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|description= | |description=Kick flurry series. Slow, so they don't combo from lights, but are your most consistent conversion tool at further ranges. Unsafe on block, can hold the button for a window to be in a guardpoint stance that absorbs mids and highs. No difference in frame data or damage and C version goes further, so no reason to use A version | ||
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|description= | |description=The initial kick in the B version is extremely stubby, its very hard to make it land. never use this | ||
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|description= | |description=Sweep forward, then an overhead (visually, its a mid) flame kick. Your most damaging ender and almost always your best way to finish combos on the ground, meterlessly. Safe on block, so don't be reckless | ||
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|description= | |description=Your shittiest ground combo ender. Very inconsistent at range due to the first hit being very vertical and not comboing from range. the second hit may sometimes connect but only if you do a single normal point blank first. No other use for this move. | ||
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|description= | |description=Even slower and with not much utility otherwise. | ||
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|Cancel on Block=Yes | |Cancel on Block=Yes | ||
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|description= | |description=Weird move - you backdash, then lunge forward with a launching kick. rewarding on hit and the backdash might let you dodge some shit but its too slow, stubby and unsafe to be useful | ||
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|description= | |description=The divekick. does up to 4 kicks in a row while diving forward. comboable from all air normals. punishable on hit at best, and can be even worse depending on how it hits. Pretty bad it seems | ||
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|description= | |description=Its too slow to combo and nsanely unsafe in block. don't use this | ||
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|description= | |description=1-2f of full body invulnerability | ||
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|description= | |description= + on block semi-dp. its neat, since it leads to juggles more consistently then [2]8dBR and is plus on block, though still just as small and not invul all the way through startup. Used in some optimal punishes, more than D DP. | ||
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|description= | |description=1-4f of full body invul Very fast and deals decent damage. The only issue is that its bad at anti airing and the hitbox is so sall it whiffs beyond point blank on the ground. Still better of a reversal than B version, though you have no reason to just do a raw reversal. | ||
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|description= | |description=1-4f of full body invul. 0 on block and leads to a juggle into super or another flashkick on hit, while still being a true reversal. the only limitation is the small hitbox, but this move is still neat to have. can be used for some optimal punishes and your DP of choice. | ||
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Revision as of 22:35, 23 June 2022
Introduction
Kim Jae Hoon is the younger brother of Kim Dong Hwan, both of them together are the sons of Taekwondo Master, Kim Kaphwan. Unlike his older brother, Kim Jae Hoon is much more serious with Taekwondo and believes firmly in his fathers ideals of justice. Jae Hoon uses many of the same techniques his father before him used, such has the Hangetsu Zan and Hou'ou Kyaku, with a bit of an original spin of his own, adding his element of fire to his attacks to amplify the power behind his blows.
Jae Hoon enters the Maximum Mayhem tournament with his older brother Dong Hwan after their father, whom was visiting the newly re-built Second South, was attacked by an very strong oppenent and was injured. Jae Hoon swears to avenge his fathers defeat, and so, dragging Dong Hwan with him, the two compete in the Maximum Mayhem tournament with hope that one of them will be able to face the monster that defeated their father.
Pros | Cons |
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Character Colors
Move List
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/82.html and Howard's Arena
Data Help | |
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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. |
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 3 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes/chainable | Yes/chainable | 4 | |
Standing jab. Good for pressure but being a proximity normal its hard to get in range for |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | Yes | Yes | - | |
outdone by cl.a |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | Yes (1st hit) | Yes (1st hit) | - | |
Outdone by cl.d |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | 1 (3) 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | Yes (1st hit) | Yes (1st hit) | - | |
You can insert the first hit in some punish combos maybe, but still situational |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 3 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | 4 | |
Tall hitbox, great speed and advantage on block, its good for pressure and basic antiairing/jabbing. Can be used in some combos or blockstrings |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | 3 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | 0 | Yes | Yes | 4 | |
An okay poke at far range |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 12 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-10 | -10 | No | Yes | - | |
Too slow to be a reliable anti air, despite the hitbox. don't use this move |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 13 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | No | No | - | |
Will go over low pokes but its not rewarding and very slow |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | No | No | - | |
Would be so good if you could cancel. you can chain 3 of these midscree nand its plus on block. sadly, because you can't, its very situational |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - | |
The core of your pressure, poking and many combos. Low, fast, self chains and links into many normals including 2c, 5a and 5b |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | Yes | Yes | - | |
Great normal, as its fast, damaging, plus on block, and has decent range. used in many combos, poking, pressure (very plus if FCed), etc. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 7 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | No | No | - | |
Typical sweep, which means it aint that good. heavy knockdown is nice but the range aint that good and its quite nsafe on block with no cancel options |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 6 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | Yes | - | |
Probably your best jump in due to its decent active frames and great speed and hitbox. the hitstun aint that long so its hard to get significany advantage after. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 6 | 8 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | Yes | - | |
An alternative option, has a worse hitbox for jumping ins but instead is very active and reaches further. also a great air to air potentially |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | 6 | 6 | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | Yes | - | |
Hits above Jae moon. Weird normal overall, don't use it much |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 8 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | Yes | - | |
Your best heavy jump in, tho the speed and hitbox aint the best |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 25 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 11 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | Yes | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 30 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -1 | - | - | 25 | |
Very slow, but nearly instant recovery |
Shou-kyaku Hou (Phoenix Cannon): Press B during Back-step
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 45 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | Yes | Yes | - | |
Weird move - you backdash, then lunge forward with a launching kick. rewarding on hit and the backdash might let you dodge some shit but its too slow, stubby and unsafe to be useful |
Super Moves
Attack Notes
Shakka-shuu - This move has an auto-guard property against high attacks when you hold it. This is a great move to take advantage of against characters that use a lot of high attacks. After guarding a move, release the button to smash your opponent! Just keep in mind that when you perform the Shakka-shu, it takes about a second for Jae Hoon to take up his stance and he will automatically release it if you hold it for too long.
Its usually best to try to anticipate when and where your opponent will strike before using this move to get the most out of it. It makes an exceptional guard cancel has well. This can be Jae Hoon's best defense when used properly, and occasionally a decent surprise offensive attack when your opponent isn't expecting it.
Hishou-kyaku: After inputing the command for the move, you can Hold DF and keep tapping K rapidly to get the sliding kick finisher.
Houyoku Tenshou Kyaku - If you hold down C while performing the P-Power version, after Jae Hoon lands he will yell and begin to charge up flames. If you let go of the C button on time has your opponent falls, you can get in one extra hit that packs quite a punch, or foot rather. If you use the S-Power version, it is possible to connect a Hou'ou Kyaku after you land and before your opponent lands. However, the window to connect is very small and it must be done very quickly.
Combos
Anywhere
c, c
,
+
35 damage
s, c
,
+
33 damage
c, c
,
+
31 damage
s, c
,
+
29 damage
c, c
,
,
+
51 damage
s, c
,
,
+
49 damage
c, c
,
,
+
67 damage
s, c
,
,
+
65 damage
s, s
,
,
+
44 damage
s, s
,
,
+
59 damage
c, c
, c
,
,
+
51 damage
c, c
, c
,
,
+
66 damage
s,
,
+
35 damage
s,
,
+
45/63(hold
ender) damage
s,
,
+
,
,
+
71 damage
Corner only
s, c
, c
,
+
35 damage
s, c
, c
,
+
32 damage
s, c
, c
,
+
30 damage
s, c
, c
,
,
+
53 damage
s, c
, c
,
,
+
68 damage
c, c
, c
, c
,
,
+
55 damage
c, c
, c
, c
,
,
+
70 damage
j,
, j
, d
+
,
+
39 damage
c, charge
,
+
(1 hit),
,
,
+
,
,
+
80 damage
T.O.P. Notes
Jae Hoon performs a Neri Chagi (Axe Kick), it has a slow start up, but it has a near-instant recovery time after the kick is dealt, and it's an overhead.
Basic Strategy
Kim Jae Hoon plays a bit similiar to his father Kim Kaphwan in Real Bout Fatal Fury 2 in that he is mostly a close/mid range fighter and puts up an exceptional offense, and plays a fairly decent counter attack game. Jae Hoon can greatly punish his opponents when they leave themselves undefended, or throw themselves akwardly into an attack towards Jae Hoon, not to mention he has some exceptional mix up with his attacks.
Many of Jae Hoon's moves come out fast and many can be canceled with ease, making for some simple bread and butter combos (Ex- Jumping D, Crouching C, QCF+D), which is probably one of his high points. However it's important to note the sometimes akward recovery time between some of Jae Hoon's techniques, has this can make him or break him.
He has no real 100% "safe" moves, thus it's vital you take movement with caution and plan your attacks ahead, since Jae is left with a dash instead of a run, and lacks a super jump like Dong Hwan. Getting close enough to your opponent is very important, don't wait and let them come to you, or they will most likely waste you. Charge them carefully, even if you have to Just Defend a few projectiles to get close enough. When your within range, you can unleash all the mayhem you want, with caution of course.
With enough practice, patience, and dedication, Jae Hoon can be a fairly strong and effective character againest almost any opponent.
Advanced Tactics
In-depth video lecture on Jae Hoon. Please use the timestamps to navigate the topics.
Matchup Notes
To come.