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Revision as of 23:08, 29 May 2024
Introduction
Marco Rodriguez. Also known as Marco Rodrigues when using Portuguese spelling. Otherwise known for his English localized name -- Khushnood Butt.
Gameplay
Khushnood 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.
Khushnood's main drawback is his randomness. Breaking 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.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.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 group of rectangles or circles) that tell 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 or circles) 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: | 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. (Also known as "Collision Box".) |
Command | the input for the attack. |
Start Up | The number of frames that initiate at the beginning of an attack after the input.
And when the first hitbox is present.
The first active frame is after the last startup 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 modified for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decrease your guard durability gauge/meter by that value/s |
+ | 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. |
◯ | circle means cancelable on both hit/block. |
∞ | infinity means chain cancelable with the same button (renda cancel). |
※ | means cancelable on the first hit/part only. |
《 》OR « » OR << >> OR ( ) | The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame). |
△ | up triangle means only cancelable on block. |
▽ | down triangle means only cancelable on hit. |
× OR X | means 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 |
---|---|---|---|---|---|
5 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+6 | +6 | X | X / ∞ | X / ∞ | 4 |
Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+4 | +4 | X | X | X | 4 |
The last 3F of recovery has full-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | Mid | 7 | 1, 《2》, 4 | 21 | 35 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-4 | -4 | ※ | ※ | ※ | 3, 3 |
Not very good, cancel first hit into something else if you don't end up grabbing. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 26 | 35 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-9 | -9 | ◯ | ◯ | ◯ | 5 |
Leads to big damage combos |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 7 | 14 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+4 | +4 | X | X / ∞ | X / ∞ | 4 |
Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and from pressure/jab link combos off of close standing A |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 3 | 16 | 24 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-4 | -4 | X | X | X | 4 |
A good fast poke, even if you get nothing from it. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-5 | -5 | X | X | X | 5 |
Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 4 | 24 | 39 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-7 | -7 | △ | X | ◯ | 5 |
Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum. Whiffs on crouching opponents. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+6 | +6 | X | X / ∞ | X / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+5 | +5 | X | X / ∞ | X / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 5 | 1, 《1》, 2 | 22 | 31 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-5 | -5 | ◯ | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 4 | 22 | 34 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -5 | X | X | X | 5 |
Your furthest reaching crouched normal, decently quick too. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 10 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 4 |
Your go to air to air given it's quick startup and decent range. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 9 | 10 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 4 |
A ton of active frames, can cross up and beat some anti airs Neutral or back hop B can beat out an upper-body evasion attack. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 12 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 5 |
Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 9 | 7 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 5 |
Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Overhead | 15 | 1 | 14 | 30 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+6 | +6 | X | X | X | 9 |
Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 24 | 5 | 14 | 43 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
0 | +6 | - | X | X | 6 |
Just use the overhead command normal instead. Practically never worth using, kinda slow and has no follow ups. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 9 | 3 | 22 | 34 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-6 | 0 | ▽ | ◯ | X | 6 |
1~6F upper-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
2x8, 15 (base damage) | Mid | 10 | - | 20~ | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -24 | - | - | - | 2×8, 9 |
One of the better T.O.P moves, has: -Respectable damage (even if you can't combo from it) |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+64 | - | - | - | - | - |
Has good corner carry, standard throw that knocks down. Mainly for pressure. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | - | - | - |
Mimics the start of Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | - | - | - |
Mimics the start of Kohou (and its break version) or Kyokugen Kohou. |
Special Moves
Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.
It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).
Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
You can't use all of the following:
-Your C fireball
-Your C DP
-C Haou Shoukou Ken
-Your ability to grab (you can still tech with D though)
-Feint
-Ryuuko Ranbu
-TOP attack
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender.
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 12 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | - | - | - | 7 | |
Charge time is 120F (~2 seconds) or more. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | - | - | - | 8 | |
Charge time is 240F (~4 seconds) or more. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | - | - | - | 9 | |
Charge time is 480F (~8 seconds) or more. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -11 | - | - | - | 4×3 | |
Charge time is 960F (~16 seconds) or more. Travels really far so sometimes a decent burst option or for a GC against projectiles |
-Sweep
-A Great jump-in
-TOP attack
-Kyokugen Ko Hou
-And a situational special move
Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos.
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | - | - | - | 8 | |
Charge time is 120F (~2 seconds) or more. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | - | - | - | 8 | |
Charge time is 240F (~4 seconds) or more. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | - | - | - | 9 | |
Charge time is 480F (~8 seconds) or more. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -6 | - | - | - | 4×3 | |
Charge time is 960F (~16 seconds) or more. |
Super Moves
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4×13 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -42 | - | - | - | 3×13 | |
1~3F full-body invincibility. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
4×19 | Mid (Low on 7th hit) | 0 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -48 | - | - | - | 3×19 | |
1~3F full-body invincibility. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
4x16, 5x6 | Mid (Low on the 7th hit) | 0 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -48 | - | - | - | 3×22 | |
Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions). 1~3F full-body invincibility. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
8×6, 6×5, 7 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -40 | - | - | - | 8×6, 5×6 | |
The strongest super marco has, the fireballs disappear quickly and at a short range. 1~9F full-body invincibility. |