Garou: Mark of the Wolves/Khushnood Butt: Difference between revisions

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


== Character Colors ==
==Introduction==
[[File:Marcocolors.JPG]]
'''Marco Rodriguez'''. Also known as '''Marco Rodrigues''' when using Portuguese spelling. Otherwise known for his English localized name -- '''Khushnood Butt'''.  


=Gameplay Overview=
== Gameplay ==
Kushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him. <BR>
{{Content Box|content=
Kushnood's main drawback is his randomness. Brake'ing his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.<BR>
'''Khushnood''' has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him. <BR>
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.<BR>
Bait a mistake, knock 'em down, then get in close and keep the pressure on.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.


=Move List=
{{ProConTable
|pros=
* '''Good offensive pressure and damaging conversions, even without meter'''
* '''Safe on block break move that can be easily comboed into'''
* '''Best fireball in the game; travels very fast, does high damage, and does even more damage while knocking down up close'''
* '''Relatively fast command normal overhead that can lead to a full combo'''
|cons=
* '''Need to be able to guard cancel in order to have a stronger defense'''
* '''Lacks far-reaching cancellable normals (besides being able to renda cancel his st.A/cr.B)'''


== '''Command Normal Moves''' ==
}}
'''Kyokugen Hiji'''<br>
}}
[[File:f.gif]] + [[File:snka.gif]]<br>
}}
<br>
'''"Advancing D Dance Cancel"<br>
D, cancel with C (can only be done approximately 1/4+ screen from opponent)


== '''Special Command Moves''' ==
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
|-
| [[File:qcf.gif]] + [[File:punch.gif]] || '''Ko'ou-Ken''' || 13 || 14
|-
| [[File:qcf.gif]] + [[File:punch.gif]](Close) || '''Ko'ou-Ken''' || 18 || 22
|-
| [[File:qcf.gif]] + [[File:kick.gif]] || '''Hien Shippu-Kyaku''' || 16 || 17
|-
| [[File:dp.gif]] + [[File:punch.gif]] || '''Kohou''' || 10 || 10
|-
| [[File:dp.gif]] + [[File:punch.gif]] (Break) || '''Kohou''' || 10 || 10
|-
| [[File:qcb.gif]] + [[File:snka.gif]]/[[File:snkb.gif]] || '''Harai''' || 15 || NA
|-
| Ch. [[File:snkc.gif]]/[[File:snkd.gif]] lv1 || '''Sen''' || NA || 15
|-
| Ch. [[File:snkc.gif]]/[[File:snkd.gif]] lv2 || '''Sen''' || NA || 18
|-
| Ch. [[File:snkc.gif]]/[[File:snkd.gif]] lv3 || '''Sen''' || NA || 22
|-
| Ch. [[File:snkc.gif]]/[[File:snkd.gif]] lv4 || '''Sen''' || NA || 27
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Haou Shoukou Ken''' || 33 || 48
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Kyokugen Kohou''' || 35 || 51
|-
| [[File:qcf.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] (Press [[File:Snkc.gif]] Rapidly) lv1 || '''Ryuuko Ranbu ''' || NA || 31
|-
| [[File:qcf.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] (Press [[File:Snkc.gif]] Rapidly) lv2 || '''Ryuuko Ranbu ''' || NA || 43
|-
| [[File:qcf.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] (Press [[File:Snkc.gif]] Rapidly) lv3 || '''Ryuuko Ranbu ''' || NA || 55
|-
| [[File:qcf.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] (Press [[File:Snkc.gif]] Rapidly) lv4 || '''Ryuuko Ranbu ''' || NA || 61
|}


=Attributes=


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.


{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
'''Character Colors'''
|-
| '''Command''' || '''Cancel on Hit''' || '''Cancel on Block''' || '''Feint Cancel'''
|-
| Far [[File:Snka.gif]] || X || O || X
|-
| Far [[File:Snkb.gif]] || X || O || X
|-
| Far [[File:Snkc.gif]] || X || X || X
|-
| Far [[File:Snkd.gif]] || X || O || O (on block)
|-
| Close [[File:Snka.gif]] || X || O || X
|-
| Close [[File:Snkb.gif]] || X || O || X
|-
| Close [[File:Snkc.gif]] || O || O || O
|-
| Close [[File:Snkd.gif]] || O || X || X
|-
| [[File:down.gif]] [[File:Snka.gif]] || X || X || X
|-
| [[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:snka.gif]] || X || X || X
|}


=Hit Boxes and Frame Data=
[[File:Marcocolors.JPG]]
 
Legend:<BR>
<FONT COLOR="#FF0000">Hit Box</FONT>: Area that will hit the opponent<BR>
<FONT COLOR="#7777FF">Hurt Box</FONT>: Area where you can get hit. A move is invincible if the <FONT COLOR="7777FF">Hurt Box</FONT> is absent.<BR>
<FONT COLOR="#FFAA00">Throw Box/Range</FONT>: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.<BR>
<FONT COLOR="#FF66FF">Projectile Box</FONT>: Hit box on a projectile attack<BR>
<FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>: The Guard Box or Counter Box. This appears when blocking or using a counter move.<BR>
<FONT COLOR="#00FF00">Push Box</FONT>: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.<br>
'''Command''' = the input for the attack.<BR>
'''Start Up''' = How many start up frames a move/attack has. <BR>
'''Hit''' = When the attack hits. <BR>
'''Block''' = When the attack is blocked. <BR>
'''+''' signifies how many advantage frames the attacker has. <BR>
'''-''' signifies how many disadvantage frames the attacker has. <BR>
'''KD''' means the attack will knock the opponent down.
<br>
 
<center>


==Move List==


Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.html


'''Standing, Crouching and Running'''
{{MOTW Legend}}


<br>




'''Taunt'''
Notes:


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


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping
|-
|-
| '''Command''' || '''Total Frames'''
| align="center"; valign="bottom" | [[File:Garou Marco Stand.png]] || align="center"; valign="bottom" | [[File:Garou Marco Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Marco Dash.png]] || align="center"; valign="bottom" | [[File:Garou Marco Jump.png]]
|-
|-
| Normal [[file:up1.gif]] || '''35'''
| align="center" | || align="center" |  || align="center" |  || align="center" | 35F
|}
|}


<br>
===Close Standing Normals===


===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco c5A.png
|name=c.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=4
|Active=4
|Recovery=5
|Total=13
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description=Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Close 5B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Total Frames'''
{{MoveData
|-
|image=Garou_Marco c5B.png
| Close [[File:B.gif]]/[[File:f.gif]] + [[File:snkc.gif]] || '''9'''
|name=c.5B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Mid
|Startup=4
|Active=4
|Recovery=7
|Total=15
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=The last 3F of recovery has full-body invincibility.
}}
}}


<br>




===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco c5C.png
|image2=Garou_Marco c5C_1.png
|name=c.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5, 5
|Guard=Mid
|Startup=7
|Active=1, 《2》, 4
|Recovery=21
|Total=35
|Hit Adv=-4
|Block Adv=-4
|Feint Cancel=※
|Cancel on Hit=※
|Cancel on Block=※
|Guard Crush Value=3, 3
|description= Not very good, cancel first hit into something else if you don't end up grabbing.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''10'''
|}
<br>
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:down.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''14'''
|}
<br>
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snka.gif]] || '''3''' || '''+6''' || '''+6'''
|}
<br>
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snkb.gif]] || '''5''' || '''+4''' || '''+4'''
|}
<br>
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close [[File:snkc.gif]]''' || '''11''' || '''-5''' || '''-5'''
|}


<br>


===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco c5D.png
|name=c.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=5
|Active=4
|Recovery=26
|Total=35
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description= Leads to big damage combos
}}
}}




{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snkd.gif]] || '''11''' || '''-9''' || '''-9'''
|}


<br>
===Far Standing Normals===


===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco f5A.png
|name=f.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=3
|Active=4
|Recovery=7
|Total=14
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and for pressure/jab link combos off of close standing A
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Far 5B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou_Marco f5B.png
| '''Far''' [[File:Snka.gif]]|| '''3''' || '''+4''' || '''+4'''
|name=f.5B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=5
|Active=3
|Recovery=16
|Total=24
|Hit Adv=-4
|Block Adv=-4
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=An ok poke with no conversions.
}}
}}


<br>
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco f5C.png
|name=f.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=12
|Guard=Mid
|Startup=11
|Active=5
|Recovery=21
|Total=37
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= A mostly worse cr.d with a bit better damage, long range but punishable by some supers on hit, and has little reward.
}}
}}


===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco f5D.png
|name=f.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=11
|Active=4
|Recovery=24
|Total=39
|Hit Adv=-7
|Block Adv=-7
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description= Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum.


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
Whiffs on crouching opponents.
|-
<gallery class="mw-collapsible">
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
  Garou Marco f5D 1.png|C Kara Cancel
|-
</gallery>
| '''Far''' [[File:Snkb.gif]] || '''5''' || '''-4''' || '''-4'''
}}
|}
}}


<br>




{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===Crouching Normals===
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snkc.gif]] || '''11''' || '''-5''' || '''-5'''
|}


<br>
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco 2A.png
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=4
|Recovery=5
|Total=13
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description=A solid jab up close for pressure or to beat out someone else with it's speed
}}
}}


===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco 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=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description= More or less cr.a but a bit better due to the slightly better damage and hitting low.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2C</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou_Marco 2C.png
| '''Far''' [[File:Snkd.gif]] || '''11''' || '''-7''' || '''-7'''
|image2=Garou_Marco 2C_1.png
|}
|name=2C
 
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=5
|Active=1, 《1》, 2
|Recovery=22
|Total=31
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=A decent anti-air
}}
}}


<br>
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco 2D.png
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Low
|Startup=8
|Active=4
|Recovery=22
|Total=34
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=A solid sweep, your farthest reaching grounded normal.
}}
}}


===Jumping Normals===


===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco jA.png
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=5
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description= Your go to air to air given it's quick startup and decent range.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">jB</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou_Marco jB.png
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''+6''' || '''+6'''
|name=j.B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=9
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description= A ton of active frames, can cross up and beat some anti airs


<br>
Neutral or back hop B can beat out an upper-body evasion attack.
}}
}}




{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] [[File:Snkb.gif]] || '''4''' || '''+5''' || '''+5'''
|}


<br>
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco jC.png
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|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= Only use it as an air mixup due to it's slower startup.
}}
}}


===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco jD.png
|name=j.D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=High
|Startup=9
|Active=7
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.
}}
}}




{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] [[File:Snkc.gif]] || '''5''' || '''-5''' || '''-5'''
|}


<br>
===Command Normals===


===== <span class="invisible-header">Kyokugen Hiji (6A)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco 6A.png
|name=Kyokugen Hiji
|subtitle=6A
|caption=
|data=
{{AttackData-Garou
|Damage=12
|Guard=Overhead
|Startup=15
|Active=1
|Recovery=14
|Total=30
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=9
|description= Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit.
}}
}}




{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] [[File:Snkd.gif]]|| '''8''' || '''KD''' || '''-5'''
|}


<br>
===Universal Moves===


===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco 5AB.png
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=24
|Active=5
|Recovery=14
|Total=43
|Hit Adv=0
|Block Adv=+6
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description= Much worse overhead option than the command light punch.


Longer range to help open someone up, but it converts into nothing and is much slower.
<gallery class="mw-collapsible">
  Garou_Marco 5AB 1.png|Frame 1 Lower-Body Invincibility
  Garou_Marco 5AB.png|
</gallery>
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou_Marco_2AB.png
| [[File:Snka.gif]] + [[File:Snkb.gif]] || '''24''' || '''0''' || '''+6'''
|name=2A+B
|}
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=9
|Active=3
|Recovery=22
|Total=34
|Hit Adv=-6
|Block Adv=0
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|description=1~6F upper-body invincibility.
<gallery class="mw-collapsible">
  Garou_Marco_2AB 1.png|Upper-Body Invincible Frames
  Garou_Marco_2AB 2.png|Vulnerable Startup
  Garou_Marco_2AB.png|Active
  Garou_Marco_2AB 3.png|Recovery
</gallery>
}}
}}


<br>




{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou Marco CD.png
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || '''9''' || '''-6''' || '''0'''
|name=Zanretsuken (T.O.P. Attack)
|}
|input=C+D (T.O.P. Only)
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=2x8, 15 (base damage)
|Guard=Mid
|Startup=10
|Active=
|Recovery=20~
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2×8, 9
|description=
One of the better T.O.P moves, has:


<br>


Respectable damage by itself


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
Used in some counter hit juggle combos
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''[[File:f.gif]] + [[File:snka.gif]]''' || '''15''' || '''+6''' || '''+6'''
|}
<br>


Used in chip kill scenarios


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
Potentially useful as GC bait
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcf.gif]] + [[File:punch.gif]] || '''9''' || '''KD''' || '''-5'''
|}


<br>
A single hit usually also launches them high, whether it's one hit or all of them, it always results in a hard knockdown,
this sets up no oki or combos but at least returns to neutral.


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
<gallery class="mw-collapsible">
|-
  Garou Marco CD.png|
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
  Garou_Marco CD 1.png|Alternates between this hitbox and the first
|-
  Garou_Marco CD 2.png|Ending hit
| air [[File:qcf.gif]] + [[File:snkb.gif]] || '''10''' || '''KD''' || '''-7'''
  Garou_Marco CD 3.png|
|}
</gallery>
}}
}}


<br>
===Throws===


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Ground Throw</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou_Marco Throw.png
| air [[File:qcf.gif]] + [[File:snkd.gif]] || '''8''' || '''KD''' || '''-7'''
|name=Kyokugen Zu Tsuki
|}
|input='''Close''' 4/6C
|subtitle=Headbutt
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=+64
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= A standard throw to open opponents up. Has good corner carry.
}}
}}


<br>
===Feints===


===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Marco 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 Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A.
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:dp.gif]] + [[File:snka.gif]] || '''4''' || '''KD''' || '''-19'''
|-
| [[File:dp.gif]] + [[File:snka.gif]] '''Break''' || '''4''' || '''KD''' || '''+2'''
|}


<br>


===== <span class="invisible-header">Down Feint (2AC)</span> =====
{{MoveData
|image=Garou_Marco 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 Kohou (and its break version) or Kyokugen Kohou.
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:dp.gif]] + [[File:snkc.gif]] || '''4''' || '''KD''' || '''-29'''
|-
| [[File:dp.gif]] + [[File:snkc.gif]] || '''4''' || '''KD''' || '''0'''
|}


<br>


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===Special Moves===
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snka.gif]] || '''2''' || '''KD''' || '''-N/A'''
|}


<br>
===== <span class="invisible-header">Ko-ou Ken (236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Marco 236A.png
|name=Ko-ou Ken
|input=236A/C
|subtitle=
|caption=
|data=
The damage and guard crush values in parentheses are at short-range.<br><br>


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.<br><br>
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''1''' || '''KD''' || '''N/A'''
|}


<br>
It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).<br><br>


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
|-
{{AttackData-Garou
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|version=A
|-
|Damage=13(18)
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''13''' || '''KD''' || '''-19'''
|Guard=<span style="color:#ff0000;">Mid</span>
|-
|Startup=9
| [[File:qcb.gif]] + [[File:snkb.gif]] '''Break''' || '''13''' || '''KD''' || '''+12'''
|Active=
|}
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7(8)
|description=
}}
{{AttackData-Garou
|version=C
|Damage=14(22)
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8(9)
|description=
}}
}}


<br>
===== <span class="invisible-header">Hien Shippu Kyaku (236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Marco 236B.png
|image2=Garou Marco 236D.png
|name=Hien Shippu Kyaku
|input= 236B/D
|subtitle=
|caption=B
|caption2=D
|data= Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.<br>
{{AttackData-Garou
|version=B
|Damage=8, 9
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 3
|description= Used as combo filler, most notably after a Kohou A break in the corner. The chip ain't half bad as a last resort kill sealer.
}}
{{AttackData-Garou
|version=D
|Damage=8, 10
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-7
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 4
|description=  Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.<br><br> Potentially decent as anti-air GC, but mind them going for an air JD as a response. The second hit will whiff on ALL crouching opponents on the ground, even Tizoc!
<gallery class="mw-collapsible">
  Garou Marco 236D.png|
  Garou Marco 236D 1.png|
  Garou_Marco 236D 2.png|
  Garou_Marco_236D_3.png|
</gallery>
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Kohou (623P)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
| name=Kohou
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''13''' || '''KD''' || '''-19'''
| input=623A/C (Break OK)
|-
| subtitle=
| [[File:qcb.gif]] + [[File:snkd.gif]] '''break''' || '''13''' || '''KD''' || '''+12'''
| image=Garou Marco 623A.png
|}
| caption=
| linkname=
| data =
<gallery class="mw-collapsible">
  Garou Marco 623A.png|
  Garou Marco 623A 1.png|Does not come out when braked
</gallery>
  {{AttackData-Garou
  | subtitle          =
  | version          =A
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-19
  | Feint Cancel      =
  | Cancel on Hit     =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      = Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky.
  }}
  {{AttackData-Garou
  | header            =
  | subtitle          =
  | version          =A Break
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =+2
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      = Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD.
  }}
  {{AttackData-Garou
  | subtitle          =
  | version          =C
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-29
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      =
  }}
  {{AttackData-Garou
  | header            =
  | subtitle          =
  | version          =C Break
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =0
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      = A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. There's no I frames so as a DP it might trade, however you can guard cancel into it. You move more forward during the startup, giving more reach and being more risky than the A version.
  }}
}}


<br>
===== <span class="invisible-header">Harai (214A/B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Marco 214A.png
|image2=Garou Marco 214B.png
|name=Harai
|input= 214A/B
|subtitle=
|caption=A
|caption2=B
|data= Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short.
{{AttackData-Garou
|subtitle=Jou-dan (High/Mid)
|version=A
|Damage=15
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= The A version counters mid/high attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.
|-
<gallery class="mw-collapsible">
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
  Garou Marco 214A 1.png|Startup upper-body invincibility
|-
</gallery>
| [[File:qcf.gif]] + [[File:snkd.gif]] || '''9''' || '''KD''' ||  
}}
|}
{{AttackData-Garou
|subtitle=Ge-dan (Low)
|version=B
|Damage=15
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= The B version counters low attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.


<br>
1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.
<gallery class="mw-collapsible">
  Garou Marco 214B 1.png|Startup lower-body invincibility
</gallery>
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Ryuu-sen Ken ([C])</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Garou Marco -C-_1.png
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]] || '''6''' || '''KD''' || '''-51'''
|name=Ryuu-sen Ken
|}
|input= [C]
|subtitle=
|caption=Startup lower-body invincibility
|data=
You need to hold C to charge this, so it's kinda risky and gimmicky.<br><br>
You can't use all of the following:<br>
-Your C fireball<br>
-Your C DP<br>
-C Haou Shoukou Ken<br>
-Your ability to grab (you can still tech with D though)<br>
-Feint<br>
-Ryuuko Ranbu<br>
-TOP attack<br><br>
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender. <br>
{{AttackData-Garou
|version=120F
|subtitle=2 Second Charge
|Damage=15
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=12
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=
<gallery class="mw-collapsible">
  Garou Marco -C-.png|
</gallery>
}}
{{AttackData-Garou
|version=240F
|subtitle=4 Second Charge
|Damage=18
|Guard=<span style="color:#ff0000;">Mid</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=
<gallery class="mw-collapsible">
  Garou Marco -C- LV2.png|
</gallery>
}}
{{AttackData-Garou
|version=480F
|subtitle=8 Second Charge
|Damage=22
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9
|description=
<gallery class="mw-collapsible">
  Garou Marco -C- LV3.png|
</gallery>
}}
{{AttackData-Garou
|version=960F
|subtitle=16 Second Charge
|Damage=10, 10, 10
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=11
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×3
|description=Travels really far so sometimes a decent burst option or for a GC against projectiles
<gallery class="mw-collapsible">
  Garou Marco -C- LV4.png|
</gallery>
}}
}}


<br>
===== <span class="invisible-header">Ko-sen Kyaku ([D])</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Marco -D-_1.png
|name=Ko-sen Kyaku
|input= [D]
|subtitle=
|caption=Startup upper-body invincibility
|data=
Requires holding down the D button to charge. Like Ryuu-sen Ken, but less risk and less reward, you don't lose much outside of:<br>
-Sweep<br>
-A Great jump-in<br>
-TOP attack<br>
-Kyokugen Ko Hou<br>
-And a situational special move<br><br>


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).<br>
|-
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. <br><br>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{AttackData-Garou
|-
|version=120F
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''6''' || '''KD''' || '''-14'''
|subtitle=2 Second Charge
|}
|Damage=15
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=
<gallery class="mw-collapsible">
  Garou Marco -D-.png|
</gallery>
}}
{{AttackData-Garou
|version=240F
|subtitle=4 Second Charge
|Damage=18
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=
<gallery class="mw-collapsible">
  Garou Marco -D- LV2.png|
</gallery>
}}
{{AttackData-Garou
|version=480F
|subtitle=8 Second Charge
|Damage=22
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9
|description=
<gallery class="mw-collapsible">
  Garou Marco -D- LV3.png|
</gallery>
}}
{{AttackData-Garou
|version=960F
|subtitle=16 Second Charge
|Damage=10, 10, 10
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×3
|description=
<gallery class="mw-collapsible">
  Garou Marco -D- LV4.png|
</gallery>
}}
}}


<br>
===Super Moves===
===== <span class="invisible-header">Haou Shoukou Ken (236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =Garou Marco 236236A.png
|image2=Garou Marco 236236C.png
|name  =Haou Shoukou Ken
|input  =236236A/C (S/P Power)
|caption=A
|caption2=C
|data= Beware that this looks bigger than it really is. Easier to hit all it's damage than with Kyokugen Kohou, as this is harder to miss all the hits with.
<br> <br>
{{AttackData-Garou
|version =A
|Damage=33
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-16
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=15
|description= Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG.


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
1~7F full-body invincibility.  <br>
|-
}}
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{AttackData-Garou
|-
|header =
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] || '''0''' || '''KD''' || '''-33'''
|version =C
|}
|Damage=14, 14, 14, 14
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=6×4
|description= Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B, most easily done as a T.O.P. confirm.


<br>
1~9F full-body invincibility.
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Kyokugen Kohou (236236K)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image =Garou Marco 236236B.png
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] || '''0''' || '''KD''' || '''-32'''
|image2=Garou Marco 236236D.png
|}
|name  =Kyokugen Kohou
</center>
|input  =236236B/D (S/P Power)
|caption=B
|caption2=D
|data=
{{AttackData-Garou
|version =B
|Damage=7×7
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-44
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=5×2, 3×5
|description= Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air.


1~4F full-body invincibility.
<gallery class="mw-collapsible">
  Garou Marco 236236B.png|
  Garou Marco 236236B 1.png|
  Garou Marco 236236B 2.png|
</gallery>
}}
{{AttackData-Garou
| header =
|version =D
|Damage=9×2, 7×8
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-56
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10×2, 3×8
|description= Similar in function to the B version, but does more damage and more hits. Typically used when you need the extra damage for the kill.


{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
1~5F full-body invincibility.  
|-
<gallery class="mw-collapsible">
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
  Garou Marco 236236D.png|
|-
  Garou Marco 236236D 1.png|
| Close [[File:Snka.gif]] || '''4''' || '''+6''' || '''+6'''
  Garou Marco 236236D 2.png|
|-
</gallery>
| Close [[File:Snkb.gif]] || '''4''' || '''+4''' || '''+4'''
}}
|-
}}
| Close [[File:Snkc.gif]] || '''7''' || '''-4''' || '''-4'''
|-
| Close [[File:Snkd.gif]] || '''5''' || '''-9''' || '''-9'''
|-
| Far [[File:Snka.gif]] || '''3''' || '''+4''' || '''+4'''
|-
| Far [[File:Snkb.gif]] || '''5''' || '''-4''' || '''-4'''
|-
| Far [[File:Snkc.gif]] || '''11''' || '''-5''' || '''-5'''
|-
| Far [[File:Snkd.gif]] || '''11''' || '''-7''' || '''-7'''
|-
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''+6''' || '''+6'''
|-
| [[File:down.gif]] [[File:Snkb.gif]] || '''4''' || '''+5''' || '''+5'''
|-
| [[File:down.gif]] [[File:Snkc.gif]] || '''5''' || '''-5''' || '''-5'''
|-
| [[File:down.gif]] [[File:Snkd.gif]] || '''8''' || '''KD''' || '''-5'''
|-
| [[File:Snka.gif]] + [[File:Snkb.gif]] || '''24''' || '''0''' || '''+6'''
|-
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || '''9''' || '''-6''' || '''0'''
|-
| [[File:f.gif]] + [[File:Snka.gif]] || '''15''' || '''+6''' || '''+6'''
|-
| [[File:qcf.gif]] + [[File:Snka.gif]] || '''9''' || '''KD''' || '''-5'''
|-
| [[File:qcf.gif]] + [[File:Snkc.gif]] || '''9''' || '''KD''' || '''-5'''
|-
| [[File:Qcf.gif]] + [[File:Snkb.gif]] || '''10''' || '''KD''' || '''-8'''
|-
| [[File:Qcf.gif]] + [[File:Snkd.gif]] || '''7''' || '''KD''' || '''-7'''
|-
| [[File:qcb.gif]] + [[File:Snka.gif]] || '''2''' || '''KD''' || '''N/A'''
|-
| [[File:qcb.gif]] + [[File:Snkb.gif]] || '''3''' || '''KD''' || '''N/A'''
|-
| [[File:dp.gif]] + [[File:Snka.gif]] || '''4''' || '''KD''' || '''-19'''
|-
| [[File:dp.gif]] + [[File:Snka.gif]] (Break) || '''4''' || '''KD''' || '''+2'''
|-
| [[File:dp.gif]] + [[File:Snkc.gif]] || '''4''' || '''KD''' || '''-29'''
|-
| [[File:dp.gif]] + [[File:Snkc.gif]] (Break) || '''4''' || '''KD''' || '''0'''
|-
| ch. [[File:Snkc.gif]] lv1 || '''12''' || '''KD''' || '''-9'''
|-
| ch. [[File:Snkc.gif]] lv2-3 || '''14''' || '''KD''' || '''-9'''
|-
| ch. [[File:Snkc.gif]] lv4 || '''11''' || '''KD''' || '''-11'''
|-
| ch. [[File:Snkd.gif]] || '''14''' || '''KD''' || '''-8'''
|-
| ch. [[File:Snkd.gif]] lv4 || '''14''' || '''KD''' || '''-6'''
|-
| [[File:Snkc.gif]][[File:Snkd.gif]] || '''10''' || '''KD''' || '''-24'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]] + [[File:Snka.gif]] || '''17''' || '''KD''' || '''-16'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]] + [[File:Snkc.gif]] || '''8''' || '''KD''' || '''-24'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]] + [[File:Snkb.gif]] || '''0''' || '''KD''' || '''-44'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]] + [[File:Snkd.gif]] || '''0''' || '''KD''' || '''-56'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] lv1 || '''0''' || '''KD''' || '''-42'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] lv2-3 || '''0''' || '''KD''' || '''-48'''
|-
| [[File:Qcf.gif]], [[File:Qcf.gif]], [[File:qcf.gif]] + [[File:Snkc.gif]] lv4 || '''3''' || '''KD''' || '''-40'''
|-
|}
Data from [http://www14.ocn.ne.jp/~yosimizu/garoumowmarco.htm Howard's Arena]


=Attack Notes=
===== <span class="invisible-header">Ryuuko Ranbu (236236236C)</span> =====
Jumping D is Khushnood's best jump-in, and only crossup normal. Jumping A is a good air-to-air, and D is his usual move after a air JD.<BR>
<font style="visibility:hidden" size="0"></font>
The qcf+B is high risk; be certain to confirm it will hit or you will eat a super in recovery. With that said, sc.D xx qcf+B will be your main bread'n'butter combo and punisher. <BR>
{{MoveData
None of Khushnood's light attacks (A's and B's) are cancellable. The only cancellable normals are crouching C, the first hit of close standing C, close standing D, and far standing D (on block/JD only). <BR>
|image =Garou Marco 236236236C LV1.png
Two air chains: B>A, and B>C. Forget about B>C entirely; the C will whiff on all standing opponents, and attempting it will leave you vulnerable. The only reason to even try it if your opponent wants to jump and Just Defend your attack, or you are attempting a throw. The B>A chain will only connect on tall standing characters. It is recommended you stick to D for all jump-ins that aren't an attempted throw setup.<BR>
|image2=Garou Marco 236236236C LV3.png
Kushnood has a serious problem with randomness. Two of his major forces, the kick super and dragon punch, can hit and not juggle them off the ground as normally expected, and leave you very vulnerable. While many possibilities exist to link his weak attacks into dragon punches and kick supers, it is recommended to stick with the ones listed in the basic combos to avoid this random factor. When creating your own combos, practice when the range is known, such as using a point blank meaty attack, after a crossup, or cornered. When the range isn't so precise, avoid links to the dragon punch and super dragon punch.<BR>
|image3=Garou Marco 236236236C LV4.png
The frame advantage on his AB overhead attack is very important. On block, you have massive advantage, and Kushnood is one of the only two characters with a safe overhead even on hit (+0, even frame advantage). This also means that any AB overhead that hits as a meaty will link to a kick super or hidden C super (lvl 1-3). So after a knock down, get in close and time a very meaty AB overhead. If you time it to whiff, you can bait wake up anti-air supers from Hotaru, B. Jenet, Gato, and other Kushnoods for sure. If you time it as a very meaty hit, you will have massive frame advantage if blocked, and a free super if hit.
|name  =Ryuuko Ranbu
|input  =236236236C <br>(Press C rapidly)
|caption=Level 1/2
|caption2=Level 3
|caption3=Level 4
|data= A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect.
{{AttackData-Garou
|version = Lvl.1
|Damage=4×13
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-42
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×13
|description= TRASH super. Mash more next time.  


=Combos=
1~3F full-body invincibility.
===Anywhere===
Jumping HK-->Standing HK-->QCF+LK<BR>
Jumping HK-->Standing HK-->QCFx2+P (Recommended as his Kick super might not connect)<BR>
St. HK or Cr. HP or UAA-->QCFx2+LP<BR>


===Corner only===
No extra presses (C x1).
Jumping HK-->Standing HK-->F, D, DF+P, Break-->QCF+HP<BR>
}}
Jumping HK-->Standing HK-->F, D, DF+LP, Break-->QCF+LK-->QCFx2+K<BR>
{{AttackData-Garou
|version =Lvl.2
|Damage=4×19
|Guard=Mid (Low on 7th hit)
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-48
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×19
|description= You still didn't mash enough, so this came out.


Even though it looks like the kick super won't connect; it will so long as you input it as Butt is recovering from the QCF+LK.
1~3F full-body invincibility.


=T.O.P. Notes=
C x3-6 (2-5 extra button presses during blackout).
To Come.
}}
{{AttackData-Garou
|version =Lvl.3
|Damage=4x16, 5x6
|Guard=Mid (Low on the 7th hit)
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-48
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×22
|description= Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions).


=Overall Strategy=
1~3F full-body invincibility.
To come.


=Matchup Notes=
C x7-9 (6-8 extra button presses during blackout).
To come.  
}}
{{AttackData-Garou
|header =
|version =Lvl.4
|Damage=8×6, 6×5, 7
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=4
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-40
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8×6, 5×6
|description=The strongest super Marco has, the fireballs disappear quickly and at a short range.


=Advanced Tactics=
1~9F full-body invincibility.
One option for play is to always have C held down and charged. A charged 'C' attack is an amazing tool to have at your disposal, allowing almost full screen punishment with super level damage.<BR>
Pros:<BR>
*Very fast, full screen punishment of slow whiffs<BR>
*Amazing damage<BR>
*Super easy Guard Cancels<BR>
*Combo'able from any cancel move or juggle<BR>
<BR>
Cons:<BR>
*Lose C attacks. <BR>
*Lose feints.<BR>
<BR>
Since the B super should be used far more than any other super, both for combos and as anti-air, losing the hidden super and C fireball super is very acceptable when you get a much easier to combo, no meter, super-level damage attack in a fully charged C release. Loss of the c.C, sc.C, and dp+C is is a little more of a dent, but, in my opinion, well worth it. Because of distance issues with the kick super and dp+P moves, feints are close to worthless. Khushnood will continue to have his pressure arsonal available, trading in a couple of rarely used moves for one very strong, easy to use move.<BR>
<BR>
All of the comments and strategies listed for a charged C release also apply to a charged D release. However, continuing to hold D down in a fight is just too costly. You lose Kushnood's best jump-in and his best up close, cancellable normal. This trade off is just not worth it.


=Charged C Release Notes=
C x10+ (9+ extra button presses during blackout).  
With a startup time of 11 to 14 frames, this is not a move you can link into. Because of the precious time needed to charge, it should only be used when guaranteed. You should not waste a single moment worrying if you never released C during a round; you made sure it wasn't wasted, and after getting hit by it just once, your opponent will know it's waiting to strike. <br>
}}
Using the C release as a guard cancel attack is a lot of fun, and putting the fear of attacking into your opponent will only help your pressure and rushdown game. Because of the 11 to 14 frame startup, and lack of invulnerability, you cannot expect to use it on every single guard cancel. Using it to guard cancel non-crossup jump-ins is very good, unless the opponent has air chains; you'll see this most against Gato's constant j.B>j.A jumpin, when you'll lose your charge and get punched in the face. You also want to have the Guard Cancel happen at the last hit of multi-hit attacks. Releasing C after JD'ing the first hit of B. Jenet's ground tornado projectile should get you laughed and ridiculed for losing a charge and taking damage when you could have just held the stick and blocked to keep both your charge and your health. JD'ing all three hits and guard canceling the last into the released C is a much better option. <br>
}}


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




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

Latest revision as of 03:11, 11 March 2025

Introduction

Marco Rodriguez. Also known as Marco Rodrigues when using Portuguese spelling. Otherwise known for his English localized name -- Khushnood Butt.

Gameplay

Khushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.

Strengths Weaknesses
  • Good offensive pressure and damaging conversions, even without meter
  • Safe on block break move that can be easily comboed into
  • Best fireball in the game; travels very fast, does high damage, and does even more damage while knocking down up close
  • Relatively fast command normal overhead that can lead to a full combo
  • Need to be able to guard cancel in order to have a stronger defense
  • Lacks far-reaching cancellable normals (besides being able to renda cancel his st.A/cr.B)
MOTW Butt Art.png



Character Colors

Marcocolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.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 Marco Stand.png Garou Marco Crouch.png Garou Marco Dash.png Garou Marco Jump.png
35F

Close Standing Normals

Close 5A

c.5A
Garou Marco c5A.png
Damage Guard Startup Active Recovery Total
5 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X / ∞ X / ∞ 4

Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo.

Close 5B

c.5B
Garou Marco c5B.png
Damage Guard Startup Active Recovery Total
6 Mid 4 4 7 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X 4

The last 3F of recovery has full-body invincibility.


Close 5C

c.5C
Garou Marco c5C.png
Garou Marco c5C 1.png
Damage Guard Startup Active Recovery Total
5, 5 Mid 7 1, 《2》, 4 21 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 3, 3

Not very good, cancel first hit into something else if you don't end up grabbing.


Close 5D

c.5D
Garou Marco c5D.png
Damage Guard Startup Active Recovery Total
10 Mid 5 4 26 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 5

Leads to big damage combos


Far Standing Normals

Far 5A

f.5A
Garou Marco f5A.png
Damage Guard Startup Active Recovery Total
5 Mid 3 4 7 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X / ∞ X / ∞ 4

Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and for pressure/jab link combos off of close standing A

Far 5B

f.5B
Garou Marco f5B.png
Damage Guard Startup Active Recovery Total
7 Mid 5 3 16 24
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 X X 4

An ok poke with no conversions.

Far 5C

f.5C
Garou Marco f5C.png
Damage Guard Startup Active Recovery Total
12 Mid 11 5 21 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X 5

A mostly worse cr.d with a bit better damage, long range but punishable by some supers on hit, and has little reward.

Far 5D

f.5D
Garou Marco f5D.png
Damage Guard Startup Active Recovery Total
14 Mid 11 4 24 39
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 X 5

Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum.

Whiffs on crouching opponents.


Crouching Normals

2A

2A
Garou Marco 2A.png
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 X / ∞ X / ∞ 4

A solid jab up close for pressure or to beat out someone else with it's speed

2B

2B
Garou Marco 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 X / ∞ X / ∞ 4

More or less cr.a but a bit better due to the slightly better damage and hitting low.

2C

2C
Garou Marco 2C.png
Garou Marco 2C 1.png
Damage Guard Startup Active Recovery Total
9 Mid 5 1, 《1》, 2 22 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 5

A decent anti-air

2D

2D
Garou Marco 2D.png
Damage Guard Startup Active Recovery Total
10 Low 8 4 22 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 X X 5

A solid sweep, your farthest reaching grounded normal.

Jumping Normals

jA

j.A
Garou Marco jA.png
Damage Guard Startup Active Recovery Total
6 High 5 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Your go to air to air given it's quick startup and decent range.

jB

j.B
Garou Marco jB.png
Damage Guard Startup Active Recovery Total
6 High 9 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

A ton of active frames, can cross up and beat some anti airs

Neutral or back hop B can beat out an upper-body evasion attack.


jC

j.C
Garou Marco jC.png
Damage Guard Startup Active Recovery Total
9 High 12 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Only use it as an air mixup due to it's slower startup.

jD

j.D
Garou Marco jD.png
Damage Guard Startup Active Recovery Total
9 High 9 7 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.


Command Normals

Kyokugen Hiji (6A)

Kyokugen Hiji
6A
Garou Marco 6A.png
Damage Guard Startup Active Recovery Total
12 Overhead 15 1 14 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X 9

Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Marco 5AB.png
Damage Guard Startup Active Recovery Total
10 Overhead 24 5 14 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 +6 X X 6

Much worse overhead option than the command light punch.

Longer range to help open someone up, but it converts into nothing and is much slower.

Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Marco 2AB.png
Damage Guard Startup Active Recovery Total
10 Mid 9 3 22 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 0 X 6

1~6F upper-body invincibility.


T.O.P. Attack (CD)

Zanretsuken (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Marco CD.png
Damage Guard Startup Active Recovery Total
2x8, 15 (base damage) Mid 10 - 20~ -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 2×8, 9

One of the better T.O.P moves, has:


Respectable damage by itself

Used in some counter hit juggle combos

Used in chip kill scenarios

Potentially useful as GC bait

A single hit usually also launches them high, whether it's one hit or all of them, it always results in a hard knockdown, this sets up no oki or combos but at least returns to neutral.

Throws

Ground Throw

Kyokugen Zu Tsuki
Headbutt
Close 4/6C
Garou Marco Throw.png
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+64 - - - -

A standard throw to open opponents up. Has good corner carry.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Marco 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 Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A.


Down Feint (2AC)
2A+C
Down Feint
Garou Marco 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 Kohou (and its break version) or Kyokugen Kohou.


Special Moves

Ko-ou Ken (236P)

Ko-ou Ken
236A/C
Garou Marco 236A.png
The damage and guard crush values in parentheses are at short-range.

Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.

It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).

Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
A Damage Guard Startup Active Recovery Total
13(18) Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 7(8)
C Damage Guard Startup Active Recovery Total
14(22) Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 8(9)
Hien Shippu Kyaku (236K)

Hien Shippu Kyaku
236B/D
Garou Marco 236B.png
B
Garou Marco 236D.png
D
Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.
B Damage Guard Startup Active Recovery Total
8, 9 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 4, 3

Used as combo filler, most notably after a Kohou A break in the corner. The chip ain't half bad as a last resort kill sealer.

D Damage Guard Startup Active Recovery Total
8, 10 Mid 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 4, 4

Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.

Potentially decent as anti-air GC, but mind them going for an air JD as a response. The second hit will whiff on ALL crouching opponents on the ground, even Tizoc!

Kohou (623P)

Kohou
623A/C (Break OK)
Garou Marco 623A.png
A Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - 7

Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky.

A Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +2 - - 7

Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD.

C Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - 7
C Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 7

A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. There's no I frames so as a DP it might trade, however you can guard cancel into it. You move more forward during the startup, giving more reach and being more risky than the A version.

Harai (214A/B)

Harai
214A/B
Garou Marco 214A.png
A
Garou Marco 214B.png
B
Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short.
A
Jou-dan (High/Mid)
Damage Guard Startup Active Recovery Total
15 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - 7

The A version counters mid/high attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.

4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.

B
Ge-dan (Low)
Damage Guard Startup Active Recovery Total
15 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - 7

The B version counters low attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.

1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.

Ryuu-sen Ken ([C])

Ryuu-sen Ken
[C]
Garou Marco -C- 1.png
Startup lower-body invincibility
You need to hold C to charge this, so it's kinda risky and gimmicky.

You can't use all of the following:
-Your C fireball
-Your C DP
-C Haou Shoukou Ken
-Your ability to grab (you can still tech with D though)
-Feint
-Ryuuko Ranbu
-TOP attack

Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender.
120F
2 Second Charge
Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 7
240F
4 Second Charge
Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 8
480F
8 Second Charge
Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 9
960F
16 Second Charge
Damage Guard Startup Active Recovery Total
10, 10, 10 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 4×3

Travels really far so sometimes a decent burst option or for a GC against projectiles

Ko-sen Kyaku ([D])

Ko-sen Kyaku
[D]
Garou Marco -D- 1.png
Startup upper-body invincibility
Requires holding down the D button to charge. Like Ryuu-sen Ken, but less risk and less reward, you don't lose much outside of:
-Sweep
-A Great jump-in
-TOP attack
-Kyokugen Ko Hou
-And a situational special move

Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos.

120F
2 Second Charge
Damage Guard Startup Active Recovery Total
15 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8
240F
4 Second Charge
Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8
480F
8 Second Charge
Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 9
960F
16 Second Charge
Damage Guard Startup Active Recovery Total
10, 10, 10 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 4×3

Super Moves

Haou Shoukou Ken (236236P)

Haou Shoukou Ken
236236A/C (S/P Power)
Garou Marco 236236A.png
A
Garou Marco 236236C.png
C
Beware that this looks bigger than it really is. Easier to hit all it's damage than with Kyokugen Kohou, as this is harder to miss all the hits with.

A Damage Guard Startup Active Recovery Total
33 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - 15

Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG.

1~7F full-body invincibility.

C Damage Guard Startup Active Recovery Total
14, 14, 14, 14 Mid 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 6×4

Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B, most easily done as a T.O.P. confirm.

1~9F full-body invincibility.

Kyokugen Kohou (236236K)

Kyokugen Kohou
236236B/D (S/P Power)
Garou Marco 236236B.png
B
Garou Marco 236236D.png
D
B Damage Guard Startup Active Recovery Total
7×7 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -44 - - 5×2, 3×5

Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air.

1~4F full-body invincibility.

D Damage Guard Startup Active Recovery Total
9×2, 7×8 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -56 - - 10×2, 3×8

Similar in function to the B version, but does more damage and more hits. Typically used when you need the extra damage for the kill.

1~5F full-body invincibility.

Ryuuko Ranbu (236236236C)

Ryuuko Ranbu
236236236C
(Press C rapidly)
Garou Marco 236236236C LV1.png
Level 1/2
Garou Marco 236236236C LV3.png
Level 3
Garou Marco 236236236C LV4.png
Level 4
A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect.
Lvl.1 Damage Guard Startup Active Recovery Total
4×13 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -42 - - 3×13

TRASH super. Mash more next time.

1~3F full-body invincibility.

No extra presses (C x1).

Lvl.2 Damage Guard Startup Active Recovery Total
4×19 Mid (Low on 7th hit) 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - 3×19

You still didn't mash enough, so this came out.

1~3F full-body invincibility.

C x3-6 (2-5 extra button presses during blackout).

Lvl.3 Damage Guard Startup Active Recovery Total
4x16, 5x6 Mid (Low on the 7th hit) 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - 3×22

Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions).

1~3F full-body invincibility.

C x7-9 (6-8 extra button presses during blackout).

Lvl.4 Damage Guard Startup Active Recovery Total
8×6, 6×5, 7 Mid 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -40 - - 8×6, 5×6

The strongest super Marco has, the fireballs disappear quickly and at a short range.

1~9F full-body invincibility.

C x10+ (9+ extra button presses during blackout).


Game Navigation

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Rock
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