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{{MOTW Character Subnav |name= |sub=1}}
{{MOTW Character Intro|char=Freeman |content=


[[File:Freeman.PNG|right]]
[[File:Freeman.PNG|right]]
{{TOClimit|3}}


==Introduction==
==Introduction==
Line 9: Line 8:
Later,in KOF 12 Iori based his new non-flame moveset about him.
Later,in KOF 12 Iori based his new non-flame moveset about him.


{|
== Gameplay ==
|-style="text-align:left;"
{{Content Box|content=
! Pros !! Cons
'''Freeman's''' gameplan is to use his good movement and normals to establish pressure with his rekkas.
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
{{ProConTable
* Many fast, safe/adv. Buttons for poking and pressure
|pros=
* Rekkas are very versitile, uses for combos, pressure, poking and meter building all very effectively.
* '''Many fast, safe/adv. Buttons for poking and pressure'''
*Basic but reliable damage output from all convertable hits.
* '''Rekkas are very versitile, uses for combos, pressure, poking and meter building all very effectively.'''
* Full Force is a strong S-Power
* '''Basic but reliable damage output from all convertable hits.'''
| style="width: 50%;"|
* '''Full Force is a strong S-Power'''
* A lot of useless or bad specials, including his TOP move and one of his supers
|cons=
* Low Defense Ratio
* '''A lot of useless or bad specials, including his TOP move and one of his supers'''
* Limited reliable options vs. Jumpers
* '''Low Defense Ratio'''
* Comparatively short and limited conversions, even if rewarding.
* '''Limited reliable options vs. Jumpers'''
|-
* '''Comparatively short and limited conversions, even if rewarding.'''
|}
 
}}
}}
}}
 
 
 


'''Character Colors'''
'''Character Colors'''

Revision as of 05:26, 18 January 2023

Freeman.PNG

Introduction

A Criminal in Second South that had a similar look about a fusion of Iori and Benimaru.

Later,in KOF 12 Iori based his new non-flame moveset about him.

Gameplay

Freeman's gameplan is to use his good movement and normals to establish pressure with his rekkas.

Strengths Weaknesses
  • Many fast, safe/adv. Buttons for poking and pressure
  • Rekkas are very versitile, uses for combos, pressure, poking and meter building all very effectively.
  • Basic but reliable damage output from all convertable hits.
  • Full Force is a strong S-Power
  • A lot of useless or bad specials, including his TOP move and one of his supers
  • Low Defense Ratio
  • Limited reliable options vs. Jumpers
  • Comparatively short and limited conversions, even if rewarding.
MOTW Freeman Art.png



Character Colors

Freemancolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and Howard's Arena

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.

Close Standing Normals

Cl. Kof.lp.png
Garou Freeman cl.A.jpg
Kof.lp.png Damage Guard Startup Active Recovery Total
4 4 4 4 5 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes -

Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless.

Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
9 9 4 4 11 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No -
Kof.lp.png>Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
9 8 3 3 17 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 No No -

The automatic sequance from c.a. Bad damage and you're minus in hit, never do this

Cl. Kof.lk.png
Garou Freeman cl.B.jpg
Damage Guard Startup Active Recovery Total
6 4 3 4 5 12
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes -

Very fast, advantagous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.

Cl. Kof.sp.png
Garou Freeman cl.C.jpg
Damage Guard Startup Active Recovery Total
10 - 7 3 25 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 Yes Yes -

very unsafe naturally, but fcing it makes it very plus znd helpful for punishes

Cl. Kof.sk.png
Garou Freeman cl.D-1.jpg
Garou Freeman cl.D-2.jpg
Damage Guard Startup Active Recovery Total
6,6 3,3 4 3,3 20 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 Yes (1st hit) Yes (1st hit) -

Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.

Far Standing Normals

Far Kof.lp.png
Garou Freeman s.A.jpg
Damage Guard Startup Active Recovery Total
5 4 4 4 12 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 Yes Yes -

Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre

Far Kof.lk.png
Garou Freeman s.B.jpg
Damage Guard Startup Active Recovery Total
7 4 5 4 16 25
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 Yes Yes -

Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often

Far Kof.sp.png
Garou Freeman s.C-1.jpg
Garou Freeman s.C-2.jpg
Damage Guard Startup Active Recovery Total
14 5 9 3(2)4 11 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 No No -

One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.

Far Kof.sk.png
Garou Freeman s.D.jpg
Damage Guard Startup Active Recovery Total
- - 8 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 No Yes -

Crouching Normals

Cr. Kof.lp.png
Garou Freeman cr.A.jpg
Damage Guard Startup Active Recovery Total
- - 5 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes -

Cr. Kof.lk.png
Garou Freeman cr.B.jpg
Damage Guard Startup Active Recovery Total
6 4 4 4 6 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes -

Your typical crouching b, which means its great for pressure, combos and poking. Self-chainable and combos into rekkas and 236236P

Cr. Kof.sp.png
Garou Freeman cr.C.jpg
Damage Guard Startup Active Recovery Total
10 5 6 2 15 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes -

Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like 236A. Has decent range and good ground priority.

Cr. Kof.sk.png
Garou Freeman cr.D.jpg
Damage Guard Startup Active Recovery Total
- - 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 No No -

Jumping Normals

Jump Kof.lp.png
Garou Freeman j.A.jpg
Damage Guard Startup Active Recovery Total
6 4 4 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Quick air move with decent hitbox for meeting opponents in the air

Jump Kof.lk.png
Garou Freeman j.B.jpg
Damage Guard Startup Active Recovery Total
6 4 5 9 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke

Jump Kof.sp.png
Garou Freeman j.C.jpg
Damage Guard Startup Active Recovery Total
10 5 9 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox

Jump Kof.sk.png
Garou Freeman j.D.jpg
Damage Guard Startup Active Recovery Total
- - 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Command Normals

St. Kof.lp.pngKof.lk.png
Garou Freeman AB.jpg
Damage Guard Startup Active Recovery Total
10 6 21 3 17 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - - -

Cr. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
10 6 8 3 20 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 +2 Yes No -

1-6f of upper body invuln.

T.O.P. Attack
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- 25 16 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - -

Freeman slashes above, from the front to the back. Too slow to serve as an anti air, and ots high guard damage doesnt mean much when its very unsafe on block. You could space it to make it harder to punish but you shouldnt use it for pressure to begin with. Pretty bad TOP move.

Throws

Close B.png/F.png+Kof.sp.png
Garou Freeman Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Typical throw with no particular characteristics

Feint Cancels

F.png+Kof.lp.png+Kof.sp.png
Garou Freeman ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

D.png+Kof.lp.png+Kof.sp.png
Garou Freeman DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Special Moves

V.O.D.
Qcb.png + Kof.lp.png * 3
Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - -
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strenght (For example, Freeman can do 214a214a214c as a string).
  • Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.

The first part of Freeman's light rekkas, is +1 on block and starts up rekka offense.

Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 0 - - -

The second hit of Freeman's rekkas. Only 0 on block and with generous cancel timing, its great for pressure and combos. Also Freeman's only low rekka. Can be cancelled into from the rekka starter on whiff as well.

Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - -

Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.

V.O.D.
Qcb.png + Kof.sp.png * 3
Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
8 - 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - -
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strenght (For example, Freeman can do 214a214a214c as a string).
  • Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral

Slower and more unsafe with no real benefit.

Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
8 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 - - -

Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.

Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
8 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - -

Final hit of Freeman's heavy rekkas. Actually better then the light ender, since it launches opponents into the air for a knockdown, landing closer. Also much more safe, so used to end pressure safely.

Nightmare
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
17 - 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - -

Freeman slides back a short distance before dashing with a slash attack. Has a lot of upper-body invul frames in its startup(1-12f), which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals

Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
21 - 26 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - -

Crow
Qcb.png+Kof.lk.png/Kof.sk.png
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
17 - 29 4,4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - -

Leaps to the air to do a slow,overhead attack. The slow startup combined with the low reward makes this move never worth using.

Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
19 - 41 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - -

Phobia
Dp.png+Kof.lp.png/Kof.sp.png
Dp.png+Kof.lp.png Damage Guard Startup Active Recovery Total
18 - 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - -

Anti-air slash, but quite too slow to be reliable, evem with upper-body invul frames om startup (4-11f). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne

Dp.png+Kof.sp.png Damage Guard Startup Active Recovery Total
22 - 20 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - -

More damage and invul frames, as well as being safer, but even slower.

Morbid Angel
Hcf.png+Kof.lk.png
Hcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
21 - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Jumps in the air for a leaping, slow command grab that misses crouchers and fails close to the corner. Pretty shitty move as it's so hard to land and the reward isnt nearly worth. Switches sides

Hcf.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
21 - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+10 - - - -

Probably the worst brake move in the game. The reward is sctually very good but for the aformentioned reasons above you won't be able to rely on landing this move

Morbid Angel
Hcf.png+Kof.sk.png
Hcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
21 - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -
Hcf.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
21 - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+10 - - - -

Super Moves

Full Blast
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
33 - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - -

1-8F full body invul. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced.

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
46 - 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - -

More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent


Creeping Death
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
33 - 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

1-6f full body invuln, 8-39 full body counter Freemam's second super series - after a few frames of invulnerability, he afbsmces forward quickly, in a parry stance. Once hit, it guarantees a very damaging punish. Counters highs, mids and lows and is very consistent once triggered, although there's a frame where Freeman is totally defenseless. High-risk high-reward but a bit too slow to really rely on.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
44 - 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Attack Notes

His dash is different from the rest of the cast, if you maintain forward (forward neutral forward+hold) his dash will travel more distance.


You can alternate between rekka C and A, therefore it is recomended to always use the A version for the 3rd rekka as it is the safest one, and prefer the A version as well as 2nd since it hits low and has the best frame advantage.

Also note that if you are out of range, you can whiff cancel rekkas (karacancel), for example 2C > rekka A(whiff) karacancel 2nd rekka A (will combo with the 2C). It is also a blockstring on block.

A simple pressure string would be rekka A > rekka A > 2C > rekka A karacancel into rekka A.

You can make your opponent guess by delaying your rekkas or doing something else (mainly after the 2nd rekka A).


Other than his rekkas, his special moves are either unsafe or can be reacted to easily so it is not recommended to use them.


His far C is an amazing poke as it covers the air very well.


He is one of the few characters able to confirm his super via 3 lights midscreen : clB 2B stA Super (use the 2B 236AD 236A shortcut for easy execution).

Combos

Basic Combos

Crouching B 1~3 times (at least one if not at corner)-->QCB+A (x3)

Jumping C or D-->Down+AB-->QCB+C (x3)

Jumping C or D-->Standing C-->QCF+A

Jumping C or D-->Standing C-->QCFx2+P

Crouching B 1~3 times (at least one if not at corner)-->QCFx2+P

Advanced Combos

Jumping C or D-->Down+AB-Feint->Crouching C-->QCFx2+P (Better chance of working at the corner)
HCF+K, Break-->Standing C-Feint->Crouching C-->QCFx2+P

T.O.P. Notes

Freeman's TOP move is a barrier that surrounds his body. Recovery on the move is ok, but be cautious.

Basic Strategy

Freeman is a pure ground rushdown character based on quick and speedyful combos, your main objetive in far combat is to use your grab and break and in close combat to use your rekkas for pressure.

He is a bottom tier along with Tizoc due that his Break Shot and Feint Moves are more a tactic than a combo adding.

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

Advanced Tactics

In-depth video lecture on Freeman. Please use the timestamps to navigate the topics.


<https://youtu.be/nBjUODl3c40>

Matchup Notes

To come.

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