Garou: Mark of the Wolves/Kim Dong Hwan: Difference between revisions

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|'''A+B'''||10||25||+5||-1||No||Overhead||Jumping Axe Kick, Evades lows
|'''A+B'''||10||25||+5||-1||No||Overhead||Jumping Axe Kick, Evades lows
|-
|-
|'''C+D'''||10,3,3,3,3=20||8||-9||KDN||No||Mid-All Hits||Spinning Drop Kick. Damage and input only when in TOP
|'''C+D'''||10,3,3, 3,3=20||8||-9||KDN||No||Mid-All Hits||Spinning Drop Kick. Damage and input only when in TOP
|-
|-
|'''c.A'''||4||5||+2||+2||No||Low||Low Kick
|'''c.A'''||4||5||+2||+2||No||Low||Low Kick

Revision as of 22:07, 4 April 2006

Introduction

To come.

Gameplay Overview

To come.

Move List

Normal Moves

Input Damage Startup Block Hit Cancel Guard Description
far A 5 3 +6 +6 Yes Mid Jab, cancels into itself as well
far B 7 4 0 0 Yes Mid Mid Kick
far C 14 12 -10 -10 Yes Mid 45*angle spin kick, cancellable during startup frames or on block only
far D 14 13 -1 -1 No Mid Spinning mid kick
close A 4 3 +6 +6 Yes Mid Jab
close B 6 4 +4 +4 Yes Mid Ankle Kick
close C 6,6=11 5 -5 -5 Yes Mid, Mid Verticle Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable
close B 6,6=11 4 -6 -6 Yes Mid, Mid Mid-High Double Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable
A+B 10 25 +5 -1 No Overhead Jumping Axe Kick, Evades lows
C+D 10,3,3, 3,3=20 8 -9 KDN No Mid-All Hits Spinning Drop Kick. Damage and input only when in TOP
c.A 4 5 +2 +2 No Low Low Kick
c.B 6 4 +6 +6 Yes Low Low Kick
c.C 10 5 +4 +4 Yes Mid Crouching Mid Kick
c.D 10 7 -8 KDN No Low Sweep
c.A+B 10 10 +4 -1 Yes Mid Spinning Mid Kick, Evades Upper level attacks
j.A 5
j.B 6
j.C 9
j.D 9
  • Strange math is due to damage scaling in combos

Command Normal Moves

"Super Jump"
d, N, any jump

"Air Throw"
close f+C in the air

"Wall Jump"
in the air near a corner, j opposite direction

"Aerial Back Kick"
in the air, b+C

Special Command Moves

Thunderbird Slash
qcb K (overhead kick)

*Sandblast Bash (Break Move)
dp P (has auto-counter property)

Flying Kick
in the air, d K

Purple Hazer
qcf B (hits low and stuns opponent)
qcf D (hits low and launches opponent)

Leg Smack
hcb C

Super Moves

Super Dong Hwan Kick
during j, qcf x2 P

Thunderbird Blast
qcf x2 K (can hold D version)

**Immortal Egoist Kick (Hidden Super)
qcf x3 P

Attributes

To come.

Frame Data

To come.

Attack Notes

To come.

Bread'n'Butter Combos

c.B c.C qcfx2+B qcf+B c.C qcfx+B qcf+D j.qcfx2+A j.qcfx2+A dp+C dp+P (break) qcfx3+C

c.B c.C qcfx2+B is where Dong gets all his damage. And the timing takes a a few words of explanation.

First learn c.C qcfx2+B. This is best done by buffering qcf before you do the c.C. The input is 2362C36B.

The c.B c.C is a link. This is merely a timing thing. You can mash C and get it, but it's integral to learn the timing.

Now the hard part. qcf+B is an actual move, this makes it difficult to get the timing to buffer the qcf during the link. Since if you're mashing qcf all the time you'll get a qcf+B or dp+C.

Anyways, the way I do it. I to learned c.C qcfx2+B and c.B c.C seperately, then put them together. The timing point is where you stick the first qcf. It needs to be between the B and the C, not before not after that point. You also have to time it fast enough so that the B and C combo. You should be buffering the qcf right after the c.B hits, then wait a millisecond and press c.C such that it combos. Now finish off the input and press B again if it connects.

the input looks like this: 2B2362C36B

T.O.P. Notes

8 frame startup. KDN on hit. -9 on block. 5 hits-21 damage total with TOP 1/3.
Normally Dong needs meter to do any decent combo easily as hcb+C and qcb+B only combo when cancelled off of a close move or on CH. His TOP move lets him combo more easily as it has decent range and speed. It's not too safe, but it's easy to use when you know it'll hit. Combos off all cancelable moves except far C (only cancels on block anyway).
Example Combos...
j.b+C C+D Easy combo for cross up kick
j.D c.C C+D Big damage.
c.A+B C+D Increase evade move damage.
c.B c.B C+D Low and hit confirmable.
short jump+C c.B C+D Quick mixups.
You still have to be fairly close for these to land. Max range c.C and c.A+B canceled into C+D will not work.
Its range allows you to catch back dashers and cross up techrollers. It's meatiness, input (C and D), and air properties help it beat throws.
Example setups...
c.D or Throw-run up, opponent techs, run past C+D. This works well as you can stay close while they tech to make in ambiguous plus it works nice against throws. Or you can run kinda far and make them think it's safe.
uf+A C (air chain while ascending), then C+D as you land. Since it moves horizontally, use it on the ground for GCLing instead of with an anti air GCL.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.

Return to The Characters

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