Garou: Mark of the Wolves/Kim Jae Hoon

From SuperCombo Wiki
Jae.PNG

Introduction

Kim Jae Hoon is the younger brother of Kim Dong Hwan, both of them together are the sons of Taekwondo Master, Kim Kaphwan. Unlike his older brother, Kim Jae Hoon is much more serious with Taekwondo and believes firmly in his fathers ideals of justice. Jae Hoon uses many of the same techniques his father before him used, such has the Hangetsu Zan and Hou'ou Kyaku, with a bit of an original spin of his own, adding his element of fire to his attacks to amplify the power behind his blows.

Jae Hoon enters the Maximum Mayhem tournament with his older brother Dong Hwan after their father, whom was visiting the newly re-built Second South, was attacked by an very strong oppenent and was injured. Jae Hoon swears to avenge his fathers defeat, and so, dragging Dong Hwan with him, the two compete in the Maximum Mayhem tournament with hope that one of them will be able to face the monster that defeated their father.

Pros Cons
  • Needs Pros listed
  • Needs Cons listed

Character Colors

Jaecolors.JPG

Move List

Esoterics

Frame Data Source : http://www13.atwiki.jp/garoumow/pages/82.html

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.

Close Standing Normals

St. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Standing jab.

St. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

St. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

St. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Standing Normals

Far Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Crouching Normals

Cr. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jumping Normals

Jump Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Command Normals

Shou-kyaku Hou (Phoenix Cannon): Press B during Back-step

Throws

Feint Cancels

Special Moves

Command Move Weak Damage Strong Damage
Qcf.png + Punch.gif Shakka-shuu 19 19
Qcf.png + Kick.gif Ryusei Raku 21 24
Qcb.png + Kick.gif Hangetsu-zan 24 24
ch D.png, U.png + Kick.gif Hien-zan 16 20-25 (D.png + Kick.gif follow up)
ch D.png, U.png + Kick.gif (Break) Hien-zan 9 9
air D.png + Kick.gif Hishou-kyaku 5-18 5-18
----Qcb.png + Kick.gif Ashi Binta 15 15
----Df.png + Kick.gif Ashi Binta 10 10
Qcf.png, Qcf.png + Kick.gif Hou'ou-kyaku 36 54
Qcf.png, Qcf.png + Punch.gif Houyoku Tenshou-kyaku 34 43/61 (full charge C)

Super Moves

Attributes

When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X O O (only on block)
Far Snkd.gif X X X
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O (1st hit) O (1st hit) O (1st hit)
Close Snkd.gif O (1st hit) O (1st hit) O (1st hit)
D.png Snka.gif X X X
D.png Snkb.gif O O O
D.png Snkc.gif O O O
D.png Snkd.gif X X X
jump Snka.gif O O NA
jump Snkb.gif O O NA
jump Snkc.gif O O NA
jump Snkd.gif O O NA
hop Snka.gif X X NA
hop Snkb.gif X X NA
hop Snkc.gif X X NA
hop Snkd.gif X X NA
Snka.gif + Snkb.gif X X NA
D.png + Snka.gif + Snkb.gif O X O
B.png, B.png + Snkb.gif O O O

Frame Data

Legend :
Command = the input for the attack.
Start Up = How many start up frames an 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.

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6
Close Snkb.gif 4 +4 +4
Close Snkc.gif 5 -5 -5
Close Snkd.gif 4 -6 -6
Far Snka.gif 3 +6 +6
Far Snkb.gif 4 0 0
Far Snkc.gif 12 -10 -10
Far Snkd.gif 13 -3 -3
D.png Snka.gif 5 +3 +3
D.png Snkb.gif 4 +6 +6
D.png Snkc.gif 5 +1 +1
D.png Snkd.gif 7 KD -8
Snka.gif + Snkb.gif 25 -1 +5
D.png + Snka.gif + Snkb.gif 11 -3 -3
B.png + B.png + Snkb.gif 45 KD -9
ch. D.png, U.png + Snkb.gif 4 KD -16
ch. D.png, U.png + Snkb.gif (Break) 4 KD +3
ch. D.png, U.png + Snkd.gif 4 KD -37
ch. D.png, U.png + Snkd.gif (Break) 4 KD 0
Qcb.png + Snkb.gif 14 KD -9
Qcb.png + Snkd.gif 22 KD -9
Qcf.png + Snka.gif 19 KD -16
Qcf.png + Snkc.gif 19 KD -16
Qcf.png + Snkb.gif 14 KD -6
Qcf.png + Snkd.gif 15 KD -6
air D.png + Snkb.gif 9 -5 -5
air D.png + Snkd.gif 10 -5 -5
----Qcb.png + Kick.gif NA KD -13
----Df.png + Kick.gif NA KD -16
Snkc.gifSnkd.gif 31 KD -1
Qcf.png, Qcf.png + Snka.gif 12 KD -52
Qcf.png, Qcf.png + Snkc.gif 11 KD -28
Qcf.png, Qcf.png + Snkb.gif 0 KD -18
Qcf.png, Qcf.png + Snkd.gif 0 KD -52

Data from Howard's Arena

Hitboxes

Garou Kim Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif x


Garou Kim ForwardTaunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif x



Garou Kim DownTaunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif x


Garou Kim cl.A.jpg

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


Garou Kim cl.B.jpg

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


Garou Kim cl.C-1.jpgGarou Kim cl.C-2.jpg

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


Garou Kim cl.D-1.jpgGarou Kim cl.D-2.jpg

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


Garou Kim s.A.jpg

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


Garou Kim s.B.jpg

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


Garou Kim s.C.jpg

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


Garou Kim s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 13 -3 -3



Garou Kim cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 5 +3 +3


Garou Kim cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 4 +6 +6


Garou Kim cr.C.jpg

Command Start Up Hit Guard
D.png Snkc.gif 5 +1 +1


Garou Kim cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 7 KD -8


Garou Kim j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 6 ? ?


Garou Kim j.B.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 6 ? ?


Garou Kim j.C.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 6 ? ?



Garou Kim j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 8 ? ?


Garou Kim AB.jpg

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


Garou Kim 2AB-1.jpgGarou Kim 2AB-2.jpgGarou Kim 2AB-3.jpgGarou Kim 2AB-4.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 11 -3 -3


Garou Kim bbB.jpg

Command Start Up Hit Guard
B.png + B.png + Snkb.gif 45 KD -9



Garou Kim CD-1.jpgGarou Kim CD-2.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 31 KD -1


Attack Notes

Shakka-shuu - This move has an auto-guard property against high attacks when you hold it. This is a great move to take advantage of against characters that use a lot of high attacks. After guarding a move, release the button to smash your opponent! Just keep in mind that when you perform the Shakka-shu, it takes about a second for Jae Hoon to take up his stance and he will automatically release it if you hold it for too long.

Its usually best to try to anticipate when and where your opponent will strike before using this move to get the most out of it. It makes an exceptional guard cancel has well. This can be Jae Hoon's best defense when used properly, and occasionally a decent surprise offensive attack when your opponent isn't expecting it.

Hishou-kyaku: After inputing the command for the move, you can Hold DF and keep tapping K rapidly to get the sliding kick finisher.

Houyoku Tenshou Kyaku - If you hold down C while performing the P-Power version, after Jae Hoon lands he will yell and begin to charge up flames. If you let go of the C button on time has your opponent falls, you can get in one extra hit that packs quite a punch, or foot rather. If you use the S-Power version, it is possible to connect a Hou'ou Kyaku after you land and before your opponent lands. However, the window to connect is very small and it must be done very quickly.

Combos

Anywhere

cSnkb.gif, cSnkc.gif, Qcf.png + Snkd.gif 35 damage
sSnka.gif, cSnkc.gif, Qcf.png + Snkd.gif 33 damage
cSnkb.gif, cSnkc.gif, Qcf.png + Snkc.gif 31 damage
sSnka.gif, cSnkc.gif, Qcf.png + Snkd.gif 29 damage
cSnkb.gif, cSnkc.gif, Qcf.png, Qcf.png + Snkb.gif 51 damage
sSnka.gif, cSnkc.gif, Qcf.png, Qcf.png + Snkb.gif 49 damage
cSnkb.gif, cSnkc.gif, Qcf.png, Qcf.png + Snkd.gif 67 damage
sSnka.gif, cSnkc.gif, Qcf.png, Qcf.png + Snkd.gif 65 damage
sSnka.gif, sSnka.gif, Qcf.png, Qcf.png + Snkb.gif 44 damage
sSnka.gif, sSnka.gif, Qcf.png, Qcf.png + Snkd.gif 59 damage
cSnkb.gif, cSnkb.gif, cSnkb.gif, Qcf.png, Qcf.png + Snkb.gif 51 damage
cSnkb.gif, cSnkb.gif, cSnkb.gif, Qcf.png, Qcf.png + Snkd.gif 66 damage
sSnka.gif, Qcf.png, Qcf.png + Snka.gif 35 damage
sSnka.gif, Qcf.png, Qcf.png + Snkc.gif 45/63(hold Snkc.gif ender) damage
sSnka.gif, Qcf.png, Qcf.png + Snka.gif, Qcf.png, Qcf.png + Snkb.gif 71 damage

Corner only

sSnka.gif, cSnkb.gif, cSnkc.gif, Qcf.png + Snkd.gif 35 damage
sSnka.gif, cSnkb.gif, cSnkc.gif, Qcf.png + Snkc.gif 32 damage
sSnka.gif, cSnkb.gif, cSnkc.gif, Qcb.png + Snkb.gif 30 damage
sSnka.gif, cSnkb.gif, cSnkc.gif, Qcf.png, Qcf.png + Snkb.gif 53 damage
sSnka.gif, cSnkb.gif, cSnkc.gif, Qcf.png, Qcf.png + Snkd.gif 68 damage
cSnkb.gif, cSnkb.gif, cSnkb.gif, cSnkb.gif, Qcf.png, Qcf.png + Snkb.gif 55 damage
cSnkb.gif, cSnkb.gif, cSnkb.gif, cSnkb.gif, Qcf.png, Qcf.png + Snkd.gif 70 damage
jSnka.gif, Snkc.gif, jSnka.gif, dD.png + Kick.gif, Df.png + Kick.gif 39 damage
cSnkc.gif, chargeD.png,Up.gif + Snkd.gif (1 hit), Snka.gif Snkb.gif, Qcf.png, Qcf.png + Snka.gif, Qcf.png, Qcf.png + Snkb.gif 80 damage

T.O.P. Notes

Jae Hoon performs a Neri Chagi (Axe Kick), it has a slow start up, but it has a near-instant recovery time after the kick is dealt, and it's an overhead.

Basic Strategy

Kim Jae Hoon plays a bit similiar to his father Kim Kaphwan in Real Bout Fatal Fury 2 in that he is mostly a close/mid range fighter and puts up an exceptional offense, and plays a fairly decent counter attack game. Jae Hoon can greatly punish his opponents when they leave themselves undefended, or throw themselves akwardly into an attack towards Jae Hoon, not to mention he has some exceptional mix up with his attacks.

Many of Jae Hoon's moves come out fast and many can be canceled with ease, making for some simple bread and butter combos (Ex- Jumping D, Crouching C, QCF+D), which is probably one of his high points. However it's important to note the sometimes akward recovery time between some of Jae Hoon's techniques, has this can make him or break him.

He has no real 100% "safe" moves, thus it's vital you take movement with caution and plan your attacks ahead, since Jae is left with a dash instead of a run, and lacks a super jump like Dong Hwan. Getting close enough to your opponent is very important, don't wait and let them come to you, or they will most likely waste you. Charge them carefully, even if you have to Just Defend a few projectiles to get close enough. When your within range, you can unleash all the mayhem you want, with caution of course.

With enough practice, patience, and dedication, Jae Hoon can be a fairly strong and effective character againest almost any opponent.

Advanced Tactics

In-depth video lecture on Jae Hoon. Please use the timestamps to navigate the topics.

Matchup Notes

To come.

Game Navigation

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