No edit summary |
(Added red text to "Guard" data instead of text note for JDing, replaced some attack data with symbols from data key. Misc. changes.) |
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{{MOTW Legend}} | {{MOTW Legend}} | ||
Notes: | |||
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar. | |||
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|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless. | |description=Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless. | ||
Line 78: | Line 84: | ||
|Hit Adv=-1 | |Hit Adv=-1 | ||
|Block Adv=-1 | |Block Adv=-1 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4, 9 | |Guard Crush Value=4, 9 | ||
|description= Target combo from cl.5A. | |description= Target combo from cl.5A. | ||
Line 94: | Line 100: | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4, 9, 9 | |Guard Crush Value=4, 9, 9 | ||
|description= Target combo from cl.5A. Bad damage and you're minus in hit, never do this | |description= Target combo from cl.5A. Bad damage and you're minus in hit, never do this | ||
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|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ / ∞ | ||
|Cancel on Block= | |Cancel on Block=◯ / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms. | |description=Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms. | ||
Line 148: | Line 154: | ||
|Hit Adv=-7 | |Hit Adv=-7 | ||
|Block Adv=-7 | |Block Adv=-7 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=Very unsafe, but feint cancelling it makes it very plus and helpful for punishes | |description=Very unsafe, but feint cancelling it makes it very plus and helpful for punishes | ||
Line 174: | Line 180: | ||
|Hit Adv=-2 | |Hit Adv=-2 | ||
|Block Adv=-2 | |Block Adv=-2 | ||
|Feint Cancel= | |Feint Cancel=※ | ||
|Cancel on Hit= | |Cancel on Hit=※ | ||
|Cancel on Block= | |Cancel on Block=※ | ||
|Guard Crush Value=3, 3 | |Guard Crush Value=3, 3 | ||
|description=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. | |description=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. | ||
Line 204: | Line 210: | ||
|Hit Adv=-1 | |Hit Adv=-1 | ||
|Block Adv=-1 | |Block Adv=-1 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre | |description=Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre | ||
Line 220: | Line 226: | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4, 9 | |Guard Crush Value=4, 9 | ||
|description= Target combo from f.5A. | |description= Target combo from f.5A. | ||
Line 247: | Line 253: | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=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 | |description=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 | ||
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|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+1 | |Block Adv=+1 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=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. | |description=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. | ||
Line 302: | Line 308: | ||
|Hit Adv=-2 | |Hit Adv=-2 | ||
|Block Adv=-2 | |Block Adv=-2 | ||
|Feint Cancel= | |Feint Cancel=△ | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
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|Hit Adv=+5 | |Hit Adv=+5 | ||
|Block Adv=+5 | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ / ∞ | ||
|Cancel on Block= | |Cancel on Block=◯ / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 358: | Line 364: | ||
|Hit Adv=+5 | |Hit Adv=+5 | ||
|Block Adv=+5 | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Your typical crouching B, which means its great for pressure, combos and poking. | |description=Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. Combos into rekkas and Full Blast. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=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. | |description=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. | ||
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|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=-10 | |Block Adv=-10 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
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|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Quick air move with decent hitbox for meeting opponents in the air | |description=Quick air move with decent hitbox for meeting opponents in the air | ||
Line 467: | Line 473: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke | |description=More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke | ||
Line 494: | Line 500: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox | |description=Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox | ||
Line 523: | Line 529: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 552: | Line 558: | ||
|Block Adv=+5 | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description=Pretty slow and fairly reactable, ignore this generally. | |description=Pretty slow and fairly reactable, ignore this generally. | ||
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|Hit Adv=-4 | |Hit Adv=-4 | ||
|Block Adv=+2 | |Block Adv=+2 | ||
|Feint Cancel= | |Feint Cancel=▽ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description=1~6F of upper body invincibility. Last 3F has full-body invincibility. | |description=1~6F of upper body invincibility. Last 3F has full-body invincibility. | ||
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|version={{Motion|236}}+{{Icon-SNK|A}} | |version={{Motion|236}}+{{Icon-SNK|A}} | ||
|Damage=17 | |Damage=17 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=18 | |Startup=18 | ||
|Active= | |Active= | ||
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|Guard Crush Value=7 | |Guard Crush Value=7 | ||
|description=Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals | |description=Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|236}}+{{Icon-SNK|C}} | |version={{Motion|236}}+{{Icon-SNK|C}} | ||
|Damage=21 | |Damage=21 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=28 | |Startup=28 | ||
|Active= | |Active= | ||
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|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description=Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral but now it's way too slow. | |description=Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral but now it's way too slow. | ||
}} | }} | ||
}} | }} | ||
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|version={{Motion|214}}+{{Icon-SNK|B}} | |version={{Motion|214}}+{{Icon-SNK|B}} | ||
|Damage=9, 9 | |Damage=9, 9 | ||
|Guard=High | |Guard=<span style="color:#ff0000;">High</span> | ||
|Startup=29 | |Startup=29 | ||
|Active= | |Active= | ||
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|Guard Crush Value=4, 4 | |Guard Crush Value=4, 4 | ||
|description=Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using. | |description=Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|214}}+{{Icon-SNK|D}} | |version={{Motion|214}}+{{Icon-SNK|D}} | ||
|Damage=10, 10 | |Damage=10, 10 | ||
|Guard=High | |Guard=<span style="color:#ff0000;">High</span> | ||
|Startup=41 | |Startup=41 | ||
|Active= | |Active= | ||
Line 931: | Line 931: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=4, 4 | |Guard Crush Value=4, 4 | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
Line 949: | Line 949: | ||
|version={{Motion|623}}+{{Icon-SNK|A}} | |version={{Motion|623}}+{{Icon-SNK|A}} | ||
|Damage=18 | |Damage=18 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=17 | |Startup=17 | ||
|Active= | |Active= | ||
Line 961: | Line 961: | ||
|Guard Crush Value=7 | |Guard Crush Value=7 | ||
|description=Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne | |description=Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|623}}+{{Icon-SNK|C}} | |version={{Motion|623}}+{{Icon-SNK|C}} | ||
|Damage=22 | |Damage=22 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=20 | |Startup=20 | ||
|Active= | |Active= | ||
Line 979: | Line 977: | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description=More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower. | |description=More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower. | ||
}} | }} | ||
}} | }} | ||
Line 1,086: | Line 1,082: | ||
|version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}} <br>(Can Hold {{Icon-SNK|A}}) | |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}} <br>(Can Hold {{Icon-SNK|A}}) | ||
|Damage=33 | |Damage=33 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=11 | |Startup=11 | ||
|Active= | |Active= | ||
Line 1,098: | Line 1,094: | ||
|Guard Crush Value=15 | |Guard Crush Value=15 | ||
|description=1~8F full-body invincibility. Projectile hitbox/hurtbox. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced. | |description=1~8F full-body invincibility. Projectile hitbox/hurtbox. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced. | ||
When the button is held, startup can be delayed 1~48F max after blackout. | When the button is held, startup can be delayed 1~48F max after blackout. | ||
Line 1,107: | Line 1,101: | ||
|version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} <br>(Can Hold {{Icon-SNK|C}}) | |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} <br>(Can Hold {{Icon-SNK|C}}) | ||
|Damage=23, 26 | |Damage=23, 26 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=11 | |Startup=11 | ||
|Active= | |Active= | ||
Line 1,121: | Line 1,115: | ||
One of the better 2 bar supers in this game due to it's respectable damage. | One of the better 2 bar supers in this game due to it's respectable damage. | ||
More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent | More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent | ||
When the button is held, startup can be delayed 1~48F max after blackout. | When the button is held, startup can be delayed 1~48F max after blackout. |
Revision as of 17:24, 5 October 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 | |
---|---|
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. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
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 | ◯ / ∞ | ◯ / ∞ | 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 | ◯ | ◯ | 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 | ※ | ※ | 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 | ◯ | ◯ | 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 | X | X | 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 | X | ◯ | 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 | ◯ / ∞ | ◯ / ∞ | 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 | ◯ | ◯ | 4 | |
Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. 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 | ◯ | ◯ | 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 | X | X | 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 | |
- | - | X | X | 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 | |
- | - | X | X | 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 | |
- | - | X | X | 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 | |
- | - | X | X | 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 | X | X | 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 | ◯ | X | 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. For what is worth, it's Freeman's best starter on counter hit, putting the opponent on a juggle state afterwards. Meterless, TOP, st.C does more damage than a rekka counterhit starter or Morbid Angel Break (HCF+K), and can even juggle a cr.C into super for a 60%ish combo. The chances of getting this starter are few and far between, but it can be good to punish "filler" blockstrings or to avoid chip scenarios, for example, a Jenet player doing cl.C into Buffrass (QCF+P) or D The Hind Break (QCF+D). Learning what blockstrings you can heavily punish after a JD or just fishing for this in neutral and reacting to the counter hit accordingly can increase your damage tenfold, but even with this, the move remains mediocre. |
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