Garou: Mark of the Wolves/Kim Dong Hwan

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KimDongHwan.PNG
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Introduction

To come.

== Character Colors ==

Dongcolors.JPG

Gameplay Overview

Coming soon.

Move List

Normal Moves

Command Normal Moves

Super Jump: Press Down.gif, then Upleft.gif/Up.gif/Upright.gif
Wall Jump: Jump towards a wall and then press the opposite direction to it
Ushiro-geri (BacKick): Left.gif+Snkc.gif in the air

Special Command Moves

Command Move Weak Damage Strong Damage
Qcb.gif + Kick.gif Raimei Zan 19 22
Dp.gif + Punch.gif Kuusa-jin 18 24
Dp.gif + Punch.gif (Break) Kuusa-jin 5 8
air Down.gif + Kick.gif Hishou-kyaku 10-22 10-22
Qcf.gif + Kick.gif Shiden-kyaku 10 12
Hcb.gif + Snkc.gif Ashi Binta -- 28
Qcf.gif, Qcf.gif + Punch.gif (in air) Super Dong Hwan Kick 33 55
Qcf.gif, Qcf.gif + Kick.gif Raimei Dan 35 37/41/48
Qcf.gif, Qcf.gif, Qcf.gif + Snkc.gif Ore-sama Hou'ou Kyaku -- 53

Frame Data

Source : http://www13.atwiki.jp/garoumow/pages/21.html

Move Startup Guard Adv. Hit Adv. GC Value Cancellation Remarks
Near Standing A 3 +6 +6 4 Chain / ◯
Near Standing B 4 +4 +4 4
Near Standing C 5 -5 -5 3,3 ※ ◯
Near Standing D 4 -6 -6 3,3 ※ ◯
Far Standing A 3 +6 +6 4
Far Standing B 4 0 0 4
Far Standing C 12 -10 -10 5
Far Standing D 13 -1 -1 5 × Note
Crouched A 5 +2 +2 4 Chain / ×
Crouched B 4 +6 +6 4 Chain / ◯
Crouched C 5 +4 +4 5
Crouched D 7 -8 down 5 ×
Jump A 5 4
Jump B 6 4
Jump C 6 5
Jump D 8 5
Upper avoid attack 10 +4 -2 6 1 ~ 5F upper body invincible
Lower avoid attack 25 +5 -1 6 ×
Kick back 4 9


Move Startup Guard Adv. Hit Adv. GC Value Remarks
Zan weak-thunder 19 -1 -1 3,3
Strength-thunder Zan 25 -2 -2 4,4
Weak-empty dust 4 -30 (-6) down 3,2 × 3 1 ~ 5F invincible
Strength-empty dust 4 -29 (-6) down 3,2 × 4,5 1 ~ 5F invincible
Weak-flying leg 7 0 or more 0 or more 2 × 4
Strength-flying leg 9 0 or more 0 or more 2 × 4
Weak-Shiden'ashi 22 +13 +13 7
Strength-Shiden'ashi 25 +9 down 8
Foot Face Slapping 7 -9 down 1 × 7
Rotation Don Juan 8 -9 down 2,3 × 4
Super Don Juan leg A 0 -39 down 5 × 6
Super Don Juan legs C 0 -69 down 10,7 × 7
Thunder bullet B 19 -5 down 20 1 ~ 13F invincible, missile decision
Thunder bullet D 17 +5 down 10,10,20,30 1 ~ 15F invincible, the final stage missile decision
I like Phoenix leg 0 -10 down 20 1F invincible

Hit Boxes and Frame Data

Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
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.
Command = the input for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ 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.


DongSCR.jpg

Standing, Crouching and Running


DongTaunt.jpg

Taunt


DongWallJump.jpg

Wall jump


DongSuperJump.jpg

Super Jump


DongJump.jpg

Command Total Frames
Normal Up1.gif 35


DongThrow.jpg

Command Total Frames
Close B.gif/F.gif + Snkc.gif 9


DongFwdFeint.jpg

Command Total Frames
F.gif + Snka.gif + Snkc.gif 10


DongDwnFeint.jpg

Command Total Frames
Down.gif + Snka.gif + Snkc.gif 10


DongCloseA.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


DongCloseB.jpg

Command Start Up Hit Guard
Close Snkb.gif 4 +4 +4


DongCloseC.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 -5 -5


DongCloseD.jpg

Command Start Up Hit Guard
Close Snkd.gif 4 -6 -6


DongStandA.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +6 +6


DongStandB.jpg

Command Start Up Hit Guard
Far Snkb.gif 4 0 0


DongStandC.jpg

Command Start Up Hit Guard
Far Snkc.gif 12 -10 -10


DongStandD.jpg

Command Start Up Hit Guard
Far Snkd.gif 13 -1 -1



DongDownA.jpg

Command Start Up Hit Guard
Down.gif + Snka.gif 5 +2 +2


DongDownB.jpg

Command Start Up Hit Guard
Down.gif + Snkb.gif 4 +6 +6


DongDownC.jpg

Command Start Up Hit Guard
Down.gif + Snkc.gif 5 -4 -4


DongDownD.jpg

Command Start Up Hit Guard
Down.gif + Snkd.gif 7 KD -8


DongJumpA.jpg

Command
Up1.gif + Snka.gif


DongJumpB.jpg

Command
Up1.gif + Snkb.gif


DongJumpC.jpg

Command
Up1.gif + Snkc.gif


DongJumpD.jpg

Command
Up1.gif + Snkd.gif


DongAB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 25 -1 +5


DongDwnAB.jpg

Command Start Up Hit Guard
Down.gif + Snka.gif + Snkb.gif 10 -2 +4


DongBackC.jpg

Command Start Up Hit Guard
Air B.gif + Snkc.gif 29 KD -16


DongTOP.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 8 KD -9


Dong214B.jpg

Command Start Up Hit Guard
Qcb.gif + Snkb.gif 19 -1 -1


Dong214D.jpg

Command Start Up Hit Guard
Qcb.gif + Snkd.gif 27 -2 -2


DongDPAandC.jpg

Command Start Up Hit Guard
Dp.gif + Snka.gif 4 KD -30
Dp.gif + Snka.gif (Break) 4 KD -6
Dp.gif + Snkc.gif 4 KD -29
Dp.gif + Snkc.gif (Break) 4 KD -6


Dong236B.jpg

Command Start Up Hit Guard
Qcf.gif + Snkb.gif 22 +13 +13


Dong236D.jpg

Command Start Up Hit Guard
Qcf.gif + Snkd.gif 25 KD +9


DongDwnBandD.jpg

Command Start Up Hit Guard
air Down.gif + Snkb.gif 6 0, -5 0, -5
air Down.gif + Snkd.gif 9 0, -5 0, -5


Dong63214C.jpg

Command Start Up Hit Guard
Hcb.gif + Snkc.gif 7 KD -9


DongjAsuper.jpg

Command Start Up Hit Guard
air Qcf.gif, Qcf.gif + Snka.gif 0 KD -39


DongjCsuper.jpg

Command Start Up Hit Guard
air Qcf.gif, Qcf.gif + Snkc.gif 0 KD -69


DongBsuper.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkb.gif 19 KD -5


DongDsuper.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkd.gif 17 KD +5


DongHiddenSuper.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif, Qcf.gif + Snkc.gif 0 KD -10

Combos

Bread'n'Butter

  • Close range :

Snkd.gif xx Hcb.gifSnkc.gif
Snkd.gif xx Qcb.gifSnkb.gif (less damage but safer if unsure about hit or guard)

  • Far range :

Far Snka.gif > Down.gifSnka.gif

  • 1 meter :

Snka.gif/Down.gifSnkb.gif > Down.gifSnkc.gif xx Qcf.gifQcf.gifSnkb.gif

Other Combos

Anywhere:
1) qcf + B, hcb + C
2) qcf + B, stand B, TOP attack
3) qcf + K, qcfx2 + A/C in the air/qcfx3 + C
4) qcf + D, qcfx2 + B
5) Jump in D, d + C, qcfx2 + B/qcfx3 + C

Corner only:
6) Jumping D/qcf + B, d + B, d + C, qcfx2 + B
7) Jumping D/qcf + B, stand B, dp + C, Break, qcfx3 + C
8) qcf + D,jump up, qcfx2 + A in the air, land, jump again qcfx2 + A in the air, land, dp + C only if you are already next to the corner.
9) Jump in D/qcf + B, stand D(1st hit), qcb + B

Chains and Links

The following are Dong's links & chains which you can use for pressure and snuffing out attacks. (Note that Standing means performing the move close to your opponent).

  • Jumping A or B-->Jumping C (C links in the air)
  • Far A
    • Far A or B
    • Crouching A or B
  • Close 'A
    • Standing P or K
    • Crouching P or B
    • Far A or B
  • Standing B-->Far A
  • Crouching B
    • Standing/Crouching P or B
    • Far A or B
  • Crouching A-->Crouching A
  • Crouching B-->Crouching C

The Good Stuff

Here's where the juicy combos lie.

Main Jump Ins

Best way to jump in and start a combo. All of his jump in can cancel into j.d+K or j.qcfx2+P and will combo if they hit.

  • j.B
  • j.D
  • j.AC air chain

Normal Cancels

Special cancelled normals that combo.

  • A c.C qcfx2+B bread 'n' butter
  • close D qcb+B only way to combo qcb+B on normal hit
  • close D hcb+C good punisher
  • c.B hcb+C risky low combo
  • c.B c.B C+D easier to land low combo, no need for meter
  • close C dp+P obvious

Others

  • qcf+B
    • c.C
    • close D
    • qcfx3+C
  • qcf+D
    • dp+C if you dont have any meter
    • hcb+C silly
    • C+D more silliness
    • qcfx2+B use the most, big damage
    • j.qcfx2+P stylin' use it instead of qcfx2+B if you have two meters or are near a wall.
    • Basically all supers and specials
  • j.qcfx2+A
    • j.qcfx2+A
    • dp+C near a wall
    • j.qcrx2+A dp+C Dong's Signature Combo

Counterhit

Combos and juggles that need to start with a counterhit.
Grounded

  • CH c.A+B best way to land a grounded CH
    • canceled into qcf+D
    • canceled into qcb+D

Air

  • CH dp+P (braked) launches even if it hits a grounded opponent
    • dp+P
    • qcfx3+C
    • j.qcfx2+P

Other launchers on air counter hit. The above work for these starters too

  • qcb+K one hit only
  • j.d+K one hit only
  • hcb+C last hit only

A Braked dp+P can be added after any will combo in to the above as well.Thus the famous...

  • 'CH dp+P (braked) dp+P (braked) j.qcfx2+A j.qcfx2+A dp+C

Basically if you land an air counter, if the move has time to hit, it will.

Special

qcf+D and j.A have some interesting combos.

  • CH qcf+D
    • Any low air CH combo
    • qcf+D Relaunch, baby!
  • close D d+A+C c.C d+A+C j.A qcfx2+P Ground to air combo, semi famous. Very flashy.

Examples

j.D c.B c.C qcfx2+B bread 'n' butter, yo
j.B c.B hcb+C good damge for no meter
j.A j.C close D d+A+C j.A j.d+K up and down c.B C+D great for cross ups
close D d+A+C close D d+A+C c.C qcfx2+B
dp+P (braked) qcfx3+P no need for a ch!
CH c.A+B qcf+D dp+C
CH qcf+D qcf+D qcfx2+B QCF!
CH dp+P (braked) dp+P (braked) j.qcfx2+A j.qcfx2+A dp+C The For Real Deal

Tips

Help for executing these. j.qcfx2+P Sometimes referred to as 'tiger knee-ing' from the execution of Sagat's move. Instead of jumping then inputting, buffer the qcf with the jump. Thus-d,d/f,f,uf.
Specifically d,d/f,f,uf,d,d/f,f+P. Or if you need to cancel off of j.A. Do-d,d/f,f,u/f+A,d,d/f,f+A. Another method is to rotate 1 and 1/4 circle starting with down. This method is much slower, but may help. However it can be more quick if done on a joystick. dp+P The input to brake this move is immediate. So do dp+P A+B in quick succession. For using this in juggles, the first hit (his knee) needs to connect. Waiting until the last moment is key for combos like-CH dp+P (braked) dp+p (braked) j.qcfx2+A j.qcfx2+A dp+C. Especially if you want all the hits to connect and maximize damage.
When feinting generally stick to d+A+C instead of f+A+C as the pushback is much less. However, as his super jump is inputed by presss d,N,u, it can be advantageous to use f+A+C if you intend on doing a jump or short jump after your feint. Often players will go for closeD d+A+C u/f, but a super jump will come out when they wanted a short jump.

T.O.P. Notes

8 frame startup. KDN on hit (last hit only i believe). -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. One of the most powerful TOP attacks in the game, but not on paper. One of it's strongest point's is that it's a deadly GCL.

Overall Strategy

Kim Dong Hwan is a hit and run character. The advantage he has over other characters is his ability to easily attack his opponent no matter where he is or what he is doing. He has a special low and a special overhead allowing him to create some interesting mixups. Big damage comes when Dong has meter, but it is difficult for him to build meter. Be patient and find the time to throw in a safe special to build meter while playing keep away and run or jump in when you need to create an opening. Dong has a lot of weaknesses but he can be the most unpredictable character in the game and can train his opponents many ways as well. Mix it up and kick your way to victory!

Advanced Tactics

Specific strategies for methods of attack and defense.

Dealing Damage

Rushdown

Getting In

An easy way to get in is obviously to jump in. Know that he can super jump as well but the lack of ability to JD makes you vulnerable to antiairs. His dive kick (Air d+K) is another important tool. It allows him to attack any spot that is in front of his jumping arc.
The other, slightly less obvious, way of getting in is to run in. It is imortant to use standing/Low Punch often when doing this. It is safe, fast, and allows you to judge your distance from the opponent. Additionally you can cancel into a special or feint if need be.
Don't forget you can wait for your opponent to come to you.

Rushing

  • st A It is quite positive on block/hit, allowing you to run back in after one and reapply pressure.
  • tick throws are viable with Dong, his clC goes up and option-selects against escape jumps. Don't forget to feint cancel your throws, just in case they didn't throw.
  • hops Can be confirmed into DP. Take advantage of his good are normals.
  • QCB+K Whether this hits or is guarded, you're at -1 frame. The safest thing to do is usually to JD or backdash. The double hit makes it annoying to jd + guard cancel, and when cancelled from a normal it is an annoying tool that prevents jump outs.
  • QCF+B This stomp is a strong rushdown tool, but you must be close for it to land. Try do cancel it from clD. You have a massive +13 frames on hit or block. If it's guarded, you can run in a bit and remain in blockstring. If they hold up, Dong will recover in time from the stomp to anti-air.
  • QCF+D This has more range than the lk version, however it is slower and only gives +9 frames on block. use from time to time to catch people off guard.
  • Feint Feinting will take away the recovery of your normal and allow you more options. Generally it's used to allow you to get in closer again.
  • j b+C to cross up your opponent, when they roll toward you on their wakeup it can be very tricky. Use it on reaction, for example jump to chase a backdash, if they didn't backdash you will crossup and react with this, otherwise use another air move to land on the backdash recovery.
  • Corner Dong has an infinite with D feint run D. He can use it to guard crush, however mashing A will likely crush fast enough without risking execution failure.
  • j.A>C target combo the prefered jumpin as it is double hit, preventing many guard cancels.
  • Lock Down Strings
    • closeHK f+A+C closeHK f+A+C closeHK qcf+LK... -Serious lockdown, but is difficult to guard crush with.
    • ff+closeHK qcf+K ff+closeHK qcf+K... -More openings, but can be easy to perform and has decent guard crush potential. Either HK or LK version works or change them up depending on your distance.

Keep Away

You can probably forget about rushing, Dong is all about running away. He is notorious for his ability to run away. It is extra frustrating for the opponent as, at any moment, he can change his mind and attack. Here is a list of his most notable tools :

  • backdash very good, allows Dong to run away for free unless hard predicted.
  • walljump Dong retain his air JD ability when walljumping, a simple but efficient gameplan is to slowly run from a corner to another using this tool, letting the clock run down.
  • iori kick j b+C (hits behind him), allows you to punish people trying to cross you down.
  • air throw when someone jumps at Dong, simply do 874+C, it will either air JD or airthrow, giving Dong good control over the air.
  • DP another anti-air... Also a "get off me" tool, but keep in mind it is unsafe even after break. The lp version of dp+p is faster and has more pushback than the hp version. This makes it almost always the version of choice.
  • far A extremely fast and good range, to prevent ground approaches, or run in and poke with it.
  • 0f air super Dong can whiff punish anything when in the air with his air 0F, it is a very scary tool that will make the opponent think twice before chasing after an airborne Dong. Remember to build meter when possible with his qcfB stomp to get this ready.
  • 0f hidden super Have fun with the execution (qcf x3 + C) but it's still a 0F super, allowing many punishes.


Weaknesses

His most notable weakness would probably be his lack of damage output and his meter building ability is quite slow.

Unsafe Moves
While Dong has his dp+p to discourage interruption, many of his moves are still punishable even on hit.

  • Dp+p Even if you brake this, you are at -6 frames
  • Qcb+k Whether it's on hit or block you're at -1 frame, technically punishable by 0F supers => there is a way to escape this : Buffer an invincible move before the freeze, then press B+D so it doesn't come out. If you see a freeze, press your button for the invincible special to come out. (showcase : https://www.youtube.com/watch?v=YGg-PWL7gwc)
  • j.d+k Depending on where his last kick lands, you'll be at a greater or lesser disadvantage, +0 at best.
  • Others His TOP, qcf,qcf+lk, j.qcf,qcf+p, and hcb+hp are all unsafe on block.

Matchup Strategies

To come.

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