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

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[[File:Freeman.PNG|right]]
{{MOTW Character Intro|char=Freeman |content=
= Introduction =
To come.


== Character Colors ==
==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 ==
{{Content Box|content=
'''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.
 
{{ProConTable
|pros=
* '''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'''
|cons=
* '''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'''
 
}}
}}
}}
 
 
 
 
'''Character Colors'''


[[File:Freemancolors.JPG]]
[[File:Freemancolors.JPG]]


=Gameplay Overview=
==Move List==
To come.


=Move List=
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html
== '''Special Command Moves''' ==
 
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
{{MOTW Legend}}
|-
 
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
Notes:
|-
 
| [[File:qcb.gif]] + [[File:punch.gif]] || '''V.O.D''' || 8 || 8
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
|-
 
| ---[[File:qcb.gif]] + [[File:punch.gif]] || '''V.O.D''' || 8 || 8
{| 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
| -----[[File:qcb.gif]] + [[File:punch.gif]] || '''V.O.D''' || 8 || 8
|-
| [[File:qcf.gif]] + [[File:punch.gif]] || '''Nightmare''' || 17 || 21
|-
| [[File:qcb.gif]] + [[File:kick.gif]]|| '''Crow''' || 17 || 19
|-
| [[File:dp.gif]] + [[File:punch.gif]] || '''Phobia''' || 18 || 22
|-
| [[File:hcf.gif]] + [[File:kick.gif]] || '''Morbid Angel''' || 21 || 21
|-
| [[File:hcf.gif]] + [[File:kick.gif]] (Break) || '''Morbid Angel''' || 0 || 0
|-
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Full Blast''' || 33 || 46
| 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]]
|-
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Creeping Death''' || 33 || 44
| 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" |  
|}
|}


=Attributes=
===Close Standing Normals===
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.  
 
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_c5A.png
|name=c5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=c5A
|Damage=4
|Guard=Mid
|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=Standing jab. Proximity normal, so tricky to get in range for but good nonetheless.
 
Last 2F of recovery has full-body invincibility.
}}
{{AttackData-Garou
|version=c5A>A
|Damage=4, 9
|Guard=HL
|Startup=4
|Active=4
|Recovery=12
|Total=20
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 9
|description= Target combo from cl.5A.
}}
{{AttackData-Garou
|version=c5A>A>A
|Damage=4, 9, 8
|Guard=HL
|Startup=3
|Active=3
|Recovery=17
|Total=23
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 9, 9
|description= Target combo from cl.5A. Bad damage and you're minus in hit, never do this
}}
}}
 
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_c5B.png
|name=c5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|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=Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.
}}
}}
 
 
 
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_c5C.png
|name=c5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=7
|Active=3
|Recovery=25
|Total=35
|Hit Adv=-7
|Block Adv=-7
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=Very unsafe, but feint cancelling it makes it very plus and helpful for punishes
}}
}}
 
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_c5D.png
|name=c5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6, 6
|Guard=Mid
|Startup=4
|Active=3, 3
|Recovery=20
|Total=30
|Hit Adv=-2
|Block Adv=-2
|Feint Cancel=※
|Cancel on Hit=※
|Cancel on Block=※
|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.
<gallery class="mw-collapsible">
  Garou_Freeman_c5D.png|
  Garou_Freeman_c5D_1.png|
</gallery>
}}
}}
 
 
 
===Far Standing Normals===
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_f5A.png
|name=f5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=f5A
|Damage=5
|Guard=Mid
|Startup=4
|Active=4
|Recovery=12
|Total=20
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre
}}
{{AttackData-Garou
|version=f5A>A
|Damage=5, 8
|Guard=Mid
|Startup=3
|Active=3
|Recovery=17
|Total=23
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 9
|description= Target combo from f.5A.
}}
}}
 
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_f5B.png
|name=f5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=5
|Active=4
|Recovery=16
|Total=25
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|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.
}}
}}
 
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_f5C.png
|name=f5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=9
|Active=3, «2», 4
|Recovery=11
|Total=29
|Hit Adv=+1
|Block Adv=+1
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|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.
<gallery class="mw-collapsible">
  Garou_Freeman_f5C.png|
  Garou_Freeman_f5C_1.png|
</gallery>
}}
}}
 
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_f5D.png
|name=f5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=8
|Active=3
|Recovery=20
|Total=31
|Hit Adv=-2
|Block Adv=-2
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Crouching Normals===
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_2A.png
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=5
|Active=4
|Recovery=6
|Total=15
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_2B.png
|name=2B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Low
|Startup=4
|Active=4
|Recovery=6
|Total=14
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=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.
}}
}}
 
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_2C.png
|name=2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=6
|Active=2
|Recovery=15
|Total=23
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=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.
}}
}}
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_2D.png
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Low
|Startup=10
|Active=3
|Recovery=28
|Total=41
|Hit Adv=KD
|Block Adv=-10
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Jumping Normals===
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_jA.png
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=4
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=Quick air move with decent hitbox for meeting opponents in the air
}}
}}
 
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_jB.png
|name=j.B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=5
|Active=9
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke
}}
}}
 
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_jC.png
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=9
|Active=5
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox
 
Can beat out upper-body evasion attacks.
}}
}}
 
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_jD.png
|name=j.D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=10
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_5AB.png
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=21
|Active=3
|Recovery=17
|Total=41
|Hit Adv=-1
|Block Adv=+5
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|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>
}}
}}
 
 
 
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 2AB.png
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=8
|Active=3
|Recovery=20
|Total=31
|Hit Adv=-4
|Block Adv=+2
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|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>
}}
}}
 
 
 
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman CD.png
|name=Overkill (T.O.P. Attack) 
|input=C+D (T.O.P. Only)
|caption=
|data=
{{AttackData-Garou
|Damage=17 (base damage)
|Guard=Mid
|Startup=16
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=25
|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">
  Garou Freeman CD.png|
  Garou_Freeman_CD_1.png|
  Garou_Freeman_CD_2.png|
  Garou_Freeman_CD_3.png|
  Garou_Freeman_CD_4.png|
</gallery>
}}
}}
 
===Throws===
 
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_Throw.png
|name=Gorefest
|input='''Close''' 4/6C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=+73
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Typical throw with no particular characteristics
}}
}}
 
===Feint Cancels===
 
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 6AC.png
|name=6A+C
|subtitle=Forward Feint
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=11
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Mimics the animation of a delayed Full Blast after blackout.
}}
}}
 
 
 
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 2AC.png
|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 Phobia (and to a less extent Nightmare).
Has upper-body invincibility when his body is lowered.
<gallery class="mw-collapsible">
  Garou Freeman 2AC.png|
  Garou_Freeman_2AC_1.png|
</gallery>
}}
}}
 
 
 
===Special Moves===
 
===== <span class="invisible-header">V.O.D. (214P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 214P.png
|name=V.O.D.
|input=214A/C * 3
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=A
|Damage=8
|Guard=Mid
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=+1
|Block Adv=+1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2
|description=
*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.
 
}}
{{AttackData-Garou
|version=...>A
|Damage=8
|Guard=Low
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=0
|Block Adv=0
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2
|description=
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
|version=...>...>A
|Damage=8
|Guard=Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3
|description=
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>
}}
{{AttackData-Garou
|version=C
|Damage=8
|Guard=Mid
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3
|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.
}}
{{AttackData-Garou
|version=...>C
|Damage=8
|Guard=Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=-12
|Block Adv=-12
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3
|description=
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
|version=...>...>C
|Damage=8
|Guard=Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3
|description=
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> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 236P.png
|name=Nightmare
|input= 236A/C
|subtitle=
|caption=
|data=
<gallery class="mw-collapsible">
  Garou Freeman 236P_1.png|
  Garou Freeman 236P.png|
</gallery>
{{AttackData-Garou
|version=A
|Damage=17
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=18
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|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
|version=C
|Damage=21
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=28
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|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">Crow (214K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 214B.png
|image2=Garou Freeman 214D.png
|name=Crow
|input= 214B/D
|subtitle=
|caption=B
|caption2=D
|data=
{{AttackData-Garou
|version=B
|Damage=9, 9
|Guard=<span style="color:#ff0000;">High</span>
|Startup=29
|Active=
|Recovery=
|Total=
|Hit Adv=+1
|Block Adv=+1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 4
|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
|version=D
|Damage=10, 10
|Guard=<span style="color:#ff0000;">High</span>
|Startup=41
|Active=
|Recovery=
|Total=
|Hit Adv=+1
|Block Adv=+1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 4
|description=
<gallery class="mw-collapsible">
  Garou Freeman 214D.png|
  Garou_Freeman_214D_1.png|
</gallery>
}}
}}
 
 
 
===== <span class="invisible-header">Phobia (623P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 623A.png
|image2=Garou Freeman 623C.png
|name=Phobia
|input= 623A/C
|subtitle=
|caption=A
|caption2=C
|data=
{{AttackData-Garou
|version=A
|Damage=18
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|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
|version=C
|Damage=22
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=20
|Active=
|Recovery=
|Total=
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|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>
}}
}}


{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Cancel on Hit''' || '''Cancel on Block''' || '''Feint Cancel'''
|-
| Far [[File:Snka.gif]] || O || O || O
|-
| Far [[File:Snkb.gif]] || O || O || O
|-
| Far [[File:Snkc.gif]] || X || X || X
|-
| Far [[File:Snkd.gif]] || X || O || O (on block)
|-
| Close [[File:Snka.gif]] || O || O || O
|-
| Close [[File:Snkb.gif]] || O || O || O
|-
| Close [[File:Snkc.gif]] || O || O || O
|-
| Close [[File:Snkd.gif]] || O (1st hit) || O (1st hit) || O (1st hit)
|-
| [[File:down.gif]] [[File:Snka.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkb.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkc.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkd.gif]] || X || X || X
|-
| jump [[File:Snka.gif]] || NA || NA || NA
|-
| jump [[File:Snkb.gif]] || NA || NA || NA
|-
| jump [[File:Snkc.gif]] || NA || NA || NA
|-
| jump [[File:Snkd.gif]] || NA || NA || NA
|-
| hop [[File:Snka.gif]] || NA || NA || NA
|-
| hop [[File:Snkb.gif]] || NA || NA || NA
|-
| hop [[File:Snkc.gif]] || NA || NA || NA
|-
| hop [[File:Snkd.gif]] || NA || NA || NA
|-
| [[File:Snka.gif]] + [[File:Snkb.gif]] || NA || NA || NA
|-
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || O || X || O
|-
| Close [[File:Snka.gif]], [[File:Snka.gif]] || X || X || X
|-
| Close [[File:Snka.gif]], [[File:Snka.gif]], [[File:Snka.gif]] || X || X || X
|}


=Frame Data=
To come.


=Attack Notes=
===== <span class="invisible-header">Morbid Angel (41236K)</span> =====
To come.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Freeman 41236B.png
|image2=Garou Freeman 41236D.png
|name=Morbid Angel
|input= 41236B/D (Break OK)
|subtitle=
|caption=B
|caption2=D
|caption3=Startup Upper-Body Invincibility
|data=
{{AttackData-Garou
|version= B
|Damage=21
|Guard=
|Startup=25
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=
}}
{{AttackData-Garou
|version= B Break
|Damage=
|Guard=
|Startup=25
|Active=
|Recovery=
|Total=
|Hit Adv=+13
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|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.
}}
{{AttackData-Garou
|version= D
|Damage=21
|Guard=
|Startup=27
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=
}}
{{AttackData-Garou
|version= D Break
|Damage=
|Guard=
|Startup=27
|Active=
|Recovery=
|Total=
|Hit Adv=+13
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Has more range than the B version, but slower startup. Freeman is unable to guard cancel with this move (for some reason).
}}
}}


=Combos=
===Super Moves===
Anywhere:-<br>
===== <span class="invisible-header">Full Blast (236236P)</span> =====
Jumping '''C''' or '''D'''-->Down+'''AB'''-->QCB+'''C''' (x3)<br>
<font style="visibility:hidden" size="0"></font>
Jumping '''C''' or '''D'''-->Standing '''C'''-->QCF+'''A'''<br>
{{MoveData
Jumping '''C''' or '''D'''-->Standing '''C'''-->QCFx2+'''P'''<br>
|image =Garou Freeman 236236A.png
Jumping '''C''' or '''D'''-->Down+'''AB'''-Feint->Crouching '''C'''-->QCFx2+'''P''' (Better chance of working at the corner)<br>
|image2=Garou Freeman 236236C.png
HCF+'''K''', Break-->Standing '''C'''-''Feint''->Crouching '''C'''-->QCFx2+'''P'''<br>
|name  =Full Blast
<br>
|input  =236236A/C (Can hold)
Crouching '''B''' 1~3 times (at least one if not at corner)-->QCB+'''A''' (x3)<BR>
|caption=A
Crouching '''B''' 1~3 times (at least one if not at corner)-->QCFx2+'''P'''
|caption2=C
|data=
{{AttackData-Garou
|version = A
|Damage=33
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=11
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-7
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=15
|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.


=T.O.P. Notes=
When the button is held, startup can be delayed 1~48F max after blackout.
Freeman's TOP move is a barrier that surrounds his body. Recovery on the move is ok, but be cautious.
<gallery class="mw-collapsible">
  Garou Freeman 236236A.png|
  Garou_Freeman_236236A_1.png|Later Active Frames
</gallery>
}}
{{AttackData-Garou
|header =
|version =C
|Damage=23, 26
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=11
|Active=
  |Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|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.
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.


=Overall Strategy=
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>
}}
}}


Freeman is a bit of an odd character. On paper, he looks fantastic, with decent speed, good damage behind his attacks, and invincibility frames on a lot of his specials. However, he suffers three crippling flaws: worst brake move in the game, terrible combo-ability, and lack of any sort of a jump-in stopper.  The last one is the worst; he somewhat makes up for poor combo-ability with his powerful attacks, but since almost any character can jump in on him at will, there is little he can do on defense.


=Matchup Notes=
===== <span class="invisible-header">Creeping Death (236236K)</span> =====
To come.  
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =Garou Freeman 236236K.png
|image2=Garou Freeman 236236K_1.png
|name  =Creeping Death
|input  =236236B/D
|caption=Counter
|caption2=Activation
|data=
{{AttackData-Garou
|version = B
|Damage=33
|Guard=
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|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.


=Advanced Tactics=
1~6F full-body invincibility, 8~39F full-body counter.
To come.
}}
{{AttackData-Garou
| header =
|version =D
|Damage=7×5, 25
|Guard=
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= A bit riskier than the B version for more damage. 1~9F full-body invincibility, 10~36F full-body counter.  
}}
}}


{{Template:Garou: Mark of the Wolves}}




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

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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