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

From SuperCombo Wiki
(Removed info to be put into separate pages in the header)
(Modified →‎Move List: section with additional frame data from JPN wiki)
Line 36: Line 36:


==Move List==
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and [http://www14.ocn.ne.jp/~yosimizu/garoumowfreeman.htm Howard's Arena]
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html


{{MOTW Legend}}
{{MOTW Legend}}
Line 50: Line 50:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Icon-SNK|A}}
  |version=Cl. {{Icon-SNK|A}}
  |Damage=4
  |Damage=4
  |Guard=4
  |Guard=HL
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
  |Recovery=5
  |Recovery=5
  |Total=
  |Total=13
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
Line 62: Line 62:
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless.
  |description=Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless.
Last 2F of recovery has full-body invincibility.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |Damage=9
  |Damage=4,9
  |Guard=9
  |Guard=HL
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
  |Recovery=11
  |Recovery=12
  |Total=
  |Total=20
  |Hit Adv=-1
  |Hit Adv=-1
  |Block Adv=-1
  |Block Adv=-1
Line 78: Line 80:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=4,9
  |description=
  |description= Target combo from cl.5A.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Icon-SNK|A}}>{{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}>{{Icon-SNK|A}}
  |Damage=9
  |Damage=4,9,8
  |Guard=8
  |Guard=HL
  |Startup=3
  |Startup=3
  |Active=3
  |Active=3
  |Recovery=17
  |Recovery=17
  |Total=
  |Total=23
  |Hit Adv=-5
  |Hit Adv=-5
  |Block Adv=-5
  |Block Adv=-5
Line 94: Line 96:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=4,9,9
  |description=The automatic sequance from c.a. Bad damage and you're minus in hit, never do this
  |description= Target combo from cl.5A. Bad damage and you're minus in hit, never do this
  }}
  }}
}}
}}
Line 109: Line 111:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=4
  |Guard=HL
  |Startup=3
  |Startup=3
  |Active=4
  |Active=4
Line 117: Line 119:
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=Yes
  |Feint Cancel=Yes
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes/chainable
  |Cancel on Block=Yes
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Very fast, advantagous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.
  |description=Very fast, advantagous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.
  }}
  }}
Line 134: Line 136:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=
  |Guard=HL
  |Startup=7
  |Startup=7
  |Active=3
  |Active=3
  |Recovery=25
  |Recovery=25
  |Total=
  |Total=35
  |Hit Adv=-7
  |Hit Adv=-7
  |Block Adv=-7
  |Block Adv=-7
Line 144: Line 146:
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=very unsafe naturally, but fcing it makes it very plus znd helpful for punishes
  |description=very unsafe naturally, but fcing it makes it very plus znd helpful for punishes
  }}
  }}
Line 160: Line 162:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6,6
  |Damage=6,6
  |Guard=3,3
  |Guard=HL
  |Startup=4
  |Startup=4
  |Active=3,3
  |Active=3,3
  |Recovery=20
  |Recovery=20
  |Total=
  |Total=30
  |Hit Adv=-2
  |Hit Adv=-2
  |Block Adv=-2
  |Block Adv=-2
Line 170: Line 172:
  |Cancel on Hit=Yes (1st hit)
  |Cancel on Hit=Yes (1st hit)
  |Cancel on Block=Yes (1st hit)
  |Cancel on Block=Yes (1st hit)
  |Guard Crush Value=
  |Guard Crush Value=3,3
  |description=Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.
  |description=Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.
  }}
  }}
Line 185: Line 187:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
|version=Far {{Icon-SNK|A}}
  |Damage=5
  |Damage=5
  |Guard=4
  |Guard=HL
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
  |Recovery=12
  |Recovery=12
  |Total=
  |Total=20
  |Hit Adv=-1
  |Hit Adv=-1
  |Block Adv=-1
  |Block Adv=-1
Line 196: Line 199:
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre
  |description=Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre
}}
{{AttackData-Garou
|version=Far {{Icon-SNK|A}}>{{Icon-SNK|A}}
|Damage=5,8
|Guard=HL
|Startup=3
|Active=3
|Recovery=17
|Total=23
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=No
|Cancel on Hit=No
|Cancel on Block=No
|Guard Crush Value=4,9
|description= Target combo from f.5A.
  }}
  }}
}}
}}
Line 211: Line 230:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=7
  |Damage=7
  |Guard=4
  |Guard=HL
  |Startup=5
  |Startup=5
  |Active=4
  |Active=4
Line 221: Line 240:
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often
  |description=Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often
  }}
  }}
Line 237: Line 256:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=14
  |Guard=5
  |Guard=HL
  |Startup=9
  |Startup=9
  |Active=3(2)4
  |Active=3,(2),4
  |Recovery=11
  |Recovery=11
  |Total=
  |Total=29
  |Hit Adv=+1
  |Hit Adv=+1
  |Block Adv=+1
  |Block Adv=+1
Line 247: Line 266:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.
  |description=One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.
  }}
  }}
Line 261: Line 280:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=14
  |Guard=
  |Guard=HL
  |Startup=8
  |Startup=8
  |Active=
  |Active=3
  |Recovery=
  |Recovery=20
  |Total=
  |Total=31
  |Hit Adv=-2
  |Hit Adv=-2
  |Block Adv=-2
  |Block Adv=-2
  |Feint Cancel=Yes (on Block)
  |Feint Cancel=Yes (on block)
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
Line 287: Line 306:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=4
  |Guard=
  |Guard=HL
  |Startup=5
  |Startup=5
  |Active=
  |Active=4
  |Recovery=
  |Recovery=6
  |Total=
  |Total=15
  |Hit Adv=+4
  |Hit Adv=+5
  |Block Adv=+4
  |Block Adv=+5
  |Feint Cancel=Yes
  |Feint Cancel=Yes
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes/chainable
  |Cancel on Block=Yes
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
Line 313: Line 332:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=4
  |Guard=L
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
  |Recovery=6
  |Recovery=6
  |Total=14
  |Total=14
  |Hit Adv=+4
  |Hit Adv=+5
  |Block Adv=+4
  |Block Adv=+5
  |Feint Cancel=Yes
  |Feint Cancel=Yes
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Your typical crouching b, which means its great for pressure, combos and poking. Self-chainable and combos into rekkas and 236236P
  |description=Your typical crouching b, which means its great for pressure, combos and poking. Self-chainable and combos into rekkas and 236236P
  }}
  }}
Line 338: Line 357:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=5
  |Guard=HL
  |Startup=6
  |Startup=6
  |Active=2
  |Active=2
Line 348: Line 367:
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like 236A. Has decent range and good ground priority.
  |description=Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like 236A. Has decent range and good ground priority.
  }}
  }}
Line 362: Line 381:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=L
  |Startup=10
  |Startup=10
  |Active=
  |Active=3
  |Recovery=
  |Recovery=28
  |Total=
  |Total=41
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-10
  |Block Adv=-10
Line 373: Line 392:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
Line 389: Line 408:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=4
  |Guard=H
  |Startup=4
  |Startup=4
  |Active=10
  |Active=10
Line 397: Line 416:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=No
  |Cancel on Block=
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Quick air move with decent hitbox for meeting opponents in the air
  |description=Quick air move with decent hitbox for meeting opponents in the air
  }}
  }}
Line 414: Line 433:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=4
  |Guard=H
  |Startup=5
  |Startup=5
  |Active=9
  |Active=9
Line 422: Line 441:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=No
  |Cancel on Block=
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke
  |description=More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke
  }}
  }}
Line 439: Line 458:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=5
  |Guard=H
  |Startup=9
  |Startup=9
  |Active=5
  |Active=5
Line 447: Line 466:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=No
  |Cancel on Block=
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox
  |description=Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox
Can beat out Upper-Body Evasive Attacks.
  }}
  }}
}}
}}
Line 463: Line 484:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=H
  |Startup=10
  |Startup=10
  |Active=
  |Active=6
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 472: Line 493:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=No
  |Cancel on Block=
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
Line 490: Line 511:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=6
  |Guard=H
  |Startup=21
  |Startup=21
  |Active=3
  |Active=3
  |Recovery=17
  |Recovery=17
  |Total=
  |Total=41
  |Hit Adv=-1
  |Hit Adv=-1
  |Block Adv=+5
  |Block Adv=+5
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=No
  |Cancel on Block=
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=6
  |description=
  |description=
  }}
  }}
Line 515: Line 536:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=6
  |Guard=HL
  |Startup=8
  |Startup=8
  |Active=3
  |Active=3
  |Recovery=20
  |Recovery=20
  |Total=
  |Total=31
  |Hit Adv=-4
  |Hit Adv=-4
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=Yes
  |Feint Cancel=Yes (on hit)
  |Cancel on Hit=Yes
  |Cancel on Hit=Yes
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=
  |Guard Crush Value=6
  |description=1-6f of upper body invuln.
  |description=1~6F of upper body invincibility. Last 3F has full-body invincibility.
  }}
  }}
}}
}}
Line 540: Line 561:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=
  |Guard=25
  |Guard=HL
  |Startup=16
  |Startup=16
  |Active=
  |Active=
Line 550: Line 571:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=25
  |description=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.
  |description=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.
  }}
  }}
Line 562: Line 583:
|image=Garou_Freeman_Grab.jpg
|image=Garou_Freeman_Grab.jpg
|name=Close {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|name=Close {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|subtitle=
|subtitle= Normal Throw
|caption=
|caption="ゴアフェスト" or "Gore Fest"
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
Line 572: Line 593:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=
  |Hit Adv=+73
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 598: Line 619:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=11
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
Line 605: Line 626:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of 236(x2)[A]/[C] (hold button for extended startup delayed super)
* Minimum feint frames = 11F
  }}
  }}
}}
}}
Line 622: Line 644:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=10
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
Line 629: Line 651:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of 623A/C (and similar to 236A/C)
* Minimum feint frames = 10F
Has upper body invincibility when his body is lowered.
  }}
  }}
}}
}}
Line 647: Line 671:
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=HL
  |Startup=9
  |Startup=9
  |Active=
  |Active=
Line 657: Line 681:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=2
  |description=  
  |description=  
*Freeman's rekka series, easily his best special move.  
*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).  
*He can cancel each part rekka into a followup of whatever strength (For example, Freeman can do 214A > 214A > 214C as a string).  
*Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.  
*Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.  


Line 669: Line 693:
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=L
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 679: Line 703:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=2
  |description=
  |description=
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.
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.
Line 686: Line 710:
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=HL
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 696: Line 720:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.
Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.
Line 714: Line 738:
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=HL
  |Startup=14
  |Startup=14
  |Active=
  |Active=
Line 724: Line 748:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
*Freeman's rekka series, easily his best special move.  
*Freeman's rekka series, easily his best special move.  
Line 735: Line 759:
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=HL
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 745: Line 769:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.
Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.
Line 752: Line 776:
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=HL
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 762: Line 786:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
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.
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.
Line 780: Line 804:
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |Damage=17
  |Damage=17
  |Guard=
  |Guard=HL
  |Startup=18
  |Startup=18
  |Active=
  |Active=
Line 790: Line 814:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=7
  |description=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  
  |description=Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals  
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |Damage=21
  |Damage=21
  |Guard=
  |Guard=HL
  |Startup=26
  |Startup=28
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 806: Line 832:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=8
  |description=
  |description=Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral.
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}
Line 822: Line 850:
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|B}}
  |version={{Motion|214}}+{{Icon-SNK|B}}
  |Damage=17
  |Damage=9,9
  |Guard=
  |Guard=H
  |Startup=29
  |Startup=29
  |Active=4,4
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 833: Line 861:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4,4
  |description=Leaps to the air to do a slow,overhead attack. The slow startup combined with the low reward makes this move never worth using.
  |description=Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using.
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |Damage=19
  |Damage=10,10
  |Guard=
  |Guard=H
  |Startup=41
  |Startup=41
  |Active=
  |Active=
Line 849: Line 879:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4,4
  |description=
  |description= Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}
Line 866: Line 896:
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |Damage=18
  |Damage=18
  |Guard=
  |Guard=HL
  |Startup=17
  |Startup=17
  |Active=
  |Active=
Line 876: Line 906:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=7
  |description=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
  |description=Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
{{AttackData-Garou
{{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |Damage=22
  |Damage=22
  |Guard=
  |Guard=HL
  |Startup=20
  |Startup=20
  |Active=
  |Active=
Line 892: Line 924:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=8
  |description=More damage and invul frames, as well as being safer, but even slower.
  |description=More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}
Line 924: Line 958:
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|B}} Break
  |version= {{Motion|41236}} + {{Icon-SNK|B}} Break
  |Damage=21
  |Damage=
  |Guard=
  |Guard=
  |Startup=25
  |Startup=25
Line 930: Line 964:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=+10
  |Hit Adv=+13
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 967: Line 1,001:
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|D}} Break
  |version= {{Motion|41236}} + {{Icon-SNK|D}} Break
  |Damage=21
  |Damage=
  |Guard=
  |Guard=
  |Startup=27
  |Startup=27
Line 973: Line 1,007:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=+10
  |Hit Adv=+13
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 993: Line 1,027:
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
  |Damage=33
  |Damage=33
  |Guard=
  |Guard=HL
  |Startup=11
  |Startup=11
  |Active=
  |Active=
Line 1,003: Line 1,037:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=15
  |description=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.
  |description=1~8F full-body invincibility. Projectile hitbox/hurtbox. 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.
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
  |Damage=46
  |Damage=23,26
  |Guard=
  |Guard=HL
  |Startup=12
  |Startup=11
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-7
  |Block Adv=-6
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=15x2
  |description=More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent
  |description=1~11F full-body invincibility, guaranteed to go through entire startup, and projectile hitbox/hurtbox.
 
More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}
Line 1,036: Line 1,076:
  |Damage=33
  |Damage=33
  |Guard=
  |Guard=
  |Startup=13
  |Startup=7
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 1,046: Line 1,086:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=1-6f full body invuln, 8-39 full body counter
  |description=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.
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.
 
1~6F full-body invincibility, 8~39F full-body counter.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |Damage=44
  |Damage=7,7,7,7,7,25
  |Guard=
  |Guard=
  |Startup=13
  |Startup=9
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 1,064: Line 1,105:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= 1~9F full-body invincibility, 10~36F full-body counter.
 
Basic damage: 7,7,7,7,7,25 = 60
  }}
  }}
}}
}}

Revision as of 06:43, 19 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 https://w.atwiki.jp/garoumow/pages/75.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
Hurtbox: A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hitbox on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active frame.
Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "Basic" damage -- Unmodified damage values

"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.

Close Standing Normals

Cl. Kof.lp.png
Garou Freeman cl.A.jpg
Cl. Kof.lp.png Damage Guard Startup Active Recovery Total
4 HL 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes 4

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

Last 2F of recovery has full-body invincibility.

Cl. Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
4,9 HL 4 4 12 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No 4,9

Target combo from cl.5A.

Cl. Kof.lp.png>Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
4,9,8 HL 3 3 17 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 No No 4,9,9

Target combo from cl.5A. 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 HL 3 4 5 12
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes/chainable Yes/chainable 4

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 HL 7 3 25 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 Yes Yes 5

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 HL 4 3,3 20 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 Yes (1st hit) Yes (1st hit) 3,3

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

Far Standing Normals

Far Kof.lp.png
Garou Freeman s.A.jpg
Far Kof.lp.png Damage Guard Startup Active Recovery Total
5 HL 4 4 12 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 Yes Yes 4

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

Far Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
5,8 HL 3 3 17 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 No No 4,9

Target combo from f.5A.

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

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

Far Kof.sp.png
Garou Freeman s.C-1.jpg
Garou Freeman s.C-2.jpg
Damage Guard Startup Active Recovery Total
14 HL 9 3,(2),4 11 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 No No 5

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

Far Kof.sk.png
Garou Freeman s.D.jpg
Damage Guard Startup Active Recovery Total
14 HL 8 3 20 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 No Yes 5

Crouching Normals

Cr. Kof.lp.png
Garou Freeman cr.A.jpg
Damage Guard Startup Active Recovery Total
4 HL 5 4 6 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 Yes/chainable Yes/chainable 4

Cr. Kof.lk.png
Garou Freeman cr.B.jpg
Damage Guard Startup Active Recovery Total
6 L 4 4 6 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 Yes Yes 4

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 HL 6 2 15 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes 5

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

Cr. Kof.sk.png
Garou Freeman cr.D.jpg
Damage Guard Startup Active Recovery Total
10 L 10 3 28 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 No No 5

Jumping Normals

Jump Kof.lp.png
Garou Freeman j.A.jpg
Damage Guard Startup Active Recovery Total
6 H 4 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 4

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 H 5 9 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 4

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 H 9 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 5

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

Can beat out Upper-Body Evasive Attacks.

Jump Kof.sk.png
Garou Freeman j.D.jpg
Damage Guard Startup Active Recovery Total
10 H 10 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 5

Command Normals

St. Kof.lp.pngKof.lk.png
Garou Freeman AB.jpg
Damage Guard Startup Active Recovery Total
10 H 21 3 17 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 No No 6

Cr. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
10 HL 8 3 20 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 +2 Yes No 6

1~6F of upper body invincibility. Last 3F has full-body invincibility.

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

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
Normal Throw
Garou Freeman Grab.jpg
"ゴアフェスト" or "Gore Fest"
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+73 - - - -

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
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of 236(x2)[A]/[C] (hold button for extended startup delayed super)

  • Minimum feint frames = 11F

D.png+Kof.lp.png+Kof.sp.png
Garou Freeman DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of 623A/C (and similar to 236A/C)

  • Minimum feint frames = 10F

Has upper body invincibility when his body is lowered.

Special Moves

V.O.D.
Qcb.png + Kof.lp.png * 3
Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 HL 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 2
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strength (For example, Freeman can do 214A > 214A > 214C 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 L - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 0 - - 2

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 HL - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 3

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 HL 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 3
  • 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 HL - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 - - 3

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 HL - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - 3

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 HL 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 7

Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals

Impossible to just defend at 0-pixel health bar.

Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
21 HL 28 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 8

Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral.

Impossible to just defend at 0-pixel health bar.

Crow
Qcb.png+Kof.lk.png/Kof.sk.png
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
9,9 H 29 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 4,4

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

Impossible to just defend at 0-pixel health bar.

Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
10,10 H 41 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 4,4

Impossible to just defend at 0-pixel health bar.

Phobia
Dp.png+Kof.lp.png/Kof.sp.png
Dp.png+Kof.lp.png Damage Guard Startup Active Recovery Total
18 HL 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - 7

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

Impossible to just defend at 0-pixel health bar.

Dp.png+Kof.sp.png Damage Guard Startup Active Recovery Total
22 HL 20 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 8

More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.

Impossible to just defend at 0-pixel health bar.

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
- - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - -

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
- - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - -

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 HL 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 15

1~8F full-body invincibility. Projectile hitbox/hurtbox. 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.

Impossible to just defend at 0-pixel health bar.

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
23,26 HL 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 15x2

1~11F full-body invincibility, guaranteed to go through entire startup, and projectile hitbox/hurtbox.

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

Impossible to just defend at 0-pixel health bar.


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 - 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

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.

1~6F full-body invincibility, 8~39F full-body counter.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
7,7,7,7,7,25 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

1~9F full-body invincibility, 10~36F full-body counter.

Basic damage: 7,7,7,7,7,25 = 60


Game Navigation

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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant