Introduction
To come.
== Character Colors ==
Gameplay Overview
Coming soon.
Move List
Normal Moves
Command Normal Moves
Super Jump: Press , then
/
/
Wall Jump: Jump towards a wall and then press the opposite direction to it
Ushiro-geri (BacKick): +
in the air
Special Command Moves
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.
Standing, Crouching and Running
Taunt
Wall jump : Dong retain his air JD ability after wall jump => good tool to corner escape
Super Jump : Dong cannot JD during a superjump, allowing opponent to anti air
Command | Total Frames |
Normal ![]() |
35 |
Command | Total Frames |
Close ![]() ![]() ![]() |
9 |
Command | Total Frames |
![]() ![]() ![]() |
10 |
Command | Total Frames |
![]() ![]() ![]() |
10 |
Try to use this feint for Dong, it has less pushback.
Command | Start Up | Hit | Guard |
Close ![]() |
3 | +6 | +6 |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +4 | +4 |
Command | Start Up | Hit | Guard |
Close ![]() |
5 | -5 | -5 |
It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo.
Command | Start Up | Hit | Guard |
Close ![]() |
4 | -6 | -6 |
Command | Start Up | Hit | Guard |
Far ![]() |
3 | +6 | +6 |
Amazing poke.
Command | Start Up | Hit | Guard |
Far ![]() |
4 | 0 | 0 |
Command | Start Up | Hit | Guard |
Far ![]() |
12 | -10 | -10 |
Command | Start Up | Hit | Guard |
Far ![]() |
13 | -1 | -1 |
Command | Start Up | Hit | Guard |
![]() ![]() |
5 | +2 | +2 |
Amazing poke.
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +6 | +6 |
Command | Start Up | Hit | Guard |
![]() ![]() |
5 | -4 | -4 |
Command | Start Up | Hit | Guard |
![]() ![]() |
7 | KD | -8 |
One of the best sweep in the game. Can be punished with supers or when not spaced properly.
Command |
![]() ![]() |
Command |
![]() ![]() |
Command |
![]() ![]() |
Command |
![]() ![]() |
Command | Start Up | Hit | Guard |
![]() ![]() |
25 | -1 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
10 | -2 | +4 |
Command | Start Up | Hit | Guard |
Air ![]() ![]() |
29 | KD | -16 |
Command | Start Up | Hit | Guard |
![]() ![]() |
8 | KD | -9 |
Command | Start Up | Hit | Guard |
![]() ![]() |
19 | -1 | -1 |
Command | Start Up | Hit | Guard |
![]() ![]() |
27 | -2 | -2 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | KD | -30 |
![]() ![]() |
4 | KD | -6 |
![]() ![]() |
4 | KD | -29 |
![]() ![]() |
4 | KD | -6 |
Command | Start Up | Hit | Guard |
![]() ![]() |
22 | +13 | +13 |
Command | Start Up | Hit | Guard |
![]() ![]() |
25 | KD | +9 |
Command | Start Up | Hit | Guard |
air ![]() ![]() |
6 | 0, -5 | 0, -5 |
air ![]() ![]() |
9 | 0, -5 | 0, -5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
7 | KD | -9 |
Command | Start Up | Hit | Guard |
air ![]() ![]() ![]() |
0 | KD | -39 |
Command | Start Up | Hit | Guard |
air ![]() ![]() ![]() |
0 | KD | -69 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
19 | KD | -5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
17 | KD | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() ![]() |
0 | KD | -10 |
Combos
Close range
- D xx 63214 C
- jA>C (air target) > D xx 214 B (less damage but safer if unsure about hit or guard)
- 236 B > run D xx 63214 C (You can skip the D if not close enough)
- 236 B > run D xx 63214 C (You can skip the D if not close enough)
- A > 2C xx 6AC > 2D
Far range
- far A > 2A
- 236 D > run > DP C (can cross under before the DP to switch sides)
Hop
- hop A/B/C/D > DP C
Landing Super
- 2B > 2C xx 236236B - 2B > 2C xx 2AC 2362369 A (tigerknee air super) - DP break 236236236 C - D xx 2AC > jA 236236 A (only on standing) - C xx 2AC > 2362369 A - jA>C > jA 236236 A - far A > cr A xx 236236236 C~A (kara cancelling the crA) - unblockable after air reset : 2362369 A or 236236236 C - j4C crossup (iori kick) > 2C xx 236236B - Note : after air super, you can link another air super, followed by a DP (in the corner)
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!
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 8741+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 has more pushback than the hp version.
- 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.