ability to run away. It is extra frustrating for the opponent as, at any moment, he can change his mind and attack. Here is a list of his most notable tools :
*'''backdash''' very good, allows Dong to run away for free unless hard predicted.
*'''walljump''' Dong retain his air JD ability when walljumping, a simple but efficient gameplan is to slowly run from a corner to another using this tool, letting the clock run down.
*'''iori kick''' j b+C (hits behind him), allows you to punish people trying to cross you down.
*'''air throw''' when someone jumps at Dong, simply do 8741+C, it will either air JD or airthrow, giving Dong good control over the air.
*'''DP''' another anti-air... Also a "get off me" tool, but keep in mind it is unsafe even after break. The lp version of dp+p has more pushback than the hp version.
*'''far A''' extremely fast and good range, to prevent ground approaches, or run in and poke with it.
*'''0f air super''' Dong can whiff punish anything when in the air with his air 0F, it is a very scary tool that will make the opponent think twice before chasing after an airborne Dong. Remember to build meter when possible with his qcfB stomp to get this ready.
*'''0f hidden super''' Have fun with the execution (qcf x3 + C) but it's still a 0F super, allowing many punishes.
 
==Weaknesses==
His most notable weakness would probably be his lack of damage output and his meter building ability is quite slow.
 
'''Unsafe Moves'''<br>
While Dong has his dp+p to discourage interruption, many of his moves are still punishable even on hit.
*'''Dp+p''' Even if you brake this, you are at -6 frames
*'''Qcb+k''' Whether it's on hit or block you're at -1 frame, technically punishable by 0F supers => there is a way to escape this : Buffer an invincible move before the freeze, then press B+D so it doesn't come out. If you see a freeze, press your button for the invincible special to come out. (showcase : https://www.youtube.com/watch?v=YGg-PWL7gwc)
*'''j.d+k''' Depending on where his last kick lands, you'll be at a greater or lesser disadvantage, +0 at best.
*'''Others''' His TOP, qcf,qcf+lk, j.qcf,qcf+p, and hcb+hp are all unsafe on block.
 
=Matchup Strategies=
To come.
<br>


{{Template:Garou: Mark of the Wolves}}
===== <span class="invisible-header">Ore-sama Houou Kyaku (236236236C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =DongHiddenSuper.jpg
|name  =Ore-sama Houou Kyaku
|input  =236236236C
|caption=
|data=
{{AttackData-Garou
|version =C
|Damage= 9, 4×7, 3×3, 9×5
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-10
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=20
|description= 1F full-body invincibility.
}}
}}


{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 05:48, 14 February 2025

Introduction

To come.


Gameplay

To come.


Strengths Weaknesses
  • Best character at hit & run play
  • Very versatile 0f air super move that can be used to punish from the air
  • Has an air throw
  • Has both a super jump and wall jump
  • Reliant on meter for more damaging combos and punish opportunities
  • Break move is unsafe on block
MOTW Kim Art.png


Character Colors

Dongcolors.JPG


Move List

Frame Data Source : http://www13.atwiki.jp/garoumow/pages/21.html and https://w.atwiki.jp/garoumow/pages/72.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.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
  • For P-Power Raimei Dan 236(x2)D, the last hit, for every level, is impossible to just defend at 0-pixel health bar.


Standing, Crouching and Running Taunt Jumping
DongSCR.jpg DongTaunt.jpg DongJump.jpg
35F. Can super jump and wall jump.


Super Jump: Press D.png, then U.png/U.png/Uf.png Dong cannot JD during a superjump, allowing opponents to anti air

Wall Jump: Jump towards a wall and then press the opposite direction to it. Dong retains his air JD ability after wall jump. It is a good tool to escape the corner.


Close Standing Normals

Close 5A

c.5A
DongCloseA.jpg
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

Standing jab.


Close 5B

c.5B
DongCloseB.jpg
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


Close 5C

c.5C
DongCloseC.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 5 1, 4 22 32
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 3, 3

It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo.


Close 5D

c.5D
DongCloseD.jpg
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


Far Standing Normals

Far 5A

f.5A
DongStandA.jpg
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


Far 5B

f.5B
DongStandB.jpg
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


Far 5C

f.5C
DongStandC.jpg
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


Far 5D

f.5D
DongStandD.jpg
Damage Guard Startup Active Recovery Total
14 Mid 13 2 20 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X 5

Note: It's possible to reduce the move's overall recovery by canceling its landing recovery.


Crouching Normals

2A

2A
DongDownA.jpg
Damage Guard Startup Active Recovery Total
4 Low 5 4 9 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X / ∞ X / ∞ 4


2B

2B
DongDownB.jpg
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


2C

2C
DongDownC.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 3 14 22
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5


2D

2D
DongDownD.jpg
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

One of the best sweep in the game. Can be punished with supers or when not spaced properly.


Jumping Normals

jA

j.A
DongJumpA.jpg
Damage Guard Startup Active Recovery Total
5 High 5 7 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 4

Can beat out upper-body evasion attacks, and can crossup

jB

j.B
DongJumpB.jpg
Damage Guard Startup Active Recovery Total
6 High 6 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 4


jC

j.C
DongJumpC.jpg
Damage Guard Startup Active Recovery Total
9 High 6 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 5


jD

j.D
DongJumpD.jpg
Damage Guard Startup Active Recovery Total
9 High 8 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 5


Command Normals

j4C

Ushiro-geri (Back Kick)
j.4C
DongBackC.jpg
Damage Guard Startup Active Recovery Total
10 High 4 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 9

Can beat out upper-body evasion attacks.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
DongAB.jpg
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
  • airborne from the 1st frame.
  • on the ground at the last 16 frames.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
DongDwnAB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 10 2 19 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 +4 X 6

1~5F upper-body invincibility.


T.O.P. Attack (CD)

Kaiten Dong Hwan (T.O.P. Attack)
Rotating Don Juan
C+D (T.O.P. Only)
DongTOP.jpg
Damage Guard Startup Active Recovery Total
10, 3×4 (base damage) Mid 8 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 2, 3×4

Throws

Ground Throw

Tai Otoshi
Body Throw
Close 4/6C
DongThrow.jpg
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+34 - - - -

Normal throw.


Air Throw

Tai Hineri
Body Twisting Throw
Air Close 2C
Damage Guard Startup Active Recovery Total
16 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+40 - - - -

Air throw.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
DongFwdFeint.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 B Shiden Kyaku.


Down Feint (2AC)
2A+C
Down Feint
DongDwnFeint.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 D Shiden Kyaku. Try to use this feint for Dong, it has less pushback.

Special Moves

Raimei Zan (214K)

Raimei Zan
214B/D
Dong214B.jpg
First hit whiffs on crouching opponents.

B Damage Guard Startup Active Recovery Total
10, 10 Overhead 19 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 3, 3
D Damage Guard Startup Active Recovery Total
12, 12 Overhead 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - 4, 4


Hishou Kyaku (j2K)

Hishou Kyaku
j.2B/D
DongDwnBandD.jpg
Can beat out upper-body evasion attacks.

B Damage Guard Startup Active Recovery Total
10, 5×3 Mid 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 or more (up to -4) 0 or more (up to -4) - - 2×4

B version travels slower.

D Damage Guard Startup Active Recovery Total
10, 5×3 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 or more (up to -4) 0 or more (up to -4) - - 2×4

D version travels faster, such that there are usually 3 hits, rather than 4 hits.


Shiden Kyaku (236K)

Shiden Kyaku
236B/D
Dong236B.jpg
B Damage Guard Startup Active Recovery Total
10 Low 22 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 +13 - - 7
D Damage Guard Startup Active Recovery Total
12 Low 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - 8


Ashi Binta (63214C)

Ashi Binta
63214C
Dong63214C.jpg
C Damage Guard Startup Active Recovery Total
5×6, 8 Mid 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 1×7


Kuu Sa Jin (623P)

Kuu Sa Jin
623A/C (Break OK)
DongDPAandC.jpg
A Damage Guard Startup Active Recovery Total
5, 6×3 Mid 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -30 - - 3, 2×3

1~5F full-body invincibility

A Break Damage Guard Startup Active Recovery Total
5 Mid 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 3
C Damage Guard Startup Active Recovery Total
8, 4×4, 8 Mid 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - 3, 2×4, 5

1~5F full-body invincibility

C Break Damage Guard Startup Active Recovery Total
8 Mid 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 3

Super Moves

Super Dong Hwan Kyaku (j236236P)

Super Dong Hwan Kyaku
j.236236A/C
DongjCsuper.jpg
Can beat out upper-body evasion attacks.

A Damage Guard Startup Active Recovery Total
15, 5×5 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -39 - - 5×6
C Damage Guard Startup Active Recovery Total
18, 6×6, 18 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -69 - - 10, 7×7


Raimei Dan (236236K)

Raimei Dan
236236B/D
DongDsuper.jpg
B Damage Guard Startup Active Recovery Total
35 Mid 19 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 20

1~13F full-body invincibility. Has a projectile hitbox/hurtbox.

D Lvl.1 Damage Guard Startup Active Recovery Total
6, 35 Overhead, Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - 10, 30

The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D).

  • 1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox.

Lv 1 done without holding D, or D let go within 1~13F after exiting blackout.

D Lvl.2 Damage Guard Startup Active Recovery Total
6, 8, 35 Overhead, Overhead, Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - 10, 10, 30

Lv 2 done holding D for a moment, within 14~18F after exiting blackout.

D Lvl.3 Damage Guard Startup Active Recovery Total
6, 8, 9, 35 Overhead, Overhead, Overhead, Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - 10, 10, 20, 30

Max Lv 3 done holding D even longer, from 19~23F after exiting blackout.

Ore-sama Houou Kyaku (236236236C)

Ore-sama Houou Kyaku
236236236C
DongHiddenSuper.jpg
C Damage Guard Startup Active Recovery Total
9, 4×7, 3×3, 9×5 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - 20

1F full-body invincibility.

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