Garou: Mark of the Wolves/Kevin Rian: Difference between revisions

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To get out of it, after pressing C (rotor comes out), you can press backdash+D to backdash out of it, or AD to stA out of it, or 2ABD to anti-air with 2AB (or anything else allowing you to cancel the rotor, but these are usually the safest options).
To get out of it, after pressing C (rotor comes out), you can press backdash+D to backdash out of it, or AD to stA out of it, or 2ABD to anti-air with 2AB (or anything else allowing you to cancel the rotor, but these are usually the safest options).
===Video lecture===
In-depth video lecture on Kevin. Please use the timestamps to navigate the topics.
<youtube>CDk0nLBs0Sc</youtube>


===Matchup Notes===
===Matchup Notes===

Revision as of 07:44, 14 November 2021

Kevin.PNG

Introduction

Originally, his designer gave him knife attacks to improve his reach but this was taken out due to balancing issues.

Pros Cons
  • Only low break move in the game
  • Far A is really strong
  • Supers are also really strong
  • Rotor cancel
  • Very good dash
  • Infinite corner blockstring
  • Best command grab in the game
  • Unreliable anti-air besides supers
  • No combo from 2B if not meaty

Character Colors

Kevincolors.JPG

Move List

Esoterics

Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html

Legend:

  • Hit Box: Area that will hit the opponent
  • Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
  • 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: Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other.
  • Command = the input 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.

Close Standing Normals

St. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Standing jab.

St. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

St. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

St. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Standing Normals

Far Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Crouching Normals

Cr. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jumping Normals

Jump Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Command Normals

Poli Kick: F.png + Snkb.gif

Throws

Feint Cancels

Special Moves

Command Move Weak Damage Strong Damage
Qcf.png + Kick.gif Hell Trap 19 19
Qcf.png + Kick.gif (Break) Hell Trap 9 9
Qcb.png + Punch.gif lv1 Hell Rotor 14 15
Qcb.png + Punch.gif lv2 Hell Rotor 20 19
Qcb.png + Punch.gif lv3 Hell Rotor 26 23
Hcf.png + Punch.gif Hell Arrest 19 22
Qcb.png + Snkb.gif Creeper 0 0
---Snka.gif Creeper: Low Follow Up 20 NA
---Snkb.gif Creeper: Overhead Follow Up 20 NA
---Snkc.gif Creeper: Cancel 0 0
Qcb.png + Snkd.gif Abide Mine 0 0
Dp.png + Punch.gif Hell Snipe 15 16
Qcf.png, Qcf.png + Punch.gif Lucky Strike 28 48
Qcf.png, Qcf.png + Kick.gif Gattling Freezer 21 36

Super 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.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif X X X
Far Snkc.gif X X X
Far Snkd.gif X O O (on block)
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif X X X
D.png Snka.gif O O O
D.png Snkb.gif X X X
D.png Snkc.gif O O O
D.png Snkd.gif X X X
jump Snka.gif NA NA NA
jump Snkb.gif NA NA NA
jump Snkc.gif NA NA NA
jump Snkd.gif NA NA NA
hop Snka.gif NA NA NA
hop Snkb.gif NA NA NA
hop Snkc.gif NA NA NA
hop Snkd.gif NA NA NA
Snka.gif+Snkb.gif NA NA NA
D.png + Snka.gif + Snkb.gif O X O
F.png + Snkb.gif X X X

Frame Data

Legend :
Command = the input 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.

Command Start Up Hit Guard
Close Snka.gif 4 +2 +2
Close Snkb.gif 4 +2 +2
Close Snkc.gif 6 -9 -9
Close Snkd.gif 11 -9 -9
F.png + Snkb.gif 7 -2 -2
Far Snka.gif 3 +2 +2
Far Snkb.gif 9 -6 -6
Far Snkc.gif 11 -11 -11
Far Snkd.gif 11 -9 -9
D.png Snka.gif 4 +2 +2
D.png Snkb.gif 5 +2 +2
D.png Snkc.gif 6 -7 -7
D.png Snkd.gif 7 KD -12
Snka.gif + Snkb.gif 22 0 6
D.png + Snka.gif + Snkb.gif 8 -6 0
Qcb.png + Snka.gif 14 -1 -1
Qcb.png + Snka.gif lv 2-3 14 KD -14
Qcb.png + Snkc.gif 20 KD -8
Qcb.png + Snkb.gif, Snka.gif 7 KD -11
Qcb.png + Snkb.gif, Snkb.gif 16 KD -10
Hcf.png + Snka.gif 8 KD NA
Hcf.png + Snkc.gif 9 KD NA
Qcf.png + Snkb.gif 10 KD -22
Qcf.png + Snkb.gif (Break) 10 KD +11
Qcf.png + Snkd.gif 14 KD -25
Qcf.png + Snkd.gif (Break) 14 KD +9
Dp.png + Snka.gif 15 0 -1
Dp.png + Snkc.gif 18 KD NA
Snkc.gifSnkd.gif 10 KD -5
Qcf.png, Qcf.png + Snka.gif 4 KD -9
Qcf.png, Qcf.png + Snkc.gif 4 KD -25
Qcf.png, Qcf.png + Snkb.gif 12 KD +1
Qcf.png, Qcf.png + Snkd.gif 0 KD +3

Data from Howard's Arena

Hitboxes

Garou Kevin Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif x


Garou Kevin ForwardTaunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif x



Garou Kevin DownTaunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif x


Garou Kevin cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 4 +2 +2


Garou Kevin cl.B.jpg

Command Start Up Hit Guard
Close Snkb.gif 4 '+2 +2


Garou Kevin cl.C.jpg

Command Start Up Hit Guard
Close Snkc.gif 6 -9 -9


Garou Kevin cl.D.jpg

Command Start Up Hit Guard
Close Snkd.gif 11 -9 -9


Garou Kevin s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +2 +2


Garou Kevin s.B.jpg

Command Start Up Hit Guard
Far Snkb.gif 9 -6 -6


Garou Kevin s.C.jpg

Command Start Up Hit Guard
Far Snkc.gif 11 -11 -11


Garou Kevin s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -9 -9



Garou Kevin cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 4 +2 +2


Garou Kevin cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 5 +2 +2


Garou Kevin cr.C.jpg

Command Start Up Hit Guard
D.png Snkc.gif 6 -7 -7


Garou Kevin cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 7 KD -12


Garou Kevin j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 4 ? ?


Garou Kevin j.B.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 6 ? ?


Garou Kevin j.C.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 9 ? ?



Garou Kevin j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 12 ? ?



Garou Kevin 6B-1.jpgGarou Kevin 6B-2.jpg

Command Start Up Hit Guard
F.png + Snkb.gif 7 -2 -2


Garou Kevin AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 22 0 6


Garou Kevin 2AB-1.jpgGarou Kevin 2AB-2.jpgGarou Kevin 2AB-3.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 8 -6 0


Garou Kevin CD-1.jpgGarou Kevin CD-2.jpgGarou Kevin CD-3.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 10 KD -5


Hitboxes and Attack Notes

Hell Trap

Qcf.png + Kick.gif (Break)

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. Since its an attack, it can be JD and punished.

Hell Rotor
Qcb.png + Punch.gif

This move has 3 levels. The Snka.gif version hits mid, while the Snkc.gif is an overhead. The Snkc.gif version comes out a bit slower, but can be worth it for mix ups as many would expect Kevin to do his Qcf.png + Kick.gif attack. The 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 Kevin Cancel's


Hell Arrest
Hcf.png + Punch.gif

Close range command grab that will throw them away from Kevin. This is a great move, especially since many people never see it coming. Throw it in with your mix ups, empty cancel into it, tick into it.


Creeper
Qcb.png + Snkb.gif

Kevin crawls on the ground like a commando and can follow up with an overhead, or a low attack. Since's hes on the ground, attacks that don't hit low-mid or low will not touch him. He also has some invincibility frames which allow him to get out of bad situations. His Snka.gif follow-up will got low on the opponent. it doesn't come out very fast, but it can be affective at times. The Snkb.gif follow-up is an over head, which comes out slower that his Snka.gif follow-up. If blocked Kevin is in trouble, but if it hits, he scores a knockdown. Use both of these moves sparingly, and remember to mix it up with them, don't stick to one follow-up. You can also do a Snkc.gif follow-up which will get Kevin off the ground, and is another trick to build meter with him, but not anywhere near as fast as doing it with his cancels.


Abide Mine
Qcb.png + Snkd.gif

Kevin will do a roll that takes him about two character lengths ahead of where he was. This move sounds great since its a semi invincible roll, but its recovery isn't the best, and once used a few times, it becomes quite obvious to a seasoned player when it will be used again. Many people tend to use this move to escape from the corner, but if the opponent predicts it, Kevin can get punished. Try not to abuse this move or rely on this move too much. This move can lead to a decent wake up game, but you will be thrown more often than anything else. Use this move wisely.


Hell Snipe
Dp.png + Punch.gif

An arching air attack. This move can be a decent anti-air if the opponent is at the right height, but its best not to rely on this. Its a great follow up after his Qcf.png + Kick.gif break. it doesn't require any special timing, and as long as you are close enough the Snka.gif version will hit them 100% of the time. The Snka.gif version is also -1 on block, so it is very hard to punish. The Snkc.gif version travels higher and further, and it will not hit grounded opponents, which makes it a pretty useless version.


Lucky Strike
Qcf.png, Qcf.png + Punch.gif

This will go through some moves, has a fair amount of invulnerability frames. Mostly used after a D.png+Snka.gif+Snkb.gif or in combo and has to be timed right, otherwise the super will whiff the last few hits. Can be used as a high risk high reward reversal.


Gatling Freeze
Qcf.png, Qcf.png + Kick.gif

Damage on this super is very low, but this is easily one of the best supers in the game. When hit, the opponent will be frozen for a couple of seconds, which allows Kevin to continue with his onslaught. The Snkb.gif version comes out slow, and should never be thrown out randomly as it doesn't have a good hit box and can be stuffed out easily. Two can be connected in the same combo, or one followed by an Snka.gif super. The Snkd.gif version comes out instantly and is easily the best move for juggling. The overall best option is for Kevin to sit on his meter until he can throw out a Snkd.gif version in a combo.

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. All combos can be preformed anywhere unless noted.

Note: damage is based on the majority of the cast. All combos will do slightly less on Grant and Tizoc and slightly more on Jenet, Hotaru and Hokutomaru

Basic

These combos require no feinting, and can be preformed by all skill levels.
St.Snka.gif xx Qcf.png + Snkb.gif (break), Dp.png + Snka.gif 24 damage
St.Snkc.gif xx Qcf.png + Snkb.gif (break), Dp.png + Snka.gif 30 damage
St.Snka.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif 28 damage
St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif 34 damage
St.Snkc.gif xx Qcf.png + Snkd.gif (break), Qcf.png, Qcf.png + Snkb.gif, Qcb.png Snka.gif 50 damage
St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcf.png, Qcf.png + Snkd.gif, Qcb.png Snka.gif 67 damage

Intermediate

These combos implement feinting
St.Snkc.gif (FC), St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)
St.Snkc.gif (FC), cr.Snkc.gif xx Qcf.png Snkd.gif (break), Qcb.png Snka.gif (hold)
J.Snkd.gif, St.Snkc.gif (FC), St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)

Advanced

These combos implement feinting and break with P or S Power
St.Snkc.gif xx Qcb.png Snkc.gif, Snkc.gifSnkd.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)
St.Snkc.gif xx Qcb.png Snkc.gif, Snkc.gifSnkd.gif (FC), dash, St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)
St.Snka.gif, St.Snka.gif xx Qcf.png Snkb.gif (break), dash, Qcf.png Qcf.png Snkd.gif
St.Snkc.gif xx Qcb.png Snkc.gif, Snkc.gifSnkd.gif (FC), dash, St.Snka.gif xx Qcf.png Snkb.gif (break), dash, Qcf.pngQcf.png Snkd.gif

Corner only

St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif xx Qcf.png, Qcf.png + Snkd.gif, Dp.png Snka.gif 74 damage (Corner)

St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif xx Qcf.png, Qcf.png + Snkd.gif, Qcb.png Snka.gif 82 damage (Corner)

J. Snkc.gif, St.Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+Snkb.gif (Break), Qcb.png+Snka.gif(Hold),Qcf.pngQcf.png+Snka.gif,Qcb.png+ Snka.gif(Hold), Qcf.pngQcf.png+Snka.gif, Qcb.png+ Snka.gif (Hold)

J. Snkc.gif, St. Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+Snkb.gif (Break),Qcb.png+Snka.gif(Hold), Qcf.pngQcf.png+Snka.gif, Qcb.png+ Snka.gif (Hold), Qcf.pngQcf.png+Snkb.gif,Qcf.png+K.png (Break),Qcb.png+ Snka.gif(Hold)

J. Snkc.gif, St. Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+K.png (Break),Qcf.pngQcf.png+Snkc.gif

J. Snkc.gif, St. Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+K.png (Break), Qcf.pngQcf.png+Snkd.gif, Qcf.png+K.png (Break),Qcb.png+ Snka.gif(Hold)

J. Snkc.gif, St. Snkc.gif xx Qcf.pngQcf.png+Snkb.gif, J. Snkc.gif, St.Snkc.gif xx Qcf.pngQcf.png+Snkb.gif, J. Snkc.gif, St.Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+Snkb.gif (Break), Qcb.png+ Snka.gif(Hold)

J. Snkd.gif, St. Snkc.gif (FC), St. Snkc.gif (FC), St. Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif, Qcb.png Snka.gif (hold),Qcf.pngQcf.png Snka.gif

J. Snkd.gif, dash, Qcb.pngSnkc.gif, Snkc.gifSnkd.gif xx Qcb.png+Snkc.gif, Snkc.gifSnkd.gif (FC), dash, St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif, Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif

St.Snkc.gif(FC), St.Snkc.gif(FC), cr. Snkc.gif, dash, St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif, Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif

Notes:

You will notice that in a number of combos here and in Anywhere, you will have to Hold A 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+A 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+(A+D) then QCF+B, Break-->QCB+ A (Hold) 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+(A+D) as soon as Kevin recovers (attempt the buffering trick mentioned previously).

T.O.P. Notes

Kevin's T.O.P attack is a charging roll which has 10 frames of start up and is -5 on block (unsafe).

On guard it has huge Guard Crush potential (taking out about 40% of an average guard meter).

When used to Guard Crush, Kevin has the ability to combo after the Guard Crush.

Being unsafe, the TOP shouldn't be used on guard when it won't crush.

Basic Strategy

Kevin is the most versatile character in the game. Builds meter really fast with his special cancels. He can play offensively or defensively and still control the match. He has some of the longest combos in game. Once Kevin has P super, the match becomes his to control. The opponent must fear and respect Kevin with full super, even if its an inexperienced Kevin. Even without meter Kevin can still be scary with his command grab, guard crush corner loop and high/low options. This is why most players consider him the best in the game.

  • Guard Crushing :

When Kevin has his opponent cornered he can go for a Guard Crush loop (full blockstring on guard) : Right.gifRight.gif > Snka.gif xx Qcf.pngSnkb.gif (break) > Right.gifRight.gif > Snka.gif xx Qcf.pngSnkb.gif (break) > repeat ...

This is probably one of the easiest guardcrush loop in the game, however it has a weakness : your opponent can stand up, making the Hell Trap hit (it hits low).

The Kevin player should look at the animation of his opponent to see if he is standing up and be ready to confirm.

Advanced Tactics

Kevin Cancel's

SNK added a cancel to Kevin's Qcb.png + Punch.gif. If you press Snkd.gif anytime during the move, it will canceled. If you press it right as you preform the move, you will get Qcb.png + Snkd.gif, later in the move will produce a s. Snkd.gif.

This leads to a few things, the main being meter building. Canceling the move into a s. Snka.gif builds meter very fast, and is the easiest way to build meter with the cancels. You can also cancel the move into itself (Qcb.png + Snka.gif into Qcb.png + Snkc.gif or vice-vera), but its a bit tricker to do it consistently, but we'll get to that later, for now we'll show how to do the simple and safer cancel.

When doing the Qcb.png + Punch.gif you can hit any button with Snkd.gif and it will cancel into the button that was pressed with Snkd.gif, for instance, if you were to do the move then press Snkb.gif+Snkd.gif you will get a s. Snkb.gif. So the easiest option for building meter in this situation is to cancel the special with Snka.gif+Snkd.gif or D.png+Snka.gif+Snkd.gif. These will result in a s/c Snka.gif which comes out and recovers the fastest.

The more complex way of building meter isn't too hard. You do Qcb.png + Snka.gif then piano Snkc.gif, Snkd.gif, this will lead one special into another special, and Kevin will never leave his charge animation but build twice the meter in the same amount of time . The meter build can continue from there, for example: Qcb.png + Snka.gif, Snkc.gif, Snkd.gif, Qcb.png, Snka.gif, Snkd.gif...and so on. If done right, Kevin will never leave his hunched anymation. This has to be done right, otherwise it will lead to Kevin being open for an attack. Once you have this down, the safest thing to do would be to cancel into one special, then a s/c. Snka.gif. It may seem tempting to keep going and build your meter, but it isn't the safest thing to do since the opponent can rush in during the middle of the cancels.

His cancels can be used for more than just meter building. Combos, mind games, and more can be done with the cancels.

Many people seem to have trouble doing his cancels in T.O.P mode, especially anything involving Snkc.gif+Snkd.gif. People usually get his T.O.P attack to come out instead of a Snkc.gif attack. The way to fix this is to throw in an extra button when you do the cancel. So if you wanted to do two s. Snkc.gif's using the cancels in top, you would have to do it like: s. Snkc.gif, Qcb.png +, Snka.gif, Snkb.gif+Snkc.gif+Snkd.gif. Adding the extra button will make it so the T.O.P attack doesn't come out, and instead you get the Snkc.gif input you wanted.


  • Building meter (the rotor dance):

Kevin has the fastest meter building tool in the game thanks to this cancel, however it requires a bit of execution.

The rotor loop to build meter is : Qcb.pngSnka.gifSnkd.gif~Snkc.gif(karacancel) > repeat

To understand how it works, let's break it down :

    • Qcb.pngSnka.gifSnkd.gif => stand Snka.gif will come out, because in this game pressing 2 boutons at once prevents specials from comming out.
    • Qcb.pngSnka.gifSnkd.gif~Snkc.gif => pressing Snkc.gif will karacancel the stand Snka.gif (cancel it before it is active), and since a Qcb.png was buffered, the C rotor will come out (the usual input being Qcb.pngSnkc.gif). Kevin is now performing his C rotor.
    • C rotor > Qcb.pngSnka.gifSnkd.gif => it will cancel the C rotor with a stand Snka.gif. At this point, you can press C again to karacancel the stA into a rotor which you can cancel again, etc.

Execution tip : pressing A+D at the same time with your index finger makes it much easier, do qcb A+D with your index, then C right after with your middle finger.


This takes fast execution and once mastered, you need to figure out "How do I get out of it to avoid being punished?".

To get out of it, after pressing C (rotor comes out), you can press backdash+D to backdash out of it, or AD to stA out of it, or 2ABD to anti-air with 2AB (or anything else allowing you to cancel the rotor, but these are usually the safest options).

Video lecture

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

Matchup Notes

Jenet

2AB xx B Super can anti-air divekicks, allowing for Jenet specific combo. The super will combo even if it hits her in the air, allowing for a Jenet specific juggle, such as C rotor C xx B Super.

Crawl makes divekicks whiff, allowing to lowprofile the divekick and punish it by getting up when she lands.

Jenet specific combos allow to juggle her with C or D air resets, for example hop D > Bingo will combo even if the hop D hit her aiborne.

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