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

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= Introduction =
{{MOTW Character Intro|char=Kim |content=
 
==Introduction==
To come.
To come.


=Gameplay Overview=
To come.


=Move List=


== '''Normal Moves''' ==
== Gameplay ==
{{Content Box|content=
To come.
 
 
 
{{ProConTable
|pros=
* '''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'''
|cons=
* '''Reliant on meter for more damaging combos and punish opportunities'''
* '''Break move is unsafe on block'''
 
}}
}}
}}
 
 
'''Character Colors'''
 
[[File:Dongcolors.JPG‎]]
 
 
==Move List==
 
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/21.html and https://w.atwiki.jp/garoumow/pages/72.html
 
{{MOTW Legend}}
 
 
 
Notes:
 
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> 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.
 
 
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing, Crouching and Running || align="center" | Taunt || align="center" | Jumping
|-
| align="center" | [[File:DongSCR.jpg]] || align="center" | [[File:DongTaunt.jpg]] || align="center" | [[File:DongJump.jpg]]
|-
| align="center" |  || align="center" |  || align="center" | 35F. Can super jump and wall jump.
|}
 
 
'''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>
 
'''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>
 
 
 
===Close Standing Normals===
 
===== <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.
}}
}}
 
 
 
===== <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=
}}
}}
 
 
 
===== <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.
}}
}}
 
 
 
===== <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=
}}
}}
 
 
 
===Far Standing Normals===
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongStandA.jpg
|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=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongStandB.jpg
|name=f.5B
|subtitle=
|caption=
|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=
}}
}}
 
 
 
===== <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=
}}
}}
 
 
 
===== <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=
 
Note: It's possible to reduce the move's overall recovery by canceling its landing recovery.
}}
}}
 
 
 
===Crouching Normals===
 
===== <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=
}}
}}
 
 
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDownB.jpg
|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=
}}
}}
 
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDownC.jpg
|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=
}}
}}
 
 
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongDownD.jpg
|name=2D
|subtitle=
|caption=
|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.
}}
}}
 
 
 
===Jumping Normals===
 
===== <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
}}
}}
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongJumpB.jpg
|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=
}}
}}
 
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongJumpC.jpg
|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=
}}
}}
 
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongJumpD.jpg
|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=
}}
}}
 
 
 
===Command Normals===
 
===== <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.
}}
}}
 
 
 
===Universal Moves===
 
===== <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.
}}
}}
 
 
 
===== <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.
}}
}}
 
 
 
===== <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=
}}
}}
 
===Throws===
 
===== <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.
}}
}}
 
 
 
===== <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.
}}
}}
 
===Feints===
 
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=DongFwdFeint.jpg
|name=6A+C
|subtitle=Forward 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) | B Shiden Kyaku]].
}}
}}
 
 
 
===== <span class="invisible-header">Down Feint (2AC)</span> =====
{{MoveData
|image=DongDwnFeint.jpg
|name=2A+C
|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.
}}
}}
 
===Special Moves===
 
===== <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=
}}
}}
 
 
 
===== <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. 
}}
}}


|'''Input''' '''Damage''' '''Startup''' '''Block''' '''Hit''' '''Cancel?''' '''Misc'''|<br>
far A
far B
far C
far D
close A
close B
close C
close B
A+B
c.A
c.B
c.C
c.D
c.A+B
j.A
j.B
j.C
j.D


== '''Command Normal Moves''' ==
'''"Super Jump"<br>
d, N, any jump<br>
<br>
'''"Air Throw"'''<br>
close f+C in the air<br>
<br>
'''"Wall Jump"<br>
in the air near a corner, j opposite direction<br>
<br>
'''"Aerial Back Kick"<br>
in the air, b+C<br>
<br>


== '''Special Command Moves''' ==
===== <span class="invisible-header">Shiden Kyaku (236K)</span> =====
'''Thunderbird Slash<br>
<font style="visibility:hidden" size="0"></font>
qcb K (overhead kick)<br>
{{MoveData
<br>
|image=Dong236B.jpg
'''*Sandblast Bash (Break Move)<br>
|name=Shiden Kyaku
dp P (has auto-counter property)<br>
|input=236B/D
<br>
|subtitle=
'''Flying Kick<br>
|caption=
in the air, d K<br>
|data=
<br>
{{AttackData-Garou
'''Purple Hazer<br>
|version=B
qcf B (hits low and stuns opponent)<br>
|Damage=10
qcf D (hits low and launches opponent)<br>
|Guard=Low
<br>
|Startup=22
'''Leg Smack<br>
|Active=
hcb C
|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=
}}
}}


== '''Super Moves''' ==
'''Super Dong Hwan Kick<br>
during j, qcf x2 P<br>
<br>
'''Thunderbird Blast<br>
qcf x2 K (can hold D version)<br>
<br>
'''**Immortal Egoist Kick (Hidden Super)<br>
qcf x3 P<br>


=Attributes=
To come.


=Frame Data=
===== <span class="invisible-header">Ashi Binta (63214C)</span> =====
To come.
<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=
}}
}}


=Attack Notes=
To come.


=Bread'n'Butter Combos=
c.B c.C qcfx2+B
qcf+B c.C qcfx+B
qcf+D j.qcfx2+A j.qcfx2+A dp+C
dp+P (break) qcfx3+C


c.B c.C qcfx2+B is where Dong gets all his damage. And the timing takes a a few words of explanation.
===== <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=
}}
}}


First learn c.C qcfx2+B. This is best done by buffering qcf before you do the c.C. The input is 2362C36B.
===Super Moves===


The c.B c.C is a link. This is merely a timing thing. You can mash C and get it, but it's integral to learn the timing.
===== <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=


Now the hard part. qcf+B is an actual move, this makes it difficult to get the timing to buffer the qcf during the link. Since if you're mashing qcf all the time you'll get a qcf+B or dp+C.  
Can beat out upper-body evasion attacks. <br><br>


Anyways, the way I do it. I to learned c.C qcfx2+B and c.B c.C seperately, then put them together. The timing point is where you stick the first qcf. It needs to be between the B and the C, not before not after that point. You also have to time it fast enough so that the B and C combo. You should be buffering the qcf right after the c.B hits, then wait a millisecond and press c.C such that it combos. Now finish off the input and press B again if it connects.
{{AttackData-Garou
|version =A
|Damage=15, 5×5
|Guard=Mid
|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=
}}
}}


the input looks like this: 2B2362C36B


=T.O.P. Notes=
8 frame startup. KDN on hit. -9 on block. 5 hits-21 damage total with TOP 1/3.<br>
Normally Dong needs meter to do any decent combo easily as hcb+C and qcb+B only combo when cancelled off of a close move or on CH. His TOP move lets him combo more easily as it has decent range and speed. It's not too safe, but it's easy to use when you know it'll hit.
Combos off all cancelable moves except far C (only cancels on block anyway).<br>
Example Combos...<br>
j.b+C C+D Easy combo for cross up kick<br>
j.D c.C C+D Big damage.<br>
c.A+B C+D Increase evade move damage.<br>
c.B c.B C+D Low and hit confirmable.<br>
short jump+C c.B C+D Quick mixups.<br>
You still have to be fairly close for these to land. Max range c.C and c.A+B canceled into C+D will not work.<br>
Its range allows you to catch back dashers and cross up techrollers. It's meatiness, input (C and D), and air properties help it beat throws.<br>
Example setups...<br>
c.D or Throw-run up, opponent techs, run past C+D. This works well as you can stay close while they tech to make in ambiguous plus it works nice against throws. Or you can run kinda far and make them think it's safe.<br>
uf+A C (air chain while ascending), then C+D as you land.
Since it moves horizontally, use it on the ground for GCLing instead of with an anti air GCL.<br>


=Overall Strategy=
===== <span class="invisible-header">Raimei Dan (236236K)</span> =====
To come.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image = DongDsuper.jpg
|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.


=Matchup Notes=
Lv 1 done without holding D, or D let go within 1~13F after exiting blackout.
To come.  
}}
{{AttackData-Garou
| header =
|version =D Lvl.2
|Damage=6, 8, 35
|Guard=Overhead, Overhead, <span style="color:#ff0000;">Mid</span>
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10, 10, 30
|description= Lv 2 done holding D for a moment, within 14~18F after exiting blackout.  
}}
{{AttackData-Garou
| header =
|version =D Lvl.3
|Damage=6, 8, 9, 35
|Guard=Overhead, Overhead, Overhead, <span style="color:#ff0000;">Mid</span>
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10, 10, 20, 30
|description= Max Lv 3 done holding D even longer, from 19~23F after exiting blackout.
}}
}}


=Advanced Tactics=
===== <span class="invisible-header">Ore-sama Houou Kyaku (236236236C)</span> =====
To come.
<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.  
}}
}}


=Return to The Characters=
{{Navbox-MOTW}}
[http://www.shoryuken.com/wiki/index.php/Garou:_Mark_of_the_Wolves#The_Characters Return to The Characters Menu]
[[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.

Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
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Kim Dong Hwan
Hotaru
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Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant