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

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[[File:Kevin.PNG|right]]
{{MOTW Character Intro|char=Kevin |content=
= Introduction =
 
To come.
==Introduction==
'''Kevin Rian'''
 
>Got his knife removed during development because it created balance issues
 
>Still Top 1
 
>Bingo!
 
== Gameplay ==
{{Content Box|content=
TBD
 
{{ProConTable
|pros=
* '''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'''
|cons=
* '''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'''
 
}}
}}
}}
 
 
'''Character Colors'''


== Character Colors ==
[[File:Kevincolors.JPG]]
[[File:Kevincolors.JPG]]


=Gameplay Overview=
==Move List==
To come.
Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.html
 


=Move List=
{{MOTW Legend}}


== '''Command Normal Moves''' ==
'''PoliKick''': ''Forward+'''B'''''


== '''Special Command Moves''' ==
 
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
Notes:
|-
 
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
* 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:qcf.gif]] + [[File:kick.gif]] || '''Hell Trap''' || 19 || 19
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping
| [[File:qcf.gif]] + [[File:kick.gif]] (Break) || '''Hell Trap''' || 9 || 9
|-
| [[File:qcb.gif]] + [[File:punch.gif]] lv1 || '''Hell Rotor''' || 14 || 15
|-
| [[File:qcb.gif]] + [[File:punch.gif]] lv2 || '''Hell Rotor''' || 20 || 19
|-
| [[File:qcb.gif]] + [[File:punch.gif]] lv3 || '''Hell Rotor''' || 23 || 26
|-
|-
| [[File:hcf.gif]] + [[File:punch.gif]] || '''Hell Arrest''' || 19 || 22
| 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]]
|-
|-
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''Creeper''' || 0 || 0
| align="center" | || align="center" | || align="center" | || align="center" | 33F
|-
| ---[[File:snka.gif]] || '''Creeper: Low Follow Up''' || 20 || NA
|-
| ---[[File:snkb.gif]] || '''Creeper: Overhead Follow Up''' || 20 || NA
|-
| ---[[File:snkc.gif]] || '''Creeper: Cancel''' || 0 || 0
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''Abide Mine''' || 0 || 0
|-
| [[File:dp.gif]] + [[File:punch.gif]] || '''Hell Snipe''' || 15 || 16
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Lucky Strike''' || 28 || 48
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Gattling Freezer''' || 21 || 36
|}
|}


=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_Kevin_c5A.png
|name=c5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=4
|Recovery=9
|Total=17
|Hit Adv=+2
|Block Adv=+2
|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=Garou_Kevin_c5B.png
|name=c5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Mid
|Startup=4
|Active=3
|Recovery=10
|Total=17
|Hit Adv=+2
|Block Adv=+2
|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=Garou_Kevin_c5C.png
|name=c5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=6
|Active=1
|Recovery=29
|Total=36
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5D.png
|name=c5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=11
|Active=3
|Recovery=27
|Total=41
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Far Standing Normals===
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_f5A.png
|name=f5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=3
|Active=3
|Recovery=10
|Total=16
|Hit Adv=+2
|Block Adv=+2
|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=Garou_Kevin_f5B.png
|name=f5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=9
|Active=4
|Recovery=17
|Total=30
|Hit Adv=-6
|Block Adv=-6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_f5C.png
|name=f5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=Mid
|Startup=11
|Active=4
|Recovery=28
|Total=43
|Hit Adv=-11
|Block Adv=-11
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=10
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5D.png
|name=f5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=11
|Active=3
|Recovery=27
|Total=41
|Hit Adv=-9
|Block Adv=-9
|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_Kevin_2A.png
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=3
|Recovery=10
|Total=17
|Hit Adv=+2
|Block Adv=+2
|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_Kevin_2B.png
|name=2B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Low
|Startup=5
|Active=3
|Recovery=10
|Total=18
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=No
|Cancel on Hit=No
|Cancel on Block=No
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2C.png
|name=2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=6
|Active=3
|Recovery=25
|Total=34
|Hit Adv=-7
|Block Adv=-7
|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=Garou_Kevin_2D.png
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Low
|Startup=7
|Active=2
|Recovery=31
|Total=40
|Hit Adv=KD
|Block Adv=-12
|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_Kevin_jA.png
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=4
|Active=9
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jB.png
|name=j.B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=6
|Active=8
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jC.png
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=9
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Small Jump C has 9 damage.
}}
}}
 
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jD.png
|name=j.D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=12
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Small Jump D has 9 damage.
}}
}}
 
 
 
===Command Normals===
 
===== <span class="invisible-header">Poli-Kick (6B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_6B.png
|name=Poli-Kick
|input=6B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6, 6
|Guard=Low, Mid
|Startup=7
|Active=2, 《14》, 7
|Recovery=16
|Total=46
|Hit Adv=-2
|Block Adv=-2
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 4
|description=
<gallery class="mw-collapsible">
  Garou_Kevin_6B.png|
  Garou_Kevin_6B_1.png|
</gallery>
}}
}}
 
 
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5AB.png
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=22
|Active=6
|Recovery=13
|Total=41
|Hit Adv=0
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description= Overhead.
<gallery class="mw-collapsible">
  Garou_Kevin_5AB 1.png|Frame 1 Lower-Body Invincibility
  Garou_Kevin_5AB.png|
</gallery>
}}
}}
 


{| border="1em" cellspacing="0" width="50%" 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]] || X || X || X
|-
| 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]] || X || X || X
|-
| [[File:down.gif]] [[File:Snka.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkb.gif]] || X || X || X
|-
| [[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
|-
| [[File:f.gif]] + [[File:snkb.gif]] || X || X || X
|}


=Frame Data=
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2AB.png
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=8
|Active=3
|Recovery=22
|Total=33
|Hit Adv=-6
|Block Adv=0
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|description= 1~8F upper-body invincibility


Legend : <BR>
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.
'''Command''' = the attack for the attack.<BR>
<gallery class="mw-collapsible">
'''Start Up''' = How many start up frames a move/attack has. <BR>
  Garou_Kevin_2AB_1.png|Startup
'''Hit''' = When the attack hits. <BR>
  Garou_Kevin_2AB.png|
'''Block''' = When the attack is blocked. <BR>
  Garou_Kevin_2AB_2.png|Recovery
'''+''' signifies how many advantage frames the attacker has. <BR>
</gallery>
'''-''' signifies how many disadvantage frames the attacker has. <BR>
}}
'''KD''' means the attack will knock the opponent down.
}}


{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| Close [[File:Snka.gif]] || '''4''' || '''+2''' || '''+2'''
|-
| Close [[File:Snkb.gif]] || '''4''' || '''+2''' || '''+2'''
|-
| Close [[File:Snkc.gif]] || '''6''' || '''-9''' || '''-9'''
|-
| Close [[File:Snkd.gif]] || '''11''' || '''-9''' || '''-9'''
|-
| [[File:f.gif]] + [[File:Snkb.gif]] || '''7''' || '''-2''' || '''-2'''
|-
| Far [[File:Snka.gif]] || '''3''' || '''+2''' || '''+2'''
|-
| Far [[File:Snkb.gif]] || '''9''' || '''-6''' || '''-6'''
|-
| Far [[File:Snkc.gif]] || '''11''' || '''-11''' || '''-11'''
|-
| Far [[File:Snkd.gif]] || '''11''' || '''-9''' || '''-9'''
|-
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''+2''' || '''+2'''
|-
| [[File:down.gif]] [[File:Snkb.gif]] || '''5''' || '''+2''' || '''+2'''
|-
| [[File:down.gif]] [[File:Snkc.gif]] || '''6''' || '''-7''' || '''-7'''
|-
| [[File:down.gif]] [[File:Snkd.gif]]|| '''7''' || '''KD''' || '''-12'''
|-
| [[File:Snka.gif]] + [[File:Snkb.gif]] || '''22''' || '''-6''' || '''0'''
|-
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]]|| '''8''' || '''0''' || '''+6'''
|-
| [[File:qcb.gif]] + [[File:snka.gif]] || '''14''' || '''-1''' || '''-1'''
|-
| [[File:qcb.gif]] + [[File:snka.gif]] lv 2-3 || '''14''' || '''KD''' || '''-14'''
|-
| [[File:qcb.gif]] + [[File:snkc.gif]] || '''20''' || '''KD''' || '''-8'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]], [[File:snka.gif]] || '''7''' || '''KD''' || '''-11'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]], [[File:snkb.gif]] || '''16''' || '''KD''' || '''-10'''
|-
| [[File:hcf.gif]] + [[File:snka.gif]] || '''8''' || '''KD''' || '''NA'''
|-
| [[File:hcf.gif]] + [[File:snkc.gif]] || '''9''' || '''KD''' || '''NA'''
|-
| [[File:qcf.gif]] + [[File:snkb.gif]] || '''10''' || '''KD''' || '''-22'''
|-
| [[File:qcf.gif]] + [[File:snkb.gif]] (Break) || '''10''' || '''KD''' || '''+11'''
|-
| [[File:qcf.gif]] + [[File:snkd.gif]] || '''14''' || '''KD''' || '''-25'''
|-
| [[File:qcf.gif]] + [[File:snkd.gif]] (Break) || '''14''' || '''KD''' || '''+9'''
|-
| [[File:dp.gif]] + [[File:snka.gif]] || '''15''' || '''0''' || '''-1'''
|-
| [[File:dp.gif]] + [[File:snkc.gif]]|| '''18''' || '''KD''' || '''NA'''
|-
| [[File:snkc.gif]][[File:snkd.gif]] || '''10''' || '''KD''' || '''-15'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]] || '''4''' || '''KD''' || '''-9'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''4''' || '''KD''' || '''-25'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] || '''12''' || '''KD''' || '''+1'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] || '''0''' || '''KD''' || '''+3'''
|}


=Attack Notes=
==Kevin Cancel's==
SNK added a cancel to Kevin's [[File:qcb.gif]] + [[File:punch.gif]]. If you press [[File:snkd.gif]] anytime during the move, it will canceled. If you press it right as you preform the move, you will get [[File:qcb.gif]] + [[File:snkd.gif]], later in the move will produce a s. [[File:snkd.gif]].


===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5CD.png
|name=Blast Charge (T.O.P. Attack)
|input=C+D (T.O.P. Only)
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7x3 (base damage)
|Guard=Mid
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9×3
|description=
<gallery class="mw-collapsible">
  Garou_Kevin_5CD.png|
  Garou_Kevin_5CD_1.png|
  Garou_Kevin_5CD_2.png|
</gallery>
}}
}}


This leads to a few things, the main being meter building. Canceling the move into a s. [[File:snka.gif]] builds meter very fast, and is the easiest way to build meter with the cancels. You can also cancel the move into itself ([[File:qcb.gif]] + [[File:snka.gif]] into [[File:qcb.gif]] + [[File:snkc.gif]] or vice-vera), but its a bit tricker to do it consistently, but we'll get to that later, for now we'll show how to do the simple and safer cancel.
===Throws===


===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_Grab.png
|name=Poli-Throw
|input='''Close''' 4/6C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=+48
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Normal throw but also sets up oki.
}}
}}


When doing the [[File:qcb.gif]] + [[File:punch.gif]] you can hit any button with [[File:snkd.gif]] and it will cancel into the button that was pressed with [[File:snkd.gif]], for instance, if you were to do the move then press [[File:snkb.gif]]+[[File:snkd.gif]] you will get a s. [[File:snkb.gif]]. So the easiest option for building meter in this situation is to cancel the special with [[File:snka.gif]]+[[File:snkd.gif]] or [[File:down.gif]]+[[File:snka.gif]]+[[File:snkd.gif]]. These will result in a s/c [[File:snka.gif]] which comes out the recovers the fastest.
===Feints===


===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_6AC.png
|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 Hell Rotor.
}}
}}


The more complex way of building meter isn't too hard. You do [[File:qcb.gif]] + [[File:snka.gif]] then piano [[File:snkc.gif]], [[File:snkd.gif]], this will lead one special into another special, and Kevin will never leave his charge animation but build twice the meter in the same amount of time . The meter build can continue from there, for example:  [[File:qcb.gif]] + [[File:snka.gif]],  [[File:snkc.gif]], [[File:snkd.gif]], [[File:qcb.gif]], [[File:snka.gif]], [[File:snkd.gif]]...and so on. If dont right, Kevin will never leave his hunched anymation. This has to be done right, otherwise it will lead to Kevin being open for an attack. Once you have this down, the safest thing to do would be to cancel into one special, then a s/c. [[File:snka.gif]]. It may seem tempting to keep going and build your meter, but it isn't the safest thing to do since the opponent can rush in during the middle of the cancels.




His cancels can be used for more than just meter building. Combos, mind games, and more can be done with the cancels.  
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2AC.png
|name=2A+C
|subtitle=Down 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 start of cl.5C or f.5C.
}}
}}




Many people seem to have trouble doing his cancels in T.O.P mode, especially anything involving [[File:snkc.gif]]+[[File:snkd.gif]]. People usually get his T.O.P attack to come out instead of a [[File:snkc.gif]] attack. The way to fix this is to throw in an extra button when you do the cancel. So if you wanted to do two s. [[File:snkc.gif]]'s using the cancels in top, you would have to do it like: s. [[File:snkc.gif]], [[File:qcb.gif]] +, [[File:snka.gif]], [[File:snkb.gif]]+[[File:snkc.gif]]+[[File:snkd.gif]]. Adding the extra button will make it so the T.O.P attack doesn't come out, and instead you get the [[File:snkc.gif]] input you wanted.


Here's a list on how to do the cancels with each move for those of you who still don't grasp how to do the cancels with other moves.
===Special Moves===


=Combos=
===== <span class="invisible-header">Hell Rotor (214P)</span> =====
Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field. While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players (Note that UAA is Down+[LP+LK]):-<br>
<font style="visibility:hidden" size="0"></font>
==Anywhere==
{{MoveData
Jumping HP-->St. HP or UAA-->QCF+K, Break-->F, D, DF+LP<br>
|image=Garou Kevin 214A.png
Jumping HP-->St. HP or UAA-->QCF+LK, Break-->QCB+Hold LP then release<br>
|caption=A
Jumping HP-->St. HP or UAA-->QCF+K, Break-->QCFx2+HK-->F, D, DF+P<br>
|image2=Garou Kevin 214C.png
Jumping HP-->St. HP or UAA-->QCFx2+LP-->F, D, DF+P<br>
|caption2=C
Jumping HP-->St. HP or UAA-->QCFx2+HP<BR>
|name=Hell Rotor
|input=214A/C
|subtitle=
|data=
{{AttackData-Garou
|version=A Lvl.1
|Damage=14
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=2
|Recovery=
|Total=
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= No charge. (Charge can't be held past 1~9F of startup.)
}}
{{AttackData-Garou
|version=[A] Lvl.2
|Damage=20
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=15-34
|Active=2
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8~10
|description= 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.)
}}
{{AttackData-Garou
|version=[A] Lvl.3
|Damage=26
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=35-66
|Active=2
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8~10
|description= 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.)
}}
{{AttackData-Garou
|version=C Lvl.1
|Damage=15
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=20
|Active=3
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= No charge. (Charge can't be held past 1~15F of startup.)
}}
{{AttackData-Garou
|version=[C] Lvl.2
|Damage=19
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=21-40
|Active=3
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description= 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.)
}}
{{AttackData-Garou
|version=C Lvl.3
|Damage=23
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=41-72
|Active=3
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10
|description= 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.)
}}
}}


a) In any of these combos, you can start them instead as-<br>
===== <span class="invisible-header">Hell Arrest (41236P)</span> =====
St. LP or Cr. LP-->QCF+K, Break-->etc.<br>
<font style="visibility:hidden" size="0"></font>
St. LP or Cr. LP-->St. LP or Cr. LP-->QCF+K, Break-->etc.<br>
{{MoveData
The same principle can be done with the Corner only combos shown below.
|image=Garou Kevin 41236A.png
|caption=A
|image2=Garou Kevin 41236C.png
|caption2=C
|name=Hell Arrest
|input= 41236A/C
|subtitle=
|data=
{{AttackData-Garou
|version=A
|Damage=10, 10
|Guard=
|Startup=8
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Higher damage than a standard throw, now with startup. Resets to neutral.
}}
{{AttackData-Garou
|version=C
|Damage=12, 12
|Guard=
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Invalidates version A, same thing but does decently more damage for 1 more frame of startup.
}}
}}


b) Furthermore, should you wish to perform any of these combos at the corner, you can substitute ''Jumping HP-->St. HP or UAA'' with ''Jumping HP-->St. HP-Feint->UAA''; this gives you an extra 8 points of damage.
===== <span class="invisible-header">Creeper (214B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 214B.png
|name=Creeper
|input= 214B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|header=no
|version= B
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Can be cancelled into 3 follow-ups, gain ground while low profiling many moves and most projectiles
}}
{{AttackData-Garou
|version= B>A
|subtitle=
|Damage=20
|Guard=Low
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=Low follow-up
<gallery class="mw-collapsible">
  Garou_Kevin_214B_1.png|
</gallery>
}}
{{AttackData-Garou
|version= B>B
|subtitle=
|Damage=20
|Guard=Overhead
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-10
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=Overhead follow-up
<gallery class="mw-collapsible">
  Garou_Kevin_214B_2.png|
</gallery>
}}
{{AttackData-Garou
|version= B>C
|subtitle=
|Damage=0
|Guard=
|Startup=
|Active=
|Recovery=
|Total=7
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Cancels Creeper.
<gallery class="mw-collapsible">
  Garou_Kevin_214B_3.png|
</gallery>
}}
}}


c) Note that you don't HAVE to start these combos with a Jumping HP unless you find an opening for it to cleanly hit. The same applies to the Corner only combos.
===== <span class="invisible-header">Abide Mine (214D)</span> =====
==Corner only==
<font style="visibility:hidden" size="0"></font>
1- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release<br>
{{MoveData
2- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LK-->QCF+K, Break-->QCB+Hold LP then release<br>
|image=Garou Kevin 214D.png
3- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HP<BR>
|name=Abide Mine
4- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HK-->QCF+K, Break-->QCB+Hold LP then release<br>
|input= 214D
5- Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release<br>
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=D
|Damage=0
|Guard=
|Startup=
|Active=
|Recovery=
|Total=32
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= 1~11F full-body invincibility. 12~20F airborne hurtbox.  
}}
}}


Notes:<br>
You will notice that in a number of combos here and in Anywhere, you will have to Hold LP for his special move to hit. Your best bet is to hold it for a split second to get it's Lvl. 2 ver. In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.<br>
Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.


2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+LP somewhat 'early' this will knock them high enough for the super to hit them.


3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.
===== <span class="invisible-header">Hell Snipe (623P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 623A.png
|caption=A
|image2=Garou Kevin 623C.png
|caption2=C
|name=Hell Snipe
|input= 623A/C
|subtitle=
|data=
{{AttackData-Garou
|version=A
|Damage=15
|Guard=Mid
|Startup=15
|Active=
|Recovery=
|Total=
|Hit Adv=0
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= 1~4F full-body invincibility.
<gallery class="mw-collapsible">
  Garou Kevin 623A.png|
  Garou_Kevin_623A_1.png|
</gallery>
}}
{{AttackData-Garou
|version=C
|Damage=16
|Guard=Mid
|Startup=18
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description= 1~4F full-body invincibility. Whiffs against opponents on the ground.
<gallery class="mw-collapsible">
  Garou Kevin 623C.png|
  Garou_Kevin_623C_1.png|
</gallery>
}}
}}


4- You can get some energy for your power gauge by doing QCB+(LP+HK) then QCF+LK, Break-->QCB+Hold LP then release. This method makes it so that the QCF+K will connect easily, however you might need to practice this method as it requires performing the QCB+(LP+HK) as soon as Kevin recovers (attempt the buffering trick mentioned previously).


=T.O.P. Notes=
Whenever in top mode, Hell rotor canceled by C+D will produce a top attack instead of a standing C.


=Overall Strategy=
===== <span class="invisible-header">Hell Trap (236K)</span> =====
To come.  
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 236B.png
|caption=B
|image2=Garou Kevin 236D.png
|caption2=D
|name=Hell Trap
|input= 236B/D (Brake OK)
|subtitle=
|data=
{{AttackData-Garou
|version= B
|Damage=9, 12
|Guard=<span style="color:#ff0000;">Low, Mid</span>
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-22
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|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
|version= B Break
|Damage=9
|Guard=<span style="color:#ff0000;">Low</span>
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=The only brake move that hits low. Can't be avoided by 2ABs.
}}
{{AttackData-Garou
|version= D
|Damage=9, 12
|Guard=<span style="color:#ff0000;">Low, Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-25
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|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
|version= D Break
|Damage=9
|Guard=<span style="color:#ff0000;">Low</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=
}}
}}


=Matchup Notes=
===Super Moves===
To come.


=Advanced Tactics=
===== <span class="invisible-header">Lucky Strike (236236P)</span> =====
*Hell rotor can not only be canceled, it can be canceled into a short hop normal right off the ground, which allows Kevin to jump in and keep attacking after a string in the corner, making pushback not such a big factor in his corner pressures. Also, he can cancel his dash at any point. I think standing A into broken Hell trap can be repeated infinitely in the corner for a guard crush string, but its probably escapeable. Well, mine anyway.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =Garou Kevin 236236A.png
|caption=A
|image2=Garou Kevin 236236C.png
|caption2=C
|name  =Lucky Strike
|input  =236236A/C
|data=
{{AttackData-Garou
|version = A
|Damage=3, 3, 11, 11, 11
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×2, 4, 3×2
|description= 1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.
<gallery class="mw-collapsible">
  Garou Kevin 236236A.png|
  Garou_Kevin_236236A_1.png|
  Garou_Kevin_236236A_2.png|
  Garou_Kevin_236236A_3.png|
  Garou_Kevin_236236A_4.png|
</gallery>
}}
{{AttackData-Garou
| header =
|version =C
|Damage=2, 2, 10, 10, 10, 32
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-25
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×2, 5×3, 20
|description= 1~7F full-body invincibility, 8~14F lower-body invincibility.  
<gallery class="mw-collapsible">
  Garou Kevin 236236C.png|
  Garou_Kevin_236236C_1.png|
  Garou_Kevin_236236C_2.png|
  Garou_Kevin_236236C_3.png|
  Garou_Kevin_236236C_4.png|
</gallery>
}}
}}


*Kevin can "twitch charge". Hell rotor canceled with C+D will cause him to use a standing C outside of top mode. The standing C can be Kara cancelled into another Hell rotor. This means Kevin can charge his own meter at a rapid pace. Also, he can cancel into any normal done at the same time as the D. However, you have to hold A and D doesnt do anything on its own (unless canceled very early, in which an automatic roll will be produced). This limits the normals he can cancel to to only B and C, which can be standing, crouching, or jumping.


* A particularly worthless trick Kevin can do is to dash up to the opponent, Hell rotor, cancel with c+d and away from the opponent, and the opponent will be thrown with the Hell rotors flame effect in the background. Yes, completely worthless. <br>


{{Template:Garou: Mark of the Wolves}}
===== <span class="invisible-header">Gatling Freezer (236236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =Garou Kevin 236236B.png
|caption=B
|image2=Garou Kevin 236236D.png
|caption2=D
|name  =Gatling Freezer
|input  =236236B/D
|data=
{{AttackData-Garou
|version = B
|Damage=21
|Guard=Mid
|Startup=11
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= 1~7F full-body invincibility, 10~11F full-body invincibility.
}}
{{AttackData-Garou
| header =
|version =D
|Damage=7, 8, 9, 10, 11
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+3
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10
|description= 1F full-body invincibility.
<gallery class="mw-collapsible">
  Garou_Kevin_236236D.png|
  Garou_Kevin_236236D_1.png|
</gallery>
}}
}}






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

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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