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===== <span class="invisible-header">T.O.P. Attack ( | ===== <span class="invisible-header">T.O.P. Attack (CD)</span> ===== | ||
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{{MoveData | {{MoveData |
Revision as of 11:53, 17 June 2024
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. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing | Crouching | Dash | Taunt | Jumping | Landing |
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37 total frames or 35 for a backwards jump. | Freeman is invincible below the waist when landing from an empty jump. |
Close Standing Normals
Close 5A
c.5A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+6 | +6 | ◯ | ◯ | 4 | ||
Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless. Last 2F of recovery has full-body invincibility. | ||||||
c.5A>A | Damage | Guard | Startup | Active | Recovery | Total |
4, 9 | HL | 4 | 4 | 12 | 20 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | X | X | 4, 9 | ||
Target combo from cl.5A. | ||||||
c.5A>A>A | Damage | Guard | Startup | Active | Recovery | Total |
4, 9, 8 | HL | 3 | 3 | 17 | 23 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-5 | -5 | X | X | 4, 9, 9 | ||
Target combo from cl.5A. Bad damage and you're minus in hit, never do this |
Close 5B
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. |
Close 5C
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 |
Close 5D
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
Far 5A
f.5A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
5 | Mid | 4 | 4 | 12 | 20 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | ◯ | ◯ | 4 | ||
Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre | ||||||
f.5A>A | Damage | Guard | Startup | Active | Recovery | Total |
5, 8 | Mid | 3 | 3 | 17 | 23 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-5 | -5 | X | X | 4, 9 | ||
Target combo from f.5A. |
Far 5B
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 |
Far 5C
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. |
Far 5D
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
2A
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 |
2B
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. |
2C
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. |
2D
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
jA
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 |
jB
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 |
jC
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. |
jD
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
Lower-body Evasion Attack (5AB)
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. |
Upper-body Evasion Attack (2AB)
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. |
T.O.P. Attack (CD)
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
Ground Throw
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
Forward Feint (6AC)
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. |
Down Feint (2AC)
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
V.O.D. (214P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
8 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +1 | - | - | 2 | ||
The first part of Freeman's light rekkas, is +1 on block and starts up rekka offense. | ||||||
A>A | Damage | Guard | Startup | Active | Recovery | Total |
8 | Low | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
0 | 0 | - | - | 2 | ||
The second hit of Freeman's rekkas. Only 0 on block and with generous cancel timing, its great for pressure and combos. Also Freeman's only low rekka. Can be cancelled into from the rekka starter on whiff as well. | ||||||
A>A>A | Damage | Guard | Startup | Active | Recovery | Total |
8 | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -24 | - | - | 3 | ||
Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
8 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-5 | -5 | - | - | 3 | ||
Slower and more unsafe with no real benefit. | ||||||
C>C | Damage | Guard | Startup | Active | Recovery | Total |
8 | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-12 | -12 | - | - | 3 | ||
Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this. | ||||||
C>C>C | Damage | Guard | Startup | Active | Recovery | Total |
8 | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -1 | - | - | 3 | ||
Final hit of Freeman's heavy rekkas. Actually better then the light ender, since it launches opponents into the air for a knockdown, landing closer. Also much more safe, so used to end pressure safely. |
Nightmare (236P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
17 | Mid | 18 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 7 | ||
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 | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
21 | Mid | 28 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 8 | ||
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. |
Crow (214K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
9, 9 | High | 29 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +1 | - | - | 4, 4 | ||
Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
10, 10 | High | 41 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +1 | - | - | 4, 4 |
Phobia (623P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
18 | Mid | 17 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-9 | -9 | - | - | 7 | ||
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 | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 20 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 8 | ||
More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower. |
Morbid Angel (41236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
21 | - | 25 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
Jumps in the air for a leaping, slow command grab that misses crouchers and fails close to the corner. Pretty shitty move as it's so hard to land and the reward isnt nearly worth. Switches sides | ||||||
B Break | Damage | Guard | Startup | Active | Recovery | Total |
- | - | 25 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+13 | - | - | - | - | ||
Probably the worst brake move in the game. The reward is sctually very good but for the aformentioned reasons above you won't be able to rely on landing this move | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
21 | - | 27 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
D Break | Damage | Guard | Startup | Active | Recovery | Total |
- | - | 27 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+13 | - | - | - | - |
Super Moves
Full Blast (236236P)
A (Can Hold A) |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
33 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -7 | - | - | 15 | ||
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. | ||||||
C (Can Hold C) |
Damage | Guard | Startup | Active | Recovery | Total |
23, 26 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 15×2 | ||
1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox. 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 When the button is held, startup can be delayed 1~48F max after blackout. |
Creeping Death (236236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
33 | - | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
Freemam's second super series - after a few frames of invulnerability, he advances forward quickly, in a parry stance. Once hit, it guarantees a very damaging punish. Counters highs, mids and lows and is very consistent once triggered, although there's a frame where Freeman is totally defenseless. High-risk high-reward but a bit too slow to really rely on. 1~6F full-body invincibility, 8~39F full-body counter. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
7×5, 25 | - | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
1~9F full-body invincibility, 10~36F full-body counter. |