Garou: Mark of the Wolves/Kevin Rian: Difference between revisions

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(→‎Move List: all hitboxes redone and hitboxes for specials added)
 
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{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dash || align="center" | Jumping
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping
|-
|-
| align="center"; valign="bottom" | [[File:Garou Kevin Stand.png]] || align="center"; valign="bottom" | [[File:Garou Kevin Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Kevin Dash.png]] || align="center"; valign="bottom" | [[File:Garou Kevin Jump.png]]
| align="center"; valign="bottom" | [[File:Garou Kevin Stand.png]] || align="center"; valign="bottom" | [[File:Garou Kevin Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Kevin Dash.png]] || align="center"; valign="bottom" | [[File:Garou Kevin Jump.png]]
Line 63: Line 63:
{{MoveData
{{MoveData
|image=Garou_Kevin_c5A.png
|image=Garou_Kevin_c5A.png
|name=c.5A
|name=c5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 90: Line 90:
{{MoveData
{{MoveData
|image=Garou_Kevin_c5B.png
|image=Garou_Kevin_c5B.png
|name=c.5B
|name=c5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 117: Line 117:
{{MoveData
{{MoveData
|image=Garou_Kevin_c5C.png
|image=Garou_Kevin_c5C.png
|name=c.5C
|name=c5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 144: Line 144:
{{MoveData
{{MoveData
|image=Garou_Kevin_5D.png
|image=Garou_Kevin_5D.png
|name=c.5D
|name=c5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 173: Line 173:
{{MoveData
{{MoveData
|image=Garou_Kevin_f5A.png
|image=Garou_Kevin_f5A.png
|name=f.5A
|name=f5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 200: Line 200:
{{MoveData
{{MoveData
|image=Garou_Kevin_f5B.png
|image=Garou_Kevin_f5B.png
|name=f.5B
|name=f5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 227: Line 227:
{{MoveData
{{MoveData
|image=Garou_Kevin_f5C.png
|image=Garou_Kevin_f5C.png
|name=f.5C
|name=f5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 254: Line 254:
{{MoveData
{{MoveData
|image=Garou_Kevin_5D.png
|image=Garou_Kevin_5D.png
|name=f.5D
|name=f5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 502: Line 502:
{{MoveData
{{MoveData
|image=Garou_Kevin_6B.png
|image=Garou_Kevin_6B.png
|image2=Garou_Kevin_6B_1.png
|name=Poli-Kick
|name=Poli-Kick
|input=6B
|input=6B
Line 522: Line 521:
  |Guard Crush Value=4, 4
  |Guard Crush Value=4, 4
  |description=
  |description=
<gallery class="mw-collapsible">
  Garou_Kevin_6B.png|
  Garou_Kevin_6B_1.png|
</gallery>
  }}
  }}
}}
}}
Line 551: Line 554:
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description= Overhead.  
  |description= Overhead.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Kevin_5AB 1.png|Frame 1 Lower-Body Invincibility
   Garou_Kevin_5AB 1.png|Frame 1 Lower-Body Invincibility
</gallery>
  Garou_Kevin_5AB.png|
</div>
</gallery>
  }}
  }}
}}
}}
Line 584: Line 586:
  |description= 1~8F upper-body invincibility  
  |description= 1~8F upper-body invincibility  


Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active,  
Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active, which makes it much more reliable. Every other characters has a hurtbox that appears before being active, so if an active hitbox was there (ex: jump ins, delayed normals), they get hit even if the move didn't hit the low part. In this situation the worst case scenario for Kevin is a trade, for everyone else it's a full combo.
which makes it much more reliable.  
<gallery class="mw-collapsible">
Every other characters has a hurtbox that appears before being active,  
so if an active hitbox was there (ex: jump ins, delayed normals),  
they get hit even if the move didn't hit the low part.  
In this situation the worst case scenario for Kevin is a trade,  
for everyone else it's a full combo.
<div class="mw-collapsible">
<gallery>
   Garou_Kevin_2AB_1.png|Startup
   Garou_Kevin_2AB_1.png|Startup
  Garou_Kevin_2AB.png|
   Garou_Kevin_2AB_2.png|Recovery
   Garou_Kevin_2AB_2.png|Recovery
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}
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===== <span class="invisible-header">T.O.P. Attack (5CD)</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
Line 625: Line 620:
  |Guard Crush Value=9×3
  |Guard Crush Value=9×3
  |description=
  |description=
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou_Kevin_5CD.png|
   Garou_Kevin_5CD_1.png|
   Garou_Kevin_5CD_1.png|
   Garou_Kevin_5CD_2.png|
   Garou_Kevin_5CD_2.png|
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}


===Throws===
===Throws===
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  |Damage=14
  |Damage=14
  |Guard=
  |Guard=
  |Startup=1
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 660: Line 652:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description= Normal throw.  
  |description= Normal throw but also sets up oki.
  }}
  }}
}}
}}


===Feints===
===Feints===
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Higher damage than a standard throw, now with startup. Resets to neutral.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Invalidates version A, same thing but does decently more damage for 1 more frame of startup.
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Creeper (214B)</span> =====
 
===== <span class="invisible-header">Creeper (214K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Kevin 214B.png
|image=Garou Kevin 214B.png
|caption=B
|image2=Garou Kevin 214D.png
|caption2=D
|name=Creeper
|name=Creeper
|input= 214B/D
|input= 214B
|subtitle=
|subtitle=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Advance forward with a low-profile crawl.
  |description= Can be cancelled into 3 follow-ups, gain ground while low profiling many moves and most projectiles
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= B>A
  |version= B>A
  |subtitle= (Follow-up)
  |subtitle=
  |Damage=20
  |Damage=20
  |Guard=Low
  |Guard=Low
Line 924: Line 910:
  |Guard Crush Value=7
  |Guard Crush Value=7
  |description=Low follow-up
  |description=Low follow-up
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Kevin_214B_1.png|
   Garou_Kevin_214B_1.png|
</gallery>
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= B>B
  |version= B>B
  |subtitle= (Follow-up)
  |subtitle=
  |Damage=20
  |Damage=20
  |Guard=Overhead
  |Guard=Overhead
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  |Guard Crush Value=7
  |Guard Crush Value=7
  |description=Overhead follow-up
  |description=Overhead follow-up
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Kevin_214B_2.png|
   Garou_Kevin_214B_2.png|
</gallery>
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= B>C
  |version= B>C
  |subtitle= (Follow-up)
  |subtitle=
  |Damage=0
  |Damage=0
  |Guard=
  |Guard=
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  |Guard Crush Value=
  |Guard Crush Value=
  |description=Cancels Creeper.  
  |description=Cancels Creeper.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Kevin_214B_3.png|
   Garou_Kevin_214B_3.png|
</gallery>
</gallery>
</div>
  }}
  }}
}}
===== <span class="invisible-header">Abide Mine (214D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 214D.png
|name=Abide Mine
|input= 214D
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=D
  |version=D
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  }}
  }}
}}
}}


===== <span class="invisible-header">Hell Snipe (623P)</span> =====
===== <span class="invisible-header">Hell Snipe (623P)</span> =====
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  |Guard Crush Value=7
  |Guard Crush Value=7
  |description= 1~4F full-body invincibility.  
  |description= 1~4F full-body invincibility.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou Kevin 623A.png|
   Garou_Kevin_623A_1.png|
   Garou_Kevin_623A_1.png|
</gallery>
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
Line 1,039: Line 1,031:
  |Guard Crush Value=8
  |Guard Crush Value=8
  |description= 1~4F full-body invincibility. Whiffs against opponents on the ground.  
  |description= 1~4F full-body invincibility. Whiffs against opponents on the ground.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou Kevin 623C.png|
   Garou_Kevin_623C_1.png|
   Garou_Kevin_623C_1.png|
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}
Line 1,056: Line 1,047:
|image2=Garou Kevin 236D.png
|image2=Garou Kevin 236D.png
|caption2=D
|caption2=D
|image3=Garou Kevin 236K_1.png
|caption3=Second hit
|name=Hell Trap
|name=Hell Trap
|input= 236B/D (Brake OK)
|input= 236B/D (Brake OK)
Line 1,076: Line 1,065:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=7
  |Guard Crush Value=7
  |description= Second hit is a hitgrab that can be air JDed.  
  |description= Second hit is a hitgrab that can be air JDed.
<gallery class="mw-collapsible">
  Garou Kevin 236B.png|
  Garou Kevin 236K_1.png|
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
Line 1,092: Line 1,085:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=7
  |Guard Crush Value=7
  |description=The only brake move that hits low and can't be avoided by 2ABs.
  |description=The only brake move that hits low. Can't be avoided by 2ABs.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
Line 1,108: Line 1,101:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=8
  |Guard Crush Value=8
  |description= Second hit is a hitgrab that can be air JDed.  
  |description= Second hit is a hitgrab that can be air JDed.
<gallery class="mw-collapsible">
  Garou Kevin 236D.png|
  Garou Kevin 236K_1.png|
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
Line 1,155: Line 1,152:
  |Guard Crush Value=3×2, 4, 3×2  
  |Guard Crush Value=3×2, 4, 3×2  
  |description= 1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.  
  |description= 1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou Kevin 236236A.png|
   Garou_Kevin_236236A_1.png|
   Garou_Kevin_236236A_1.png|
   Garou_Kevin_236236A_2.png|
   Garou_Kevin_236236A_2.png|
   Garou_Kevin_236236A_3.png|
   Garou_Kevin_236236A_3.png|
   Garou_Kevin_236236A_4.png|
   Garou_Kevin_236236A_4.png|
</gallery>
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
Line 1,180: Line 1,176:
  |Guard Crush Value=4×2, 5×3, 20
  |Guard Crush Value=4×2, 5×3, 20
  |description= 1~7F full-body invincibility, 8~14F lower-body invincibility.  
  |description= 1~7F full-body invincibility, 8~14F lower-body invincibility.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou Kevin 236236C.png|
   Garou_Kevin_236236C_1.png|
   Garou_Kevin_236236C_1.png|
   Garou_Kevin_236236C_2.png|
   Garou_Kevin_236236C_2.png|
   Garou_Kevin_236236C_3.png|
   Garou_Kevin_236236C_3.png|
   Garou_Kevin_236236C_4.png|
   Garou_Kevin_236236C_4.png|
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}
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  |Guard Crush Value=10
  |Guard Crush Value=10
  |description= 1F full-body invincibility.  
  |description= 1F full-body invincibility.  
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou_Kevin_236236D.png|
   Garou_Kevin_236236D_1.png|
   Garou_Kevin_236236D_1.png|
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}

Latest revision as of 21:10, 2 February 2025

Introduction

Kevin Rian

>Got his knife removed during development because it created balance issues

>Still Top 1

>Bingo!

Gameplay

TBD

Strengths Weaknesses
  • Insane damage potential
  • Has arguably the best super in the game in Gatling Freezer D
  • The only character with a low-hitting break move
  • Best cr.AB in the game
  • One of the best, if not the best st.A in the game
  • Rotor cancel gives him the fastest meter build in the game and leads to more optimal combos than using feint cancels
  • Infinite corner blockstring that leads to guard crush
  • Higher guard crush gauge than average
  • Doesn't have the best guard cancels without meter (however it is possible for him to guard cancel then rotor cancel into a normal)
  • His most optimal combos and techniques require relatively high execution
MOTW Kevin Art.png


Character Colors

Kevincolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.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/Taunting Crouching Dashing Jumping
Garou Kevin Stand.png Garou Kevin Crouch.png Garou Kevin Dash.png Garou Kevin Jump.png
33F

Close Standing Normals

Close 5A

c5A
Garou Kevin c5A.png
Damage Guard Startup Active Recovery Total
4 Mid 4 4 9 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Close 5B

c5B
Garou Kevin c5B.png
Damage Guard Startup Active Recovery Total
6 Mid 4 3 10 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4


Close 5C

c5C
Garou Kevin c5C.png
Damage Guard Startup Active Recovery Total
10 Mid 6 1 29 36
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 5


Close 5D

c5D
Garou Kevin 5D.png
Damage Guard Startup Active Recovery Total
14 Mid 11 3 27 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 X 5


Far Standing Normals

Far 5A

f5A
Garou Kevin f5A.png
Damage Guard Startup Active Recovery Total
5 Mid 3 3 10 16
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4


Far 5B

f5B
Garou Kevin f5B.png
Damage Guard Startup Active Recovery Total
7 Mid 9 4 17 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 X X 4


Far 5C

f5C
Garou Kevin f5C.png
Damage Guard Startup Active Recovery Total
11 Mid 11 4 28 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-11 -11 X X 10


Far 5D

f5D
Garou Kevin 5D.png
Damage Guard Startup Active Recovery Total
14 Mid 11 3 27 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 X 5


Crouching Normals

2A

2A
Garou Kevin 2A.png
Damage Guard Startup Active Recovery Total
4 Mid 4 3 10 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4


2B

2B
Garou Kevin 2B.png
Damage Guard Startup Active Recovery Total
6 Low 5 3 10 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 No No 4


2C

2C
Garou Kevin 2C.png
Damage Guard Startup Active Recovery Total
9 Mid 6 3 25 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 5


2D

2D
Garou Kevin 2D.png
Damage Guard Startup Active Recovery Total
10 Low 7 2 31 40
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 X X 5


Jumping Normals

jA

j.A
Garou Kevin jA.png
Damage Guard Startup Active Recovery Total
6 High 4 9 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4


jB

j.B
Garou Kevin jB.png
Damage Guard Startup Active Recovery Total
6 High 6 8 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4


jC

j.C
Garou Kevin jC.png
Damage Guard Startup Active Recovery Total
10 High 9 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Small Jump C has 9 damage.


jD

j.D
Garou Kevin jD.png
Damage Guard Startup Active Recovery Total
10 High 12 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Small Jump D has 9 damage.


Command Normals

Poli-Kick (6B)

Poli-Kick
6B
Garou Kevin 6B.png
Damage Guard Startup Active Recovery Total
6, 6 Low, Mid 7 2, 《14》, 7 16 46
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X X 4, 4


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Kevin 5AB.png
Damage Guard Startup Active Recovery Total
10 Overhead 22 6 13 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 +6 X X 6

Overhead.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Kevin 2AB.png
Damage Guard Startup Active Recovery Total
10 Mid 8 3 22 33
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 0 X 6

1~8F upper-body invincibility

Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active, which makes it much more reliable. Every other characters has a hurtbox that appears before being active, so if an active hitbox was there (ex: jump ins, delayed normals), they get hit even if the move didn't hit the low part. In this situation the worst case scenario for Kevin is a trade, for everyone else it's a full combo.


T.O.P. Attack (CD)

Blast Charge (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Kevin 5CD.png
Damage Guard Startup Active Recovery Total
7x3 (base damage) Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 9×3

Throws

Ground Throw

Poli-Throw
Close 4/6C
Garou Kevin Grab.png
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+48 - - - -

Normal throw but also sets up oki.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Kevin 6AC.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 Hell Rotor.


Down Feint (2AC)

2A+C
Down Feint
Garou Kevin 2AC.png
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of cl.5C or f.5C.


Special Moves

Hell Rotor (214P)

Hell Rotor
214A/C
Garou Kevin 214A.png
A
Garou Kevin 214C.png
C
A Lvl.1 Damage Guard Startup Active Recovery Total
14 Mid 14 2 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 7

No charge. (Charge can't be held past 1~9F of startup.)

[A] Lvl.2 Damage Guard Startup Active Recovery Total
20 Mid 15-34 2 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - 8~10

Charge held past 9 frames of startup, between the window of 10~29F of startup (20 frame window). (How long you hold increases the startup by that amount.)

[A] Lvl.3 Damage Guard Startup Active Recovery Total
26 Mid 35-66 2 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - 8~10

Charge held past 29 frames of startup, between the window of 30~61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.)

C Lvl.1 Damage Guard Startup Active Recovery Total
15 Overhead 20 3 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 7

No charge. (Charge can't be held past 1~15F of startup.)

[C] Lvl.2 Damage Guard Startup Active Recovery Total
19 Overhead 21-40 3 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8

Charge held past 15 frames of startup, between the window of 16~35F of startup (20 frame window). (How long you hold increases the startup by that amount.)

C Lvl.3 Damage Guard Startup Active Recovery Total
23 Overhead 41-72 3 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 10

Charge held past 35 frames of startup, between the window of 36~67F of startup (32 frame window). (How long you hold increases the startup by that amount.)

Hell Arrest (41236P)

Hell Arrest
41236A/C
Garou Kevin 41236A.png
A
Garou Kevin 41236C.png
C
A Damage Guard Startup Active Recovery Total
10, 10 - 8 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Higher damage than a standard throw, now with startup. Resets to neutral.

C Damage Guard Startup Active Recovery Total
12, 12 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Invalidates version A, same thing but does decently more damage for 1 more frame of startup.

Creeper (214B)

Creeper
214B
Garou Kevin 214B.png
B Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Can be cancelled into 3 follow-ups, gain ground while low profiling many moves and most projectiles

B>A Damage Guard Startup Active Recovery Total
20 Low 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 7

Low follow-up

B>B Damage Guard Startup Active Recovery Total
20 Overhead 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - 7

Overhead follow-up

B>C Damage Guard Startup Active Recovery Total
0 - - - - 7
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Cancels Creeper.

Abide Mine (214D)

Abide Mine
214D
Garou Kevin 214D.png
D Damage Guard Startup Active Recovery Total
0 - - - - 32
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

1~11F full-body invincibility. 12~20F airborne hurtbox.


Hell Snipe (623P)

Hell Snipe
623A/C
Garou Kevin 623A.png
A
Garou Kevin 623C.png
C
A Damage Guard Startup Active Recovery Total
15 Mid 15 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 -1 - - 7

1~4F full-body invincibility.

C Damage Guard Startup Active Recovery Total
16 Mid 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - 8

1~4F full-body invincibility. Whiffs against opponents on the ground.


Hell Trap (236K)

Hell Trap
236B/D (Brake OK)
Garou Kevin 236B.png
B
Garou Kevin 236D.png
D
B Damage Guard Startup Active Recovery Total
9, 12 Low, Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -22 - - 7

Second hit is a hitgrab that can be air JDed.

B Break Damage Guard Startup Active Recovery Total
9 Low 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - 7

The only brake move that hits low. Can't be avoided by 2ABs.

D Damage Guard Startup Active Recovery Total
9, 12 Low, Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - 8

Second hit is a hitgrab that can be air JDed.

D Break Damage Guard Startup Active Recovery Total
9 Low 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - 8

Super Moves

Lucky Strike (236236P)

Lucky Strike
236236A/C
Garou Kevin 236236A.png
A
Garou Kevin 236236C.png
C
A Damage Guard Startup Active Recovery Total
3, 3, 11, 11, 11 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 3×2, 4, 3×2

1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.

C Damage Guard Startup Active Recovery Total
2, 2, 10, 10, 10, 32 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - 4×2, 5×3, 20

1~7F full-body invincibility, 8~14F lower-body invincibility.


Gatling Freezer (236236K)

Gatling Freezer
236236B/D
Garou Kevin 236236B.png
B
Garou Kevin 236236D.png
D
B Damage Guard Startup Active Recovery Total
21 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +1 - - 7

1~7F full-body invincibility, 10~11F full-body invincibility.

D Damage Guard Startup Active Recovery Total
7, 8, 9, 10, 11 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +3 - - 10

1F full-body invincibility.


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