GigaTempest (talk | contribs) No edit summary |
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{{AttackData-Garou | {{AttackData-Garou | ||
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|Guard=Mid | |Guard=Mid | ||
|Startup=16 | |Startup=16 |
Revision as of 20:02, 30 July 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 burst movement and normals to establish pressure with his rekkas and to confirm into his Full Blast super.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html
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 |
---|---|---|---|---|---|
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. |
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, but feint cancelling it makes it very plus and helpful for punishes |
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
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 |
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. |
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
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 |
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. |
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. |
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
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 |
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 |
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. |
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
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 | |
Pretty slow and fairly reactable, ignore this generally. |
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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
17 (base damage) | 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
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
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. |
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
Super Moves