Garou: Mark of the Wolves/Freeman: Difference between revisions

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(Added red text to "Guard" data instead of text note for JDing, replaced some attack data with symbols from data key. Misc. changes.)
(→‎Move List: gallery tweaking)
 
(17 intermediate revisions by 4 users not shown)
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* '''A lot of useless or bad special moves, including his break move and counter super'''
* '''A lot of useless or bad special moves, including his break move and counter super'''
* '''Somewhat limited anti-air and air-to-air options'''
* '''Somewhat limited anti-air and air-to-air options'''
* '''British'''


}}
}}
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{{MOTW Legend}}
{{MOTW Legend}}


Notes:
Notes:
Line 44: Line 43:
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.


 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping || align="center" | Landing || align="center" | Taunting
|-
| align="center"; valign="bottom" | [[File:Garou Freeman Stand.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Freeman Dash.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Jump.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Landing.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Taunt.png]]
|-
| align="center" |  || align="center" |  || align="center" | The only step dash that gets cancelled by returning to neutral.<br>Freeman can't re-dash with reversal timing. || align="center" | 37F (backwards jump 35F). || align="center" | Freeman is invincible below the waist when landing from an empty jump. || align="center" |
|}


===Close Standing Normals===
===Close Standing Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cl.A.jpg
|image=Garou_Freeman_c5A.png
|name=Cl. {{Icon-SNK|A}}
|name=c5A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}
  |version=c5A
  |Damage=4
  |Damage=4
  |Guard=Mid
  |Guard=Mid
Line 70: Line 75:
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless.
  |description=Standing jab. Proximity normal, so tricky to get in range for but good nonetheless.


Last 2F of recovery has full-body invincibility.
Last 2F of recovery has full-body invincibility.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=c5A>A
  |Damage=4, 9
  |Damage=4, 9
  |Guard=HL
  |Guard=HL
Line 91: Line 96:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=c5A>A>A
  |Damage=4, 9, 8
  |Damage=4, 9, 8
  |Guard=HL
  |Guard=HL
Line 108: Line 113:
}}
}}


 
===== <span class="invisible-header">Close 5B</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cl.B.jpg
|image=Garou_Freeman_c5B.png
|name=Cl. {{Icon-SNK|B}}
|name=c5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 137: Line 140:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cl.C.jpg
|image=Garou_Freeman_c5C.png
|name=Cl. {{Icon-SNK|C}}
|name=c5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 162: Line 165:
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cl.D-1.jpg
|image=Garou_Freeman_c5D.png
|image2=Garou_Freeman_cl.D-2.jpg
|name=c5D
|name=Cl. {{Icon-SNK|D}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 185: Line 187:
  |Guard Crush Value=3, 3
  |Guard Crush Value=3, 3
  |description=Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.
  |description=Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.
<gallery class="mw-collapsible">
  Garou_Freeman_c5D.png|
  Garou_Freeman_c5D_1.png|
</gallery>
  }}
  }}
}}
}}
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===Far Standing Normals===
===Far Standing Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_s.A.jpg
|image=Garou_Freeman_f5A.png
|name=Far {{Icon-SNK|A}}
|name=f5A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}
  |version=f5A
  |Damage=5
  |Damage=5
  |Guard=Mid
  |Guard=Mid
Line 217: Line 223:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=f5A>A
  |Damage=5, 8
  |Damage=5, 8
  |Guard=Mid
  |Guard=Mid
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_s.B.jpg
|image=Garou_Freeman_f5B.png
|name=Far {{Icon-SNK|B}}
|name=f5B
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often
  |description=Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often.
  }}
  }}
}}
}}
Line 263: Line 269:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_s.C-1.jpg
|image=Garou_Freeman_f5C.png
|image2=Garou_Freeman_s.C-2.jpg
|name=f5C
|name=Far {{Icon-SNK|C}}
|subtitle=
|subtitle=
|caption=
|caption=
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  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.
  |description=One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.
<gallery class="mw-collapsible">
  Garou_Freeman_f5C.png|
  Garou_Freeman_f5C_1.png|
</gallery>
  }}
  }}
}}
}}
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_s.D.jpg
|image=Garou_Freeman_f5D.png
|name=Far {{Icon-SNK|D}}
|name=f5D
|subtitle=
|subtitle=
|caption=
|caption=
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===Crouching Normals===
===Crouching Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cr.A.jpg
|image=Garou_Freeman_2A.png
|name=Cr. {{Icon-SNK|A}}
|name=2A
|subtitle=
|subtitle=
|caption=
|caption=
Line 347: Line 356:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cr.B.jpg
|image=Garou_Freeman_2B.png
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
Line 374: Line 383:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cr.C.jpg
|image=Garou_Freeman_2C.png
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
Line 399: Line 408:
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_cr.D.jpg
|image=Garou_Freeman_2D.png
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
Line 428: Line 437:
===Jumping Normals===
===Jumping Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_j.A.jpg
|image=Garou_Freeman_jA.png
|name=Jump {{Icon-SNK|A}}
|name=j.A
|subtitle=
|subtitle=
|caption=
|caption=
Line 455: Line 464:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_j.B.jpg
|image=Garou_Freeman_jB.png
|name=Jump {{Icon-SNK|B}}
|name=j.B
|subtitle=
|subtitle=
|caption=
|caption=
Line 482: Line 491:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_j.C.jpg
|image=Garou_Freeman_jC.png
|name=Jump {{Icon-SNK|C}}
|name=j.C
|subtitle=
|subtitle=
|caption=
|caption=
Line 511: Line 520:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_j.D.jpg
|image=Garou_Freeman_jD.png
|name=Jump {{Icon-SNK|D}}
|name=j.D
|subtitle=
|subtitle=
|caption=
|caption=
Line 540: Line 549:
===Universal Moves===
===Universal Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_AB.jpg
|image=Garou_Freeman_5AB.png
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=5A+B
|subtitle=Lower-body evasion attack
|subtitle=Lower-body evasion attack
|caption=
|caption=
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  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=Pretty slow and fairly reactable, ignore this generally.
  |description=Pretty slow and fairly reactable, ignore this generally.
<gallery class="mw-collapsible">
  Garou_Freeman_5AB_1.png|Frame 1 Lower-Body Invincibility
  Garou_Freeman_5AB.png|
</gallery>
  }}
  }}
}}
}}
Line 567: Line 580:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman 2AB.png
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=2A+B
|subtitle=Upper-body evasion attack
|subtitle=Upper-body evasion attack
|caption=
|caption=
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  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=1~6F of upper body invincibility. Last 3F has full-body invincibility.
  |description=1~6F of upper body invincibility. Last 3F has full-body invincibility.
<gallery class="mw-collapsible">
  Garou_Freeman_2AB_1.png|Upper-Body Invincible Frames
  Garou_Freeman_2AB_2.png|Vulnerable Startup
  Garou Freeman 2AB.png|
  Garou_Freeman_2AB_3.png|Recovery
</gallery>
  }}
  }}
}}
}}
Line 594: Line 613:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman CD.png
|name=Overkill (T.O.P. Attack)   
|name=Overkill (T.O.P. Attack)   
|input={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. Only)
|caption=
|caption=
|data=
|data=
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=25
  |Guard Crush Value=25
  |description=Freeman slashes above, from the front to the back. Too slow to serve as an anti air, and ots high guard damage doesnt mean much when its very unsafe on block. You could space it to make it harder to punish but you shouldnt use it for pressure to begin with. Pretty bad TOP move.
  |description=Used as an ender for guard crush setups, which allows Freeman to convert into a full combo upon a successful guard crush. This is usually done by cancelling into the move from a heavy normal, so that it is a true blockstring.
 
<gallery class="mw-collapsible">
For what is worth, it's Freeman's best starter on counter hit, putting the opponent on a juggle state afterwards. Meterless, TOP, st.C does more damage than a rekka counterhit starter or Morbid Angel Break (HCF+K), and can even juggle a cr.C into super for a 60%ish combo. The chances of getting this starter are few and far between, but it can be good to punish "filler" blockstrings or to avoid chip scenarios, for example, a Jenet player doing cl.C into Buffrass (QCF+P) or D The Hind Break (QCF+D).  
  Garou Freeman CD.png|
 
  Garou_Freeman_CD_1.png|
Learning what blockstrings you can heavily punish after a JD or just fishing for this in neutral and reacting to the counter hit accordingly can increase your damage tenfold, but even with this, the move remains mediocre.
  Garou_Freeman_CD_2.png|
  Garou_Freeman_CD_3.png|
  Garou_Freeman_CD_4.png|
</gallery>
  }}
  }}
}}
}}
Line 625: Line 647:
===Throws===
===Throws===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_Grab.jpg
|image=Garou_Freeman_Throw.png
|name=Gorefest
|name=Gorefest
|input='''Close''' {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|input='''Close''' 4/6C
|subtitle=
|subtitle=
|caption=
|caption=
Line 637: Line 659:
  |Damage=14
  |Damage=14
  |Guard=
  |Guard=
  |Startup=1
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 650: Line 672:
  }}
  }}
}}
}}


===Feint Cancels===
===Feint Cancels===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_ForwardTaunt.jpg
|image=Garou Freeman 6AC.png
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=6A+C
|subtitle=Forward Feint
|subtitle=Forward Feint
|caption=
|caption=
Line 682: Line 702:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_DownTaunt.jpg
|image=Garou Freeman 2AC.png
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=2A+C
|subtitle=Down Feint
|subtitle=Down Feint
|caption=
|caption=
Line 705: Line 725:
  |description= Mimics the start of Phobia (and to a less extent Nightmare).  
  |description= Mimics the start of Phobia (and to a less extent Nightmare).  
Has upper-body invincibility when his body is lowered.  
Has upper-body invincibility when his body is lowered.  
<gallery class="mw-collapsible">
  Garou Freeman 2AC.png|
  Garou_Freeman_2AC_1.png|
</gallery>
  }}
  }}
}}
}}
Line 712: Line 736:
===Special Moves===
===Special Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">V.O.D. (214P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman 214P.png
|name=V.O.D.  
|name=V.O.D.  
|input={{Motion|214}} + {{Icon-SNK|A}} * 3
|input=214A/C * 3
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |version=A
  |Damage=8
  |Damage=8
  |Guard=Mid
  |Guard=Mid
Line 737: Line 761:
  |description=  
  |description=  
*Freeman's rekka series, easily his best special move.  
*Freeman's rekka series, easily his best special move.  
*He can cancel each part rekka into a followup of whatever strength (For example, Freeman can do 214A > 214A > 214C as a string).  
*He can cancel each rekka into a follow-up of whatever strength (e.g. Freeman can do 214A > 214A > 214C as a string). Each rekka is also whiff cancellable.
*Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.  
*Rekkas are often used for combos, pressure, and defense, as well as occasionally for poking and meter building in neutral.  


The first part of Freeman's light rekkas, is +1 on block and starts up rekka offense.
The first part of Freeman's light rekka, it's +1 on block and starts up rekka offense. Combos from both light and heavy normals. Great as a guard cancel, which can also work as an anti-air against an opponent's jump normal.


  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |version=...>A
  |Damage=8
  |Damage=8
  |Guard=Low
  |Guard=Low
Line 758: Line 782:
  |Guard Crush Value=2
  |Guard Crush Value=2
  |description=
  |description=
The second hit of Freeman's rekkas. Only 0 on block and with generous cancel timing, its great for pressure and combos. Also Freeman's only low rekka. Can be cancelled into from the rekka starter on whiff as well.
The second hit of Freeman's rekka. It's 0 on block, making it great for pressure and ending blockstrings safely. Also Freeman's only low-hitting rekka.
<gallery class="mw-collapsible">
  Garou_Freeman_214A_1.png|
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |version=...>...>A
  |Damage=8
  |Damage=8
  |Guard=Mid
  |Guard=Mid
Line 775: Line 802:
  |Guard Crush Value=3
  |Guard Crush Value=3
  |description=
  |description=
Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.
Third part of Freeman's light rekka, knocks the opponent far away on hit but is very punishable on block. Not much use over his C rekka ender.
<gallery class="mw-collapsible">
  Garou_Freeman_214A_2.png|
</gallery>
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=V.O.D.
|input={{Motion|214}} + {{Icon-SNK|C}} * 3
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |version=C
  |Damage=8
  |Damage=8
  |Guard=Mid
  |Guard=Mid
Line 804: Line 821:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=3
  |Guard Crush Value=3
  |description=
  |description=Has slightly more range but slower startup than the A version. Can be used to frame trap the opponent if cancelled into from a light normal. Combos from heavy normals.
*Freeman's rekka series, easily his best special move.  
*He can cancel each part rekka into a followup of whatever strenght (For example, Freeman can do 214a214a214c as a string).  
*Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral
 
Slower and more unsafe with no real benefit.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |version=...>C
  |Damage=8
  |Damage=8
  |Guard=Mid
  |Guard=Mid
Line 826: Line 838:
  |Guard Crush Value=3
  |Guard Crush Value=3
  |description=
  |description=
Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.
Second hit of Freeman's heavy rekka. Much more unsafe if used to end with and not a low. No real benefit over the A version, avoid using this.
<gallery class="mw-collapsible">
  Garou_Freeman_214C_1.png|
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |version=...>...>C
  |Damage=8
  |Damage=8
  |Guard=Mid
  |Guard=Mid
Line 843: Line 858:
  |Guard Crush Value=3
  |Guard Crush Value=3
  |description=
  |description=
Final hit of Freeman's heavy rekkas. Actually better then the light ender, since it launches opponents into the air for a knockdown, landing closer. Also much more safe, so used to end pressure safely.
Final hit of Freeman's heavy rekka. Better than the A rekka ender, since it launches opponents into the air for a closer knockdown. It's only -1 on block, which makes it effectively safe (even against 0f supers if you backdash), making it a safe way to end blockstring pressure safely.
<gallery class="mw-collapsible">
  Garou_Freeman_214C_2.png|
</gallery>
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Nightmare (236P)</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman 236P.png
|name=Nightmare
|name=Nightmare
|input= {{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= 236A/C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
<gallery class="mw-collapsible">
  Garou Freeman 236P_1.png|
  Garou Freeman 236P.png|
</gallery>
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |version=A
  |Damage=17
  |Damage=17
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 872: Line 892:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=7
  |Guard Crush Value=7
  |description=Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals
  |description=Freeman slides back a short distance before dashing in with a slash attack. Has 1~12F upper-body invincibility during its startup, which can be used to dodge and punish some moves in neutral, such as fireballs. It can also be used as a combo ender from a from heavy normal, but is generally less optimal than ending with his rekka.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |version=C
  |Damage=21
  |Damage=21
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 888: Line 908:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=8
  |Guard Crush Value=8
  |description=Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral but now it's way too slow.
  |description=Has 1~20F upper-body invincibility during its startup, which can be used to dodge and punish some moves in neutral, such as fireballs.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Crow (214K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman 214B.png
|image2=Garou Freeman 214D.png
|name=Crow
|name=Crow
|input= {{Motion|214}}+{{Icon-SNK|B}}/{{Icon-SNK|D}}
|input= 214B/D
|subtitle=
|subtitle=
|caption=
|caption=B
|caption2=D
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|B}}
  |version=B
  |Damage=9, 9
  |Damage=9, 9
  |Guard=<span style="color:#ff0000;">High</span>
  |Guard=<span style="color:#ff0000;">High</span>
Line 915: Line 937:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4, 4
  |Guard Crush Value=4, 4
  |description=Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using.
  |description=Freeman leaps into the air to do an overhead slash attack. The move is safe on block, but the startup is fairly slow, making it relatively easy to react to. However, it can be used to condition the opponent to stand block, in order to successfully land his Morbid Angel command grab.
<gallery class="mw-collapsible">
  Garou Freeman 214B.png|
  Garou_Freeman_214B_1.png|
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |version=D
  |Damage=10, 10
  |Damage=10, 10
  |Guard=<span style="color:#ff0000;">High</span>
  |Guard=<span style="color:#ff0000;">High</span>
Line 932: Line 958:
  |Guard Crush Value=4, 4
  |Guard Crush Value=4, 4
  |description=
  |description=
<gallery class="mw-collapsible">
  Garou Freeman 214D.png|
  Garou_Freeman_214D_1.png|
</gallery>
  }}
  }}
}}
}}
Line 937: Line 967:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Phobia (623P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman 623A.png
|image2=Garou Freeman 623C.png
|name=Phobia
|name=Phobia
|input= {{Motion|623}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= 623A/C
|subtitle=
|subtitle=
|caption=
|caption=A
|caption2=C
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |version=A
  |Damage=18
  |Damage=18
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 960: Line 992:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=7
  |Guard Crush Value=7
  |description=Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne
  |description=An anti-air slash, but too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on hit when on the ground, so unsuitable for ground combos, but leads to a close knockdown if the opponent is airborne.
<gallery class="mw-collapsible">
  Garou_Freeman_623P_1.png|Frame 4 Upper-Body Invincibility
  Garou_Freeman_623P_2.png|Frame 6 Upper-Body Invincibility
  Garou Freeman 623A.png|
</gallery>
  }}
  }}
{{AttackData-Garou
{{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |version=C
  |Damage=22
  |Damage=22
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 977: Line 1,014:
  |Guard Crush Value=8
  |Guard Crush Value=8
  |description=More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.
  |description=More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.
<gallery class="mw-collapsible">
  Garou_Freeman_623P_1.png|Frame 4 Upper-Body Invincibility
  Garou_Freeman_623P_2.png|Frame 6 Upper-Body Invincibility
  Garou Freeman 623C.png|
</gallery>
  }}
  }}
}}
}}
Line 982: Line 1,024:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Morbid Angel (41236K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou Freeman 41236B.png
|image2=Garou Freeman 41236D.png
|name=Morbid Angel
|name=Morbid Angel
|input= {{Motion|41236}}+{{Icon-SNK|B}}
|input= 41236B/D (Break OK)
|subtitle=
|subtitle=
|caption=
|caption=B
|caption2=D
|caption3=Startup Upper-Body Invincibility
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|B}}
  |version= B
  |Damage=21
  |Damage=21
  |Guard=
  |Guard=
Line 1,005: Line 1,050:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Jumps in the air for a leaping, slow command grab that misses crouchers and fails close to the corner. Pretty shitty move as it's so hard to land and the reward isnt nearly worth. Switches sides
  |description=
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|B}} Break
  |version= B Break
  |Damage=
  |Damage=
  |Guard=
  |Guard=
Line 1,021: Line 1,066:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description= Probably the worst brake move in the game. The reward is sctually very good but for the aformentioned reasons above you won't be able to rely on landing this move
  |description=Freeman leaps into the air for a slow command grab that will whiff on crouching opponents or if the opponent is too close to the corner. Fairly gimmicky, but can be converted into his rekka or Full Blast super on break for good damage. Best used when cancelled into from a normal such as cl.B, after conditioning the opponent to block with frame traps. It can also be used as an optimal punish as a guard cancel against certain moves.
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Morbid Angel
|input= {{Motion|41236}}+{{Icon-SNK|D}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|D}}
  |version= D
  |Damage=21
  |Damage=21
  |Guard=
  |Guard=
Line 1,053: Line 1,085:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|D}} Break
  |version= D Break
  |Damage=
  |Damage=
  |Guard=
  |Guard=
Line 1,066: Line 1,098:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Has more range than the B version, but slower startup. Freeman is unable to guard cancel with this move (for some reason).
  }}
  }}
}}
}}


===Super Moves===
===Super Moves===
===== <span class="invisible-header">Full Blast (236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =
|image =Garou Freeman 236236A.png
|image2=Garou Freeman 236236C.png
|name  =Full Blast
|name  =Full Blast
|input  ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
|input  =236236A/C (Can hold)
|caption=
|caption=A
|caption2=C
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}} <br>(Can Hold {{Icon-SNK|A}})
  |version = A
  |Damage=33
  |Damage=33
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,093: Line 1,127:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=15
  |Guard Crush Value=15
  |description=1~8F full-body invincibility. Projectile hitbox/hurtbox. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced.
  |description=1~8F full-body invincibility. Projectile hitbox/hurtbox. Freeman's main super to use in combos. It can be hit confirmed into from two or more hits of his light normals and will combo from max range of his 5A. It can also be used as a guard cancel to punish fireballs if within range. Surprisingly safe on block if spaced.


When the button is held, startup can be delayed 1~48F max after blackout.  
When the button is held, startup can be delayed 1~48F max after blackout.  
<gallery class="mw-collapsible">
  Garou Freeman 236236A.png|
  Garou_Freeman_236236A_1.png|Later Active Frames
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  |header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} <br>(Can Hold {{Icon-SNK|C}})
  |version =C
  |Damage=23, 26  
  |Damage=23, 26  
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,113: Line 1,151:
  |Guard Crush Value=15×2
  |Guard Crush Value=15×2
  |description=1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox.  
  |description=1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox.  
One of the better 2 bar supers in this game due to it's respectable damage.
One of the better 2 bar supers in this game due to its respectable damage.
More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent
More damaging than the A version but be wary of the opponent's follow-up trajectory if used in juggles as it is possible for the first and/or second hit to whiff.


When the button is held, startup can be delayed 1~48F max after blackout.  
When the button is held, startup can be delayed 1~48F max after blackout.  
<gallery class="mw-collapsible">
  Garou Freeman 236236C.png|
  Garou_Freeman_236236C_1.png|Second Hit
</gallery>
  }}
  }}
}}
}}




 
===== <span class="invisible-header">Creeping Death (236236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =
|image =Garou Freeman 236236K.png
|image2=Garou Freeman 236236K_1.png
|name  =Creeping Death
|name  =Creeping Death
|input ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
|input   =236236B/D
|caption=
|caption=Counter
|caption2=Activation
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}
  |version = B
  |Damage=33
  |Damage=33
  |Guard=
  |Guard=
Line 1,142: Line 1,187:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Freemam's second super series - after a few frames of invulnerability, he advances forward quickly, in a parry stance. Once hit, it guarantees a very damaging punish. Counters highs, mids and lows and is very consistent once triggered, although there's a frame where Freeman is totally defenseless. High-risk high-reward but a bit too slow to really rely on.
  |description=Freeman's counter super - after a few frames of invulnerability, he quickly walks forward for a short distance. Once hit (and if the opponent is in range), the super flash activates and he will go into the full animation of the super. Counters highs, mids, and lows and is generally very consistent once triggered, although there is a small gap between startup and counter activation where Freeman is vulnerable. This makes the move high-risk and high-reward, but the slow startup and the gap of vulnerability make it fairly unreliable and gimmicky.


1~6F full-body invincibility, 8~39F full-body counter.  
1~6F full-body invincibility, 8~39F full-body counter.  
Line 1,148: Line 1,193:
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version =D
  |Damage=7×5, 25
  |Damage=7×5, 25
  |Guard=
  |Guard=
Line 1,161: Line 1,206:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description= 1~9F full-body invincibility, 10~36F full-body counter.  
  |description= A bit riskier than the B version for more damage. 1~9F full-body invincibility, 10~36F full-body counter.  
  }}
  }}
}}
}}

Latest revision as of 20:08, 2 February 2025

Introduction

A Criminal in Second South that had a similar look about a fusion of Iori and Benimaru.

Later,in KOF 12 Iori based his new non-flame moveset about him.

Gameplay

Freeman's gameplan is to use his good burst movement and normals to establish pressure with his rekkas and to confirm into his Full Blast super.

Strengths Weaknesses
  • Decent far-reaching normals for poking, alongside fast and advantageous normals for pressuring in close range
  • Rekkas are very versatile; used for combos, pressure, defense (guard cancels), and meter building
  • Can convert into his Full Blast super move from a decently far range
  • Practically no conversions off a hop
  • No invincible reversal
  • A lot of useless or bad special moves, including his break move and counter super
  • Somewhat limited anti-air and air-to-air options
  • British
MOTW Freeman Art.png



Character Colors

Freemancolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.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.
Standing Crouching Dashing Jumping Landing Taunting
Garou Freeman Stand.png Garou Freeman Crouch.png Garou Freeman Dash.png Garou Freeman Jump.png Garou Freeman Landing.png Garou Freeman Taunt.png
The only step dash that gets cancelled by returning to neutral.
Freeman can't re-dash with reversal timing.
37F (backwards jump 35F). Freeman is invincible below the waist when landing from an empty jump.

Close Standing Normals

Close 5A

c5A
Garou Freeman c5A.png
c5A 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. Proximity normal, so tricky to get in range for but good nonetheless.

Last 2F of recovery has full-body invincibility.

c5A>A Damage Guard Startup Active Recovery Total
4, 9 HL 4 4 12 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X 4, 9

Target combo from cl.5A.

c5A>A>A Damage Guard Startup Active Recovery Total
4, 9, 8 HL 3 3 17 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X 4, 9, 9

Target combo from cl.5A. Bad damage and you're minus in hit, never do this

Close 5B

c5B
Garou Freeman c5B.png
Damage Guard Startup Active Recovery Total
6 Mid 3 4 5 12
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.


Close 5C

c5C
Garou Freeman c5C.png
Damage Guard Startup Active Recovery Total
10 Mid 7 3 25 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 5

Very unsafe, but feint cancelling it makes it very plus and helpful for punishes

Close 5D

c5D
Garou Freeman c5D.png
Damage Guard Startup Active Recovery Total
6, 6 Mid 4 3, 3 20 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 3, 3

Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.


Far Standing Normals

Far 5A

f5A
Garou Freeman f5A.png
f5A Damage Guard Startup Active Recovery Total
5 Mid 4 4 12 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 4

Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre

f5A>A Damage Guard Startup Active Recovery Total
5, 8 Mid 3 3 17 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X 4, 9

Target combo from f.5A.


Far 5B

f5B
Garou Freeman f5B.png
Damage Guard Startup Active Recovery Total
7 Mid 5 4 16 25
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 4

Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often.


Far 5C

f5C
Garou Freeman f5C.png
Damage Guard Startup Active Recovery Total
14 Mid 9 3, «2», 4 11 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X 5

One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.


Far 5D

f5D
Garou Freeman f5D.png
Damage Guard Startup Active Recovery Total
14 Mid 8 3 20 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X 5


Crouching Normals

2A

2A
Garou Freeman 2A.png
Damage Guard Startup Active Recovery Total
4 Mid 5 4 6 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4


2B

2B
Garou Freeman 2B.png
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 4

Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. Combos into rekkas and Full Blast.


2C

2C
Garou Freeman 2C.png
Damage Guard Startup Active Recovery Total
10 Mid 6 2 15 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5

Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like Nightmare A. Has decent range and good ground priority.

2D

2D
Garou Freeman 2D.png
Damage Guard Startup Active Recovery Total
10 Low 10 3 28 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 X X 5


Jumping Normals

jA

j.A
Garou Freeman jA.png
Damage Guard Startup Active Recovery Total
6 High 4 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Quick air move with decent hitbox for meeting opponents in the air


jB

j.B
Garou Freeman jB.png
Damage Guard Startup Active Recovery Total
6 High 5 9 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke


jC

j.C
Garou Freeman jC.png
Damage Guard Startup Active Recovery Total
10 High 9 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox

Can beat out upper-body evasion attacks.


jD

j.D
Garou Freeman jD.png
Damage Guard Startup Active Recovery Total
10 High 10 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Freeman 5AB.png
Damage Guard Startup Active Recovery Total
10 Overhead 21 3 17 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X 6

Pretty slow and fairly reactable, ignore this generally.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Freeman 2AB.png
Damage Guard Startup Active Recovery Total
10 Mid 8 3 20 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 +2 X 6

1~6F of upper body invincibility. Last 3F has full-body invincibility.


T.O.P. Attack (CD)

Overkill (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Freeman CD.png
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 16 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 25

Used as an ender for guard crush setups, which allows Freeman to convert into a full combo upon a successful guard crush. This is usually done by cancelling into the move from a heavy normal, so that it is a true blockstring.

Throws

Ground Throw

Gorefest
Close 4/6C
Garou Freeman Throw.png
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+73 - - - -

Typical throw with no particular characteristics

Feint Cancels

Forward Feint (6AC)

6A+C
Forward Feint
Garou Freeman 6AC.png
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the animation of a delayed Full Blast after blackout.


Down Feint (2AC)

2A+C
Down Feint
Garou Freeman 2AC.png
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Phobia (and to a less extent Nightmare). Has upper-body invincibility when his body is lowered.


Special Moves

V.O.D. (214P)

V.O.D.
214A/C * 3
Garou Freeman 214P.png
A Damage Guard Startup Active Recovery Total
8 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 2
  • Freeman's rekka series, easily his best special move.
  • He can cancel each rekka into a follow-up of whatever strength (e.g. Freeman can do 214A > 214A > 214C as a string). Each rekka is also whiff cancellable.
  • Rekkas are often used for combos, pressure, and defense, as well as occasionally for poking and meter building in neutral.

The first part of Freeman's light rekka, it's +1 on block and starts up rekka offense. Combos from both light and heavy normals. Great as a guard cancel, which can also work as an anti-air against an opponent's jump normal.

...>A Damage Guard Startup Active Recovery Total
8 Low - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 0 - - 2

The second hit of Freeman's rekka. It's 0 on block, making it great for pressure and ending blockstrings safely. Also Freeman's only low-hitting rekka.

...>...>A Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 3

Third part of Freeman's light rekka, knocks the opponent far away on hit but is very punishable on block. Not much use over his C rekka ender.

C Damage Guard Startup Active Recovery Total
8 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 3

Has slightly more range but slower startup than the A version. Can be used to frame trap the opponent if cancelled into from a light normal. Combos from heavy normals.

...>C Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 - - 3

Second hit of Freeman's heavy rekka. Much more unsafe if used to end with and not a low. No real benefit over the A version, avoid using this.

...>...>C Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - 3

Final hit of Freeman's heavy rekka. Better than the A rekka ender, since it launches opponents into the air for a closer knockdown. It's only -1 on block, which makes it effectively safe (even against 0f supers if you backdash), making it a safe way to end blockstring pressure safely.

Nightmare (236P)

Nightmare
236A/C
Garou Freeman 236P.png
A Damage Guard Startup Active Recovery Total
17 Mid 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 7

Freeman slides back a short distance before dashing in with a slash attack. Has 1~12F upper-body invincibility during its startup, which can be used to dodge and punish some moves in neutral, such as fireballs. It can also be used as a combo ender from a from heavy normal, but is generally less optimal than ending with his rekka.

C Damage Guard Startup Active Recovery Total
21 Mid 28 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 8

Has 1~20F upper-body invincibility during its startup, which can be used to dodge and punish some moves in neutral, such as fireballs.

Crow (214K)

Crow
214B/D
Garou Freeman 214B.png
B
Garou Freeman 214D.png
D
B Damage Guard Startup Active Recovery Total
9, 9 High 29 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 4, 4

Freeman leaps into the air to do an overhead slash attack. The move is safe on block, but the startup is fairly slow, making it relatively easy to react to. However, it can be used to condition the opponent to stand block, in order to successfully land his Morbid Angel command grab.

D Damage Guard Startup Active Recovery Total
10, 10 High 41 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 4, 4


Phobia (623P)

Phobia
623A/C
Garou Freeman 623A.png
A
Garou Freeman 623C.png
C
A Damage Guard Startup Active Recovery Total
18 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - 7

An anti-air slash, but too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on hit when on the ground, so unsuitable for ground combos, but leads to a close knockdown if the opponent is airborne.

C Damage Guard Startup Active Recovery Total
22 Mid 20 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 8

More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.


Morbid Angel (41236K)

Morbid Angel
41236B/D (Break OK)
Garou Freeman 41236B.png
B
Garou Freeman 41236D.png
D
B Damage Guard Startup Active Recovery Total
21 - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -
B Break Damage Guard Startup Active Recovery Total
- - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - -

Freeman leaps into the air for a slow command grab that will whiff on crouching opponents or if the opponent is too close to the corner. Fairly gimmicky, but can be converted into his rekka or Full Blast super on break for good damage. Best used when cancelled into from a normal such as cl.B, after conditioning the opponent to block with frame traps. It can also be used as an optimal punish as a guard cancel against certain moves.

D Damage Guard Startup Active Recovery Total
21 - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -
D Break Damage Guard Startup Active Recovery Total
- - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - -

Has more range than the B version, but slower startup. Freeman is unable to guard cancel with this move (for some reason).

Super Moves

Full Blast (236236P)

Full Blast
236236A/C (Can hold)
Garou Freeman 236236A.png
A
Garou Freeman 236236C.png
C
A Damage Guard Startup Active Recovery Total
33 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 15

1~8F full-body invincibility. Projectile hitbox/hurtbox. Freeman's main super to use in combos. It can be hit confirmed into from two or more hits of his light normals and will combo from max range of his 5A. It can also be used as a guard cancel to punish fireballs if within range. Surprisingly safe on block if spaced.

When the button is held, startup can be delayed 1~48F max after blackout.

C Damage Guard Startup Active Recovery Total
23, 26 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 15×2

1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox. One of the better 2 bar supers in this game due to its respectable damage. More damaging than the A version but be wary of the opponent's follow-up trajectory if used in juggles as it is possible for the first and/or second hit to whiff.

When the button is held, startup can be delayed 1~48F max after blackout.


Creeping Death (236236K)

Creeping Death
236236B/D
Garou Freeman 236236K.png
Counter
Garou Freeman 236236K 1.png
Activation
B Damage Guard Startup Active Recovery Total
33 - 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Freeman's counter super - after a few frames of invulnerability, he quickly walks forward for a short distance. Once hit (and if the opponent is in range), the super flash activates and he will go into the full animation of the super. Counters highs, mids, and lows and is generally very consistent once triggered, although there is a small gap between startup and counter activation where Freeman is vulnerable. This makes the move high-risk and high-reward, but the slow startup and the gap of vulnerability make it fairly unreliable and gimmicky.

1~6F full-body invincibility, 8~39F full-body counter.

D Damage Guard Startup Active Recovery Total
7×5, 25 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

A bit riskier than the B version for more damage. 1~9F full-body invincibility, 10~36F full-body counter.


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