User:Dnalsi/sandbox

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Revision as of 02:32, 18 February 2023 by Dnalsi (talk | contribs)

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.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.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

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

Cl. Kof.lp.png
Garou Butt cl.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 No/chainable No/chainable 4

Standing jab.


Cl. Kof.lk.png
Garou Butt cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 4 7 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No 4

The last 3F of recovery has full-body invincibility.


Cl. Kof.sp.png
Garou Butt cl.C-1.jpg
Garou Butt cl.C-2.jpg
Damage Guard Startup Active Recovery Total
5,5 Mid 7 1,《2》,4 21 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 Yes (1st hit) Yes (1st hit) 3,3

Not very good, cancel first hit into something else if you don't end up grabbing.


Cl. Kof.sk.png
Garou Butt cl.D.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 26 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 Yes Yes 5

Leads to big damage combos


Far Standing Normals

Far Kof.lp.png
Garou Butt s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 4 7 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No/chainable No/chainable 4

Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs.


Far Kof.lk.png
Garou Butt s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 3 16 24
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 No No 4


Far Kof.sp.png
Garou Butt s.C.jpg
Damage Guard Startup Active Recovery Total
12 Mid 11 5 21 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 No No 5

Bad normal, avoid using it. Big range but punishable by some supers on hit. You also get very little off of it.


Far Kof.sk.png
Garou Butt s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 11 4 24 39
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 No Yes 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.


Crouching Normals

Cr. Kof.lp.png
Garou Butt cr.A.jpg
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 No/chainable No/chainable 4


Cr. Kof.lk.png
Garou Butt cr.B.jpg
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 No/chainable No/chainable 4


Cr. Kof.sp.png
Garou Butt cr.C-1.jpg
Garou Butt cr.C-2.jpg
Damage Guard Startup Active Recovery Total
9 Mid 5 1,《1》,2 22 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 Yes Yes 5


Cr. Kof.sk.png
Garou Butt cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 8 4 22 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 No No 5


Jumping Normals

Jump Kof.lp.png
Garou Butt j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 5 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 4

Your go to air to air.


Jump Kof.lk.png
Garou Butt j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 9 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 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.


Jump Kof.sp.png
Garou Butt j.C.jpg
Damage Guard Startup Active Recovery Total
9 High 12 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 5

Use it as an air mixup thanks to it's slower timing compared to your other air normals, and possibly a crossup with it's big hitbox


Jump Kof.sk.png
Garou Butt j.D.jpg
Damage Guard Startup Active Recovery Total
9 High 9 7 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - No No 5

Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.


Command Normals

Kyokugen Hiji
F.png + Kof.lp.png
Garou Butt f.A.jpg
Damage Guard Startup Active Recovery Total
12 Overhead 15 1 14 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 No No 9

Great overhead, fast with good damage that confirms into many things, even at far range.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Butt AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 24 5 14 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 +6 No No 6


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Butt 2AB-1-re.jpg
Garou Butt 2AB-2-re.jpg
Garou Butt 2AB-3-re.jpg
Garou Butt 2AB-4-re.jpg
Damage Guard Startup Active Recovery Total
10 Mid 9 3 22 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 0 Yes No 6

1~6F upper-body invincibility.


Zan Retsu Ken (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 2×8,9


Throws

Close B.png/F.png+Kof.sp.png
Kyokugen Zutsuki (Headbutt)
Garou Butt Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+64 - - - -

Normal throw.


Feints

F.png+Kof.lp.png+Kof.sp.png
Garou Butt F.Taunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of 236(x2)C, and to a lesser extent the start of 236(x2)A.


D.png+Kof.lp.png+Kof.sp.png
Garou Butt D.Taunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of 623A/C, 623A/C (BR), or 236(x2)B/D.


Special Moves

Ko'ou-Ken
Qcf.png+Kof.lp.png/Kof.sp.png
Fastest projectile in the game, all-round reliable, just mind them being JD'd at fullscreen. Also knocks down up close.
Impossible to just defend at 0-pixel health bar.
The guard crush value in parentheses is at short-range.

Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
13 (18) Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 7(8)
Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
14 (22) Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 8(9)


Hien Shippu-Kyaku
Qcf.png+Kof.lk.png/Kof.sk.png
Impossible to just defend at 0-pixel health bar.

Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
16 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 4,3
Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
17 Mid 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 4,4


Kohou
Dp.png + Kof.lp.png
Dp.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - 7
Dp.png + Kof.lp.png Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +2 - - 7

Learn to use this often, it's part of your gameplan. Can be done after many normals and is a part of many combos.


Kohou
Dp.png + Kof.sp.png
Dp.png + Kof.sp.png Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - 7
Dp.png + Kof.sp.png Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 7


Harai
Qcb.png+Kof.lp.png/Kof.lk.png
Qcb.png+Kof.lp.png
Upper-Body Harai
Damage Guard Startup Active Recovery Total
15 - 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - 7

4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.

Kof.lp.png version counters mid & high attacks.

Qcb.png+Kof.lk.png
Lower-Body Harai
Damage Guard Startup Active Recovery Total
N/A - 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - 7

1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.

Kof.lk.png version counters low attacks.


Ryuu-Sen-Ken
Ch. Kof.sp.png
Impossible to just defend at 0-pixel health bar.

Lv1 Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 7

Charge time is 120F (~2 seconds).

Lv2 Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 8

Charge time is 240F (~4 seconds).

Lv3 Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - 9

Charge time is 480F (~8 seconds).

Lv4 Damage Guard Startup Active Recovery Total
27 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 4×3

Charge time is 960F (~16 seconds).


Tora-Sen-Kyaku
Ch. Kof.sk.png
Impossible to just defend at 0-pixel health bar.

Lv1 Damage Guard Startup Active Recovery Total
15 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8

Charge time is 120F (~2 seconds).

Lv2 Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8

Charge time is 240F (~4 seconds).

Lv3 Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 9

Charge time is 480F (~8 seconds).

Lv4 Damage Guard Startup Active Recovery Total
27 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 4×3

Charge time is 960F (~16 seconds).


Super Moves

Haou Shoukou Ken
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Impossible to just defend at 0-pixel health bar.

Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
33 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - 15

1~7F full-body invincibility.

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
48 Mid 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 6×4

1~9F full-body invincibility.


Kyokugen Kohou
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
35 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -44 - - 5×2,3×5

The 1 meter version in particular is a part of several combo enders

1~4F full-body invincibility.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
51 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -56 - - 10×2,3×8

1~5F full-body invincibility.


Ryuuko Ranbu
Qcf.png,Qcf.png,Qcf.png + Kof.sp.png
(Press Kof.sp.png rapidly)
Lv1 Damage Guard Startup Active Recovery Total
31 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -42 - - 3×13

1~3F full-body invincibility.

No extra presses (Kof.sp.png x1). 13 hits.

Lv2 Damage Guard Startup Active Recovery Total
43 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - 3×19~22

1~3F full-body invincibility.

Kof.sp.png x3-9. 19 hits (a low on the 7th hit).

Lv3 Damage Guard Startup Active Recovery Total
55 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - 3×19~22

1~3F full-body invincibility.

Kof.sp.png x10. 22 hits (a low on the 7th hit).

Lv4 Damage Guard Startup Active Recovery Total
61 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -40 - - 8×6,5×6

1~9F full-body invincibility.

Impossible to just defend at 0-pixel health bar.


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