Garou: Mark of the Wolves/Khushnood Butt: Difference between revisions

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=Overall Strategy=
=Overall Strategy=
To come.
In-depth video lecture on Marco. Please use the timestamps to navigate the topics.
 
<youtube>_M17WzLZX3M</youtube>


=Matchup Notes=
=Matchup Notes=

Revision as of 07:48, 14 November 2021

Marco.PNG
MOTW Logo.png

Introduction

To come.

Pros

Cons

Character Colors

Marcocolors.JPG

Gameplay Overview

Kushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Kushnood's main drawback is his randomness. Brake'ing his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.

Move List

Command Normal Moves

Kyokugen Hiji
F.png + Snka.gif

"Advancing D Dance Cancel"
D, cancel with C (can only be done approximately 1/4+ screen from opponent)

Special Command Moves

Command Move Weak Damage Strong Damage
Qcf.png + Punch.gif Ko'ou-Ken 13 14
Qcf.png + Punch.gif(Close) Ko'ou-Ken 18 22
Qcf.png + Kick.gif Hien Shippu-Kyaku 16 17
Dp.png + Punch.gif Kohou 10 10
Dp.png + Punch.gif (Break) Kohou 10 10
Qcb.png + Snka.gif/Snkb.gif Harai 15 NA
Ch. Snkc.gif/Snkd.gif lv1 Sen NA 15
Ch. Snkc.gif/Snkd.gif lv2 Sen NA 18
Ch. Snkc.gif/Snkd.gif lv3 Sen NA 22
Ch. Snkc.gif/Snkd.gif lv4 Sen NA 27
Qcf.png, Qcf.png + Punch.gif Haou Shoukou Ken 33 48
Qcf.png, Qcf.png + Kick.gif Kyokugen Kohou 35 51
Qcf.png, Qcf.png, Qcf.png + Snkc.gif (Press Snkc.gif Rapidly) lv1 Ryuuko Ranbu NA 31
Qcf.png, Qcf.png, Qcf.png + Snkc.gif (Press Snkc.gif Rapidly) lv2 Ryuuko Ranbu NA 43
Qcf.png, Qcf.png, Qcf.png + Snkc.gif (Press Snkc.gif Rapidly) lv3 Ryuuko Ranbu NA 55
Qcf.png, Qcf.png, Qcf.png + Snkc.gif (Press Snkc.gif Rapidly) lv4 Ryuuko Ranbu NA 61

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 X O X
Far Snkb.gif X O X
Far Snkc.gif X X X
Far Snkd.gif X O O (on block)
Close Snka.gif X O X
Close Snkb.gif X O X
Close Snkc.gif O O O
Close Snkd.gif O X X
D.png Snka.gif X X X
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 + Snka.gif X X X

Hit Boxes and Frame Data

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.


Standing, Crouching and Running



Taunt


Command Total Frames
Normal U.png 35


Garou Butt Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif 9


Garou Butt F.Taunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif 10


Garou Butt D.Taunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif 14


Garou Butt cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


Garou Butt cl.B.jpg

Command Start Up Hit Guard
Close Snkb.gif 5 +4 +4


Garou Butt cl.C-1.jpgGarou Butt cl.C-2.jpg

Command Start Up Hit Guard
Close Snkc.gif 11 -5 -5


Garou Butt cl.D.jpg

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


Garou Butt s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +4 +4


Garou Butt s.B.jpg

Command Start Up Hit Guard
Far Snkb.gif 5 -4 -4


Garou Butt s.C.jpg

Command Start Up Hit Guard
Far Snkc.gif 11 -5 -5


Garou Butt s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -7 -7



Garou Butt cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 4 +6 +6


Garou Butt cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 4 +5 +5


Garou Butt cr.C-1.jpgGarou Butt cr.C-2.jpg

Command Start Up Hit Guard
D.png Snkc.gif 5 -5 -5


Garou Butt cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 8 KD -5


Garou Butt j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 5 ? ?


Garou Butt j.B.jpg

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


Garou Butt j.C.jpg

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


Garou Butt j.D.jpg

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



Garou Butt AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 24 0 +6


Garou Butt 2AB-1-re.jpgGarou Butt 2AB-2-re.jpgGarou Butt 2AB-3-re.jpgGarou Butt 2AB-4-re.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 9 -6 0


Garou Butt f.A.jpg

Command Start Up Hit Guard
F.png + Snka.gif 15 +6 +6



Command Start Up Hit Guard
Qcf.png + Punch.gif 9 KD -5


Command Start Up Hit Guard
air Qcf.png + Snkb.gif 10 KD -7


Command Start Up Hit Guard
air Qcf.png + Snkd.gif 8 KD -7



Command Start Up Hit Guard
Dp.png + Snka.gif 4 KD -19
Dp.png + Snka.gif Break 4 KD +2



Command Start Up Hit Guard
Dp.png + Snkc.gif 4 KD -29
Dp.png + Snkc.gif Break 4 KD 0


Garou Butt qcb.A.jpg

Command Start Up Hit Guard
Qcb.png + Snka.gif 2 KD -N/A


Garou Butt qcb.B.jpg

Command Start Up Hit Guard
Qcb.png + Snkb.gif 1 KD N/A


Command Start Up Hit Guard
Qcb.png + Snkb.gif 13 KD -19
Qcb.png + Snkb.gif Break 13 KD +12


Command Start Up Hit Guard
Qcb.png + Snkd.gif 13 KD -19
Qcb.png + Snkd.gif break 13 KD +12


Command Start Up Hit Guard
Qcf.png + Snkd.gif 9 KD


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snka.gif 6 KD -51


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkc.gif 6 KD -14


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkb.gif 0 KD -33


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkd.gif 0 KD -32


Command Start Up Hit Guard
Close Snka.gif 4 +6 +6
Close Snkb.gif 4 +4 +4
Close Snkc.gif 7 -4 -4
Close Snkd.gif 5 -9 -9
Far Snka.gif 3 +4 +4
Far Snkb.gif 5 -4 -4
Far Snkc.gif 11 -5 -5
Far Snkd.gif 11 -7 -7
D.png Snka.gif 4 +6 +6
D.png Snkb.gif 4 +5 +5
D.png Snkc.gif 5 -5 -5
D.png Snkd.gif 8 KD -5
Snka.gif + Snkb.gif 24 0 +6
D.png + Snka.gif + Snkb.gif 9 -6 0
F.png + Snka.gif 15 +6 +6
Qcf.png + Snka.gif 9 KD -5
Qcf.png + Snkc.gif 9 KD -5
Qcf.png + Snkb.gif 10 KD -8
Qcf.png + Snkd.gif 7 KD -7
Qcb.png + Snka.gif 2 KD N/A
Qcb.png + Snkb.gif 3 KD N/A
Dp.png + Snka.gif 4 KD -19
Dp.png + Snka.gif (Break) 4 KD +2
Dp.png + Snkc.gif 4 KD -29
Dp.png + Snkc.gif (Break) 4 KD 0
ch. Snkc.gif lv1 12 KD -9
ch. Snkc.gif lv2-3 14 KD -9
ch. Snkc.gif lv4 11 KD -11
ch. Snkd.gif 14 KD -8
ch. Snkd.gif lv4 14 KD -6
Snkc.gifSnkd.gif 10 KD -24
Qcf.png, Qcf.png + Snka.gif 17 KD -16
Qcf.png, Qcf.png + Snkc.gif 8 KD -24
Qcf.png, Qcf.png + Snkb.gif 0 KD -44
Qcf.png, Qcf.png + Snkd.gif 0 KD -56
Qcf.png, Qcf.png, Qcf.png + Snkc.gif lv1 0 KD -42
Qcf.png, Qcf.png, Qcf.png + Snkc.gif lv2-3 0 KD -48
Qcf.png, Qcf.png, Qcf.png + Snkc.gif lv4 3 KD -40

Data from Howard's Arena

Attack Notes

Jumping D is Khushnood's best jump-in, and only crossup normal. Jumping A is a good air-to-air, and D is his usual move after a air JD.
The qcf+B is high risk; be certain to confirm it will hit or you will eat a super in recovery. With that said, sc.D xx qcf+B will be your main bread'n'butter combo and punisher.
None of Khushnood's light attacks (A's and B's) are cancellable. The only cancellable normals are crouching C, the first hit of close standing C, close standing D, and far standing D (on block/JD only).
Two air chains: B>A, and B>C. Forget about B>C entirely; the C will whiff on all standing opponents, and attempting it will leave you vulnerable. The only reason to even try it if your opponent wants to jump and Just Defend your attack, or you are attempting a throw. The B>A chain will only connect on tall standing characters. It is recommended you stick to D for all jump-ins that aren't an attempted throw setup.
Kushnood has a serious problem with randomness. Two of his major forces, the kick super and dragon punch, can hit and not juggle them off the ground as normally expected, and leave you very vulnerable. While many possibilities exist to link his weak attacks into dragon punches and kick supers, it is recommended to stick with the ones listed in the basic combos to avoid this random factor. When creating your own combos, practice when the range is known, such as using a point blank meaty attack, after a crossup, or cornered. When the range isn't so precise, avoid links to the dragon punch and super dragon punch.
The frame advantage on his AB overhead attack is very important. On block, you have massive advantage, and Kushnood is one of the only two characters with a safe overhead even on hit (+0, even frame advantage). This also means that any AB overhead that hits as a meaty will link to a kick super or hidden C super (lvl 1-3). So after a knock down, get in close and time a very meaty AB overhead. If you time it to whiff, you can bait wake up anti-air supers from Hotaru, B. Jenet, Gato, and other Kushnoods for sure. If you time it as a very meaty hit, you will have massive frame advantage if blocked, and a free super if hit.

Combos

Anywhere

j.Snkd.gif,s.Snkd.gif,QCF+Snkb.gif
j.Snkd.gif,s.Snkd.gif,QCFx2+P (Recommended as his Kick super might not connect)
s.Snkd.gif or cr.Snkc.gif or cr.Snka.gif Snkb.gif,QCFx2+Snka.gif

Corner only

j.Snkd.gif,s.Snkd.gif,F, D, DF+P, Snka.gif Snkb.gif,QCF+HP

j.Snkd.gif,s.Snkd.gif,F, D, DF+Snka.gif, Snka.gif Snkb.gif,QCF+Snkb.gif,QCFx2+K

Even though it looks like the kick super won't connect; it will so long as you input it as Butt is recovering from the QCF+Snkb.gif.

T.O.P. Notes

Butt's T.O.P. attack is the traditional Kyokugenryu Zanretsuken. It's the most damaging non-super followup to a braked Snkc.gif DP. If done immediately after a braked Snka.gif DP the last hit will whiff and leave the opponent in a super slow floating state that is extremely easy to combo into Super.

Overall Strategy

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

Matchup Notes

To come.

Advanced Tactics

One option for play is to always have C held down and charged. A charged 'C' attack is an amazing tool to have at your disposal, allowing almost full screen punishment with super level damage.
Pros:

  • Very fast, full screen punishment of slow whiffs
  • Amazing damage
  • Super easy Guard Cancels
  • Combo'able from any cancel move or juggle


Cons:

  • Lose C attacks.
  • Lose feints.


Since the B super should be used far more than any other super, both for combos and as anti-air, losing the hidden super and C fireball super is very acceptable when you get a much easier to combo, no meter, super-level damage attack in a fully charged C release. Loss of the c.C, sc.C, and dp+C is is a little more of a dent, but, in my opinion, well worth it. Because of distance issues with the kick super and dp+P moves, feints are close to worthless. Khushnood will continue to have his pressure arsonal available, trading in a couple of rarely used moves for one very strong, easy to use move.

All of the comments and strategies listed for a charged C release also apply to a charged D release. However, continuing to hold D down in a fight is just too costly. You lose Kushnood's best jump-in and his best up close, cancellable normal. This trade off is just not worth it.

Charged C Release Notes

With a startup time of 11 to 14 frames, this is not a move you can link into. Because of the precious time needed to charge, it should only be used when guaranteed. You should not waste a single moment worrying if you never released C during a round; you made sure it wasn't wasted, and after getting hit by it just once, your opponent will know it's waiting to strike.
Using the C release as a guard cancel attack is a lot of fun, and putting the fear of attacking into your opponent will only help your pressure and rushdown game. Because of the 11 to 14 frame startup, and lack of invulnerability, you cannot expect to use it on every single guard cancel. Using it to guard cancel non-crossup jump-ins is very good, unless the opponent has air chains; you'll see this most against Gato's constant j.B>j.A jumpin, when you'll lose your charge and get punched in the face. You also want to have the Guard Cancel happen at the last hit of multi-hit attacks. Releasing C after JD'ing the first hit of B. Jenet's ground tornado projectile should get you laughed and ridiculed for losing a charge and taking damage when you could have just held the stick and blocked to keep both your charge and your health. JD'ing all three hits and guard canceling the last into the released C is a much better option.

Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant