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This move has 3 levels. The [[File:snka.gif]] version hits mid, while the [[File:snkc.gif]] is an overhead. The [[File:snkc.gif]] version comes out a bit slower, but can be worth it for mix ups as many would expect Kevin to do his [[File:qcf.gif]] + [[File:kick.gif]] attack. The [[File:snka.gif]] version is the best follow up to his break, but it must be timed correctly, other wise it will whiff. This move has three levels, a level 2 must be done in order to hit after break. Doing this move by itself isn't the best thing to do, but it can be done every now and then to throw off your opponent. This move also leads into all of his advanced tricks with cancels. For more about his cancels read [http://wiki.shoryuken.com/Kevin_Rian_(Garou)#Kevin_Cancel.27s Kevin Cancels] | This move has 3 levels. The [[File:snka.gif]] version hits mid, while the [[File:snkc.gif]] is an overhead. The [[File:snkc.gif]] version comes out a bit slower, but can be worth it for mix ups as many would expect Kevin to do his [[File:qcf.gif]] + [[File:kick.gif]] attack. The [[File:snka.gif]] version is the best follow up to his break, but it must be timed correctly, other wise it will whiff. This move has three levels, a level 2 must be done in order to hit after break. Doing this move by itself isn't the best thing to do, but it can be done every now and then to throw off your opponent. This move also leads into all of his advanced tricks with cancels. For more about his cancels read [http://wiki.shoryuken.com/Kevin_Rian_(Garou)#Kevin_Cancel.27s Kevin Cancels] | ||
=Combos= | =Combos= |
Revision as of 01:55, 18 February 2011
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
PoliKick: Forward+B
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the attack for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Attack Notes
Hell Trap


Kevin will move forward with a low attack, followed by a grab. This move is going to be important for corner lock downs as its his break, and he recovers very fast from it. The first hit goes low, and if blocked can be canceled with the break input. If it does hit, the grab will automatically grab them. The second hit of this move is a grab, but it registers as a normal attack, so you can trade with other attacks. its not a good idea to do this, but it will happen occasionally in battle. Since its an attack, it can be JD and punished.


This move has 3 levels. The version hits mid, while the
is an overhead. The
version comes out a bit slower, but can be worth it for mix ups as many would expect Kevin to do his
+
attack. The
version is the best follow up to his break, but it must be timed correctly, other wise it will whiff. This move has three levels, a level 2 must be done in order to hit after break. Doing this move by itself isn't the best thing to do, but it can be done every now and then to throw off your opponent. This move also leads into all of his advanced tricks with cancels. For more about his cancels read Kevin Cancels
Combos
Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field. While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players (Note that UAA is Down+[LP+LK]):-
Anywhere
Jumping HP-->St. HP or UAA-->QCF+K, Break-->F, D, DF+LP
Jumping HP-->St. HP or UAA-->QCF+LK, Break-->QCB+Hold LP then release
Jumping HP-->St. HP or UAA-->QCF+K, Break-->QCFx2+HK-->F, D, DF+P
Jumping HP-->St. HP or UAA-->QCFx2+LP-->F, D, DF+P
Jumping HP-->St. HP or UAA-->QCFx2+HP
a) In any of these combos, you can start them instead as-
St. LP or Cr. LP-->QCF+K, Break-->etc.
St. LP or Cr. LP-->St. LP or Cr. LP-->QCF+K, Break-->etc.
The same principle can be done with the Corner only combos shown below.
b) Furthermore, should you wish to perform any of these combos at the corner, you can substitute Jumping HP-->St. HP or UAA with Jumping HP-->St. HP-Feint->UAA; this gives you an extra 8 points of damage.
c) Note that you don't HAVE to start these combos with a Jumping HP unless you find an opening for it to cleanly hit. The same applies to the Corner only combos.
Corner only
1- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release
2- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LK-->QCF+K, Break-->QCB+Hold LP then release
3- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HP
4- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HK-->QCF+K, Break-->QCB+Hold LP then release
5- Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release
Notes:
You will notice that in a number of combos here and in Anywhere, you will have to Hold LP for his special move to hit. Your best bet is to hold it for a split second to get it's Lvl. 2 ver. In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.
Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.
2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+LP somewhat 'early' this will knock them high enough for the super to hit them.
3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.
4- You can get some energy for your power gauge by doing QCB+(LP+HK) then QCF+LK, Break-->QCB+Hold LP then release. This method makes it so that the QCF+K will connect easily, however you might need to practice this method as it requires performing the QCB+(LP+HK) as soon as Kevin recovers (attempt the buffering trick mentioned previously).
T.O.P. Notes
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
- Hell rotor can not only be canceled, it can be canceled into a short hop normal right off the ground, which allows Kevin to jump in and keep attacking after a string in the corner, making pushback not such a big factor in his corner pressures. Also, he can cancel his dash at any point. I think standing A into broken Hell trap can be repeated infinitely in the corner for a guard crush string, but its probably escapeable. Well, mine anyway.
- Kevin can "twitch charge". Hell rotor canceled with C+D will cause him to use a standing C outside of top mode. The standing C can be Kara cancelled into another Hell rotor. This means Kevin can charge his own meter at a rapid pace. Also, he can cancel into any normal done at the same time as the D. However, you have to hold A and D doesnt do anything on its own (unless canceled very early, in which an automatic roll will be produced). This limits the normals he can cancel to to only B and C, which can be standing, crouching, or jumping.
- A particularly worthless trick Kevin can do is to dash up to the opponent, Hell rotor, cancel with c+d and away from the opponent, and the opponent will be thrown with the Hell rotors flame effect in the background. Yes, completely worthless.