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

From SuperCombo Wiki
(Cleaned up page. Conforms with other pages. Other small modifications done.)
Line 1: Line 1:
{{MOTW Character Intro|char=Freeman |content=
{{MOTW Character Intro|char=Freeman |content=
[[File:Freeman.PNG|right]]


==Introduction==
==Introduction==
Line 36: Line 34:


==Move List==
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html


{{MOTW Legend}}
{{MOTW Legend}}


===Close Standing Normals===
===Close Standing Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 52: Line 54:
  |version=Cl. {{Icon-SNK|A}}
  |version=Cl. {{Icon-SNK|A}}
  |Damage=4
  |Damage=4
  |Guard=HL
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
Line 69: Line 71:
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |Damage=4,9
  |Damage=4, 9
  |Guard=HL
  |Guard=HL
  |Startup=4
  |Startup=4
Line 80: Line 82:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=4,9
  |Guard Crush Value=4, 9
  |description= Target combo from cl.5A.
  |description= Target combo from cl.5A.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|A}}>{{Icon-SNK|A}}
  |Damage=4,9,8
  |Damage=4, 9, 8
  |Guard=HL
  |Guard=HL
  |Startup=3
  |Startup=3
Line 96: Line 98:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=4,9,9
  |Guard Crush Value=4, 9, 9
  |description= Target combo from cl.5A. 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
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 111: Line 115:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=HL
  |Guard=Mid
  |Startup=3
  |Startup=3
  |Active=4
  |Active=4
Line 122: Line 126:
  |Cancel on Block=Yes/chainable
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=4
  |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, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 136: Line 142:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=HL
  |Guard=Mid
  |Startup=7
  |Startup=7
  |Active=3
  |Active=3
Line 147: Line 153:
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=5
  |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
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 161: Line 169:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6,6
  |Damage=6, 6
  |Guard=HL
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=3,3
  |Active=3, 3
  |Recovery=20
  |Recovery=20
  |Total=30
  |Total=30
Line 172: Line 180:
  |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=3,3
  |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.
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 189: Line 200:
  |version=Far {{Icon-SNK|A}}
  |version=Far {{Icon-SNK|A}}
  |Damage=5
  |Damage=5
  |Guard=HL
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
Line 204: Line 215:
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |version=Far {{Icon-SNK|A}}>{{Icon-SNK|A}}
  |Damage=5,8
  |Damage=5, 8
  |Guard=HL
  |Guard=Mid
  |Startup=3
  |Startup=3
  |Active=3
  |Active=3
Line 215: Line 226:
  |Cancel on Hit=No
  |Cancel on Hit=No
  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=4,9
  |Guard Crush Value=4, 9
  |description= Target combo from f.5A.
  |description= Target combo from f.5A.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 230: Line 243:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=7
  |Damage=7
  |Guard=HL
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=4
  |Active=4
Line 244: Line 257:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 256: Line 271:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=14
  |Guard=HL
  |Guard=Mid
  |Startup=9
  |Startup=9
  |Active=3, «2», 4
  |Active=3, «2», 4
Line 270: Line 285:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 281: Line 298:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=14
  |Guard=HL
  |Guard=Mid
  |Startup=8
  |Startup=8
  |Active=3
  |Active=3
Line 295: Line 312:
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 307: Line 327:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=4
  |Damage=4
  |Guard=HL
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=4
  |Active=4
Line 321: Line 341:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 332: Line 354:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=L
  |Guard=Low
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
Line 343: Line 365:
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=4
  |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 Full Blast.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 357: Line 381:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=HL
  |Guard=Mid
  |Startup=6
  |Startup=6
  |Active=2
  |Active=2
Line 368: Line 392:
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=5
  |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 Nightmare A. Has decent range and good ground priority.
  }}
  }}
}}
}}
Line 382: Line 406:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=L
  |Guard=Low
  |Startup=10
  |Startup=10
  |Active=3
  |Active=3
Line 396: Line 420:
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 408: Line 435:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=H
  |Guard=High
  |Startup=4
  |Startup=4
  |Active=10
  |Active=10
Line 422: Line 449:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 433: Line 462:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=6
  |Guard=H
  |Guard=High
  |Startup=5
  |Startup=5
  |Active=9
  |Active=9
Line 447: Line 476:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 458: Line 489:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=H
  |Guard=High
  |Startup=9
  |Startup=9
  |Active=5
  |Active=5
Line 471: Line 502:
  |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.
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 485: Line 518:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=H
  |Guard=High
  |Startup=10
  |Startup=10
  |Active=6
  |Active=6
Line 500: Line 533:
}}
}}


===Command Normals===
 
 
===Universal Moves===
 
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 506: Line 542:
|image=Garou_Freeman_AB.jpg
|image=Garou_Freeman_AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|subtitle=
|subtitle=Lower-body evasion attack
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=H
  |Guard=Overhead
  |Startup=21
  |Startup=21
  |Active=3
  |Active=3
Line 525: Line 561:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 531: Line 569:
|image=
|image=
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|subtitle=
|subtitle=Upper-body evasion attack
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=10
  |Guard=HL
  |Guard=Mid
  |Startup=8
  |Startup=8
  |Active=3
  |Active=3
Line 550: Line 588:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 555: Line 595:
{{MoveData
{{MoveData
|image=
|image=
|name=T.O.P. Attack  
|name=Overkill (T.O.P. Attack
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|input={{Icon-SNK|C}}{{Icon-SNK|D}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=
  |Guard=HL
  |Guard=Mid
  |Startup=16
  |Startup=16
  |Active=
  |Active=
Line 575: Line 615:
  }}
  }}
}}
}}


===Throws===
===Throws===
Line 582: Line 624:
{{MoveData
{{MoveData
|image=Garou_Freeman_Grab.jpg
|image=Garou_Freeman_Grab.jpg
|name=Close {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|name=Gore Fest
|subtitle= Normal Throw
|input='''Close''' {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|caption="ゴアフェスト" or "Gore Fest"
|subtitle=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
Line 602: Line 645:
  }}
  }}
}}
}}


===Feint Cancels===
===Feint Cancels===
Line 610: Line 655:
|image=Garou_Freeman_ForwardTaunt.jpg
|image=Garou_Freeman_ForwardTaunt.jpg
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|subtitle=
|subtitle=Forward Feint
|caption=
|caption=
|data=
|data=
Line 626: Line 671:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description= Mimics the start of 236(x2)[A]/[C] (hold button for extended startup delayed super)
  |description= Mimics the animation of a delayed Full Blast after blackout.
* Minimum feint frames = 11F
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Freeman_DownTaunt.jpg
|image=Garou_Freeman_DownTaunt.jpg
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|subtitle=
|subtitle=Down Feint
|caption=
|caption=
|data=
|data=
Line 651: Line 698:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description= Mimics the start of 623A/C (and similar to 236A/C)
  |description= Mimics the start of Phobia (and to a less extent Nightmare).
* Minimum feint frames = 10F
Has upper-body invincibility when his body is lowered.  
Has upper body invincibility when his body is lowered.  
  }}
  }}
}}
}}


===Special Moves===
===Special Moves===
Line 671: Line 719:
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |Damage=8
  |Damage=8
  |Guard=HL
  |Guard=Mid
  |Startup=9
  |Startup=9
  |Active=
  |Active=
Line 693: Line 741:
  |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=L
  |Guard=Low
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 710: Line 758:
  |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=HL
  |Guard=Mid
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 725: Line 773:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 738: Line 788:
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |Damage=8
  |Damage=8
  |Guard=HL
  |Guard=Mid
  |Startup=14
  |Startup=14
  |Active=
  |Active=
Line 759: Line 809:
  |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=HL
  |Guard=Mid
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 776: Line 826:
  |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=HL
  |Guard=Mid
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 791: Line 841:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 804: Line 856:
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |Damage=17
  |Damage=17
  |Guard=HL
  |Guard=Mid
  |Startup=18
  |Startup=18
  |Active=
  |Active=
Line 822: Line 874:
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |Damage=21
  |Damage=21
  |Guard=HL
  |Guard=Mid
  |Startup=28
  |Startup=28
  |Active=
  |Active=
Line 838: Line 890:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 850: Line 904:
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|B}}
  |version={{Motion|214}}+{{Icon-SNK|B}}
  |Damage=9,9
  |Damage=9, 9
  |Guard=H
  |Guard=High
  |Startup=29
  |Startup=29
  |Active=
  |Active=
Line 861: Line 915:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4,4
  |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.


Line 868: Line 922:
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |Damage=10,10
  |Damage=10, 10
  |Guard=H
  |Guard=High
  |Startup=41
  |Startup=41
  |Active=
  |Active=
Line 879: Line 933:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4,4
  |Guard Crush Value=4, 4
  |description= Impossible to just defend at 0-pixel health bar.
  |description= Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 896: Line 952:
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |Damage=18
  |Damage=18
  |Guard=HL
  |Guard=Mid
  |Startup=17
  |Startup=17
  |Active=
  |Active=
Line 914: Line 970:
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |Damage=22
  |Damage=22
  |Guard=HL
  |Guard=Mid
  |Startup=20
  |Startup=20
  |Active=
  |Active=
Line 930: Line 986:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 973: Line 1,031:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 1,016: Line 1,076:
  }}
  }}
}}
}}


===Super Moves===
===Super Moves===
Line 1,025: Line 1,087:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}} <br>(Can Hold {{Icon-SNK|A}})
  |Damage=33
  |Damage=33
  |Guard=HL
  |Guard=Mid
  |Startup=11
  |Startup=11
  |Active=
  |Active=
Line 1,041: Line 1,103:


Impossible to just defend at 0-pixel health bar.
Impossible to just defend at 0-pixel health bar.
When the button is held, startup can be delayed 1~48F max after blackout.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} <br>(Can Hold {{Icon-SNK|C}})
  |Damage=23,26  
  |Damage=23, 26  
  |Guard=HL
  |Guard=Mid
  |Startup=11
  |Startup=11
  |Active=
  |Active=
Line 1,056: Line 1,120:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=15x2
  |Guard Crush Value=15×2
  |description=1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox.  
  |description=1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox.  


Line 1,062: Line 1,126:


Impossible to just defend at 0-pixel health bar.
Impossible to just defend at 0-pixel health bar.
When the button is held, startup can be delayed 1~48F max after blackout.
  }}
  }}
}}
}}




Line 1,093: Line 1,160:
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |Damage=7,7,7,7,7,25
  |Damage=7×5, 25
  |Guard=
  |Guard=
  |Startup=9
  |Startup=9
Line 1,106: Line 1,173:
  |Guard Crush Value=
  |Guard Crush Value=
  |description= 1~9F full-body invincibility, 10~36F full-body counter.  
  |description= 1~9F full-body invincibility, 10~36F full-body counter.  
Basic damage: 7,7,7,7,7,25 = 60
  }}
  }}
}}
}}

Revision as of 02:28, 25 March 2023

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 Mid 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 Mid 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, advantageous 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 Mid 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 Mid 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 Mid 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 Mid 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 Mid 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 Mid 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 Mid 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 Mid 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 Low 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 Full Blast.


Cr. Kof.sp.png
Garou Freeman cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 6 2 15 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 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 Nightmare A. Has decent range and good ground priority.

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


Jumping Normals

Jump Kof.lp.png
Garou Freeman j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 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 High 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 High 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 evasion attacks.


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


Universal Moves

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


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

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


Overkill (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- Mid 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

Gore Fest
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
+73 - - - -

Typical throw with no particular characteristics


Feint Cancels

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
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 animation of a delayed Full Blast after blackout.


D.png+Kof.lp.png+Kof.sp.png
Down Feint
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 Phobia (and to a less extent Nightmare). 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 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 2
  • Freeman's rekka series, easily his best special move.
  • He can cancel each 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 Low - - - -
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 Mid - - - -
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 Mid 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 Mid - - - -
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 Mid - - - -
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 Mid 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 7

Freeman slides back a short distance before dashing 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 Mid 28 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 8

Has 1~20F upper-body invincibility during 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 High 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 High 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 Mid 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 Mid 20 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 8

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

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
(Can Hold Kof.lp.png)
Damage Guard Startup Active Recovery Total
33 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 15

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

When the button is held, startup can be delayed 1~48F max after blackout.

Qcf.png,Qcf.png + Kof.sp.png
(Can Hold Kof.sp.png)
Damage Guard Startup Active Recovery Total
23, 26 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 15×2

1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox.

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.

When the button is held, startup can be delayed 1~48F max after blackout.


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
7×5, 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.


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