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
  • Great set of normals for all purposes of a match, variety of excellent pokes and plus/FCable normals.
  • Solid meterless damage, and great damage in the corner - even has an infinite in the corner
  • Good left right mixups anywhere on screen, especially ambogious in the corner
  • Most special moves are bad or hard to use
  • Some of the slowest meter gain

Character Colors

Jaecolors.JPG

Move List

Frame Data Source : http://www13.atwiki.jp/garoumow/pages/82.html and Howard's Arena

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 Kim cl.A.jpg
Damage Guard Startup Active Recovery Total
- - 3 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes/chainable Yes/chainable 4

Pretty much the same as far A, but in proximity form - which means its great, and a primary tool for pressure, combos and poking

Cl. Kof.lk.png
Garou Kim cl.B.jpg
Damage Guard Startup Active Recovery Total
- - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes -

outdone by cl.a in most situation, but in the corner you could link into standing A and get a combo after

Cl. Kof.sp.png
Garou Kim cl.C-1.jpg
Garou Kim cl.C-2.jpg
Damage Guard Startup Active Recovery Total
- - 5 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 Yes (1st hit) Yes (1st hit) -

Solid move for pressure after FCing it, mostly in the corner

Cl. Kof.sk.png
Garou Kim cl.D-1.jpg
Garou Kim cl.D-2.jpg
Damage Guard Startup Active Recovery Total
- - 4 1 (3) 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 Yes (1st hit) Yes (1st hit) -

You can insert the first hit in some punish combos, its best used is in his corner infinite using its big advantage on FC. Cant be JDed crouching.

Far Standing Normals

Far Kof.lp.png
Garou Kim s.A.jpg
Damage Guard Startup Active Recovery Total
- - 3 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes 4

Very big hitbox for a jab, amazing speed and advantage on block, its good for pressure and basic antiairing/jabbing. Used a lot for safe poking and pressure - its so plus on block you can microwalk in the corner after hitting this move and still link a second one as a true combo.

Far Kof.lk.png
Garou Kim s.B.jpg
Damage Guard Startup Active Recovery Total
- - 4 3 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 0 Yes Yes 4

An okay poke at far range

Far Kof.sp.png
Garou Kim s.C.jpg
Damage Guard Startup Active Recovery Total
- - 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 No Yes -

Too slow to be a reliable anti air, despite the hitbox. don't use this move

Far Kof.sk.png
Garou Kim s.D.jpg
Damage Guard Startup Active Recovery Total
- - 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 No No -

Will go over low pokes but its not rewarding and very slow

Crouching Normals

Cr. Kof.lp.png
Garou Kim cr.A.jpg
Damage Guard Startup Active Recovery Total
- - 5 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 No No -

Would be so good if you could cancel. you can chain 3 of these midscreen and it's plus on block. thanks to its plus frames and how fast your kick super is, though, you can still potentially link it afterwards for a combo. Even without the cancel its just generally a crazy poke that stacks up damage over time.

Cr. Kof.lk.png
Garou Kim cr.B.jpg
Damage Guard Startup Active Recovery Total
- - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes -

The core of your pressure, poking and many combos. Low, fast, self chains and links into many normals including 2c, 5a and 5b

Cr. Kof.sp.png
Garou Kim cr.C.jpg
Damage Guard Startup Active Recovery Total
- - 5 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 Yes Yes -

Great normal, as its fast, damaging, plus on block, and has decent range. used in many combos, poking, pressure (very plus if FCed), etc.

Cr. Kof.sk.png
Garou Kim cr.D.jpg
Damage Guard Startup Active Recovery Total
- - 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 No No -

Typical sweep, which means it aint that good. heavy knockdown is nice and the range is nice but its quite unsafe on block with no cancel options

Jumping Normals

Jump Kof.lp.png
Garou Kim j.A.jpg
Damage Guard Startup Active Recovery Total
- - 6 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes -

Probably your best jump in due to its good active frames, great speed and hitbox. the hitstun aint that long so its hard to get significany advantage after, the key is to hit it right before landing. Also your only crossup.

Jump Kof.lk.png
Garou Kim j.B.jpg
Damage Guard Startup Active Recovery Total
- - 6 8 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes -

An alternative option, has a worse hitbox for jumping ins but instead is very active and reaches further. also a great air to air potentially, and is also a crossup option, albeit a harder one

Jump Kof.sp.png
Garou Kim j.C.jpg
Damage Guard Startup Active Recovery Total
- - - 6 6 -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes -

Hits above Jae moon. Weird normal overall, don't use it much

Jump Kof.sk.png
Garou Kim j.D.jpg
Damage Guard Startup Active Recovery Total
- - 8 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes -

Your best heavy jump in and with massive range and an exceptional air poke. Hopped j.d compliments his ground low pokes really well

Command Normals

St. Kof.lp.pngKof.lk.png
Garou Kim AB.jpg
Damage Guard Startup Active Recovery Total
- - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 No No -

Cr. Kof.lp.pngKof.lk.png
Garou Kim 2AB-1.jpg
Garou Kim 2AB-2.jpg
Garou Kim 2AB-3.jpg
Garou Kim 2AB-4.jpg
Damage Guard Startup Active Recovery Total
- - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 Yes No -

Decent range and its cancelable, along with its excellent hitbox. Decent fot occassional poking snd you get a combo with ease.

T.O.P. Attack
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- - 30 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -1 KD -1 25

Very slow overhead, but nearly instant recovery. However it doesnt hit overhead if cancelled into and might not knockdown zt further ranges. Bad

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

Throws

Close B.png/F.png+Kof.sp.png
Garou Kim Grab.jpg
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Basic throw damage, but the sdvantage and distance let Jae Moon set solid left right mixups midscreen with jump a (microwalk slightly more to get a crossup), and very ambiguous ones in the corner (microwalk j.a will crossup, microwalk j.b wont).

Feint Cancels

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

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

Special Moves

Shakka-shuu
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
19 - 19 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - -
Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
19 - 19 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - -

Kick flurry series. Slow, so they don't combo from lights, but are an okay combo finisher. Unsafe on block, can hold the button for a window to be in a guardpoint stance that absorbs mids and highs. No difference in frame data or damage and C version goes further. Offers much more corner carry but you get no mixups. Aside from prioritizing corner carry snd GCing fireballs, dont use this.

Ryusei Raku
Qcf.png+Kof.lk.png/Kof.sk.png
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
21 - 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - -

The initial kick in the B version is extremely stubby, its very hard to make it land. never use this

Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
24 - 15 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - -

Sweep forward, then an overhead (visually, its a mid) flame kick. Your most damaging ender and almost always your best way to finish combos on the ground, meterlessly. Gives you decent oki as well. Best used in combos.

Hangetsu-zan
Qcb.png+Kof.lk.png/Kof.sk.png
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
24 - 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - -

Your shittiest ground combo ender. Very inconsistent at range due to the first hit being very vertical and not comboing from range. the second hit may sometimes connect but only if you do a single normal point blank first. No other use for this move.

Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
24 - 22 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - -

Even slower and with not much utility otherwise.

Hangetsu-zan
B.png,B.png+Kof.lk.png
Garou Kim bbB.jpg
Damage Guard Startup Active Recovery Total
- - 45 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 Yes Yes -

Weird move - you backdash, then lunge forward with a launching kick. rewarding on hit and the backdash might let you dodge some shit but its too slow, stubby and unsafe to be useful

Hishou-kyaku
Divekick
Air D.png+Kof.lk.png/Kof.sk.png
Air D.png+Kof.lk.png Damage Guard Startup Active Recovery Total
5-18 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - -

The divekick. does up to 4 kicks in a row while diving forward. comboable from all air normals. punishable on hit at best, and can be even worse depending on how it hits. Pretty bad.

Air D.png+Kof.sk.png Damage Guard Startup Active Recovery Total
5-18 - 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - -

Ashi Binta
Divekick Followup
Air Qcb.png+Kof.lk.png/Kof.sk.png Damage Guard Startup Active Recovery Total
15 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - -

Its too slow to combo and insanely unsafe in block. don't use this

Air Df.png+Kof.lk.png/Kof.sk.png Damage Guard Startup Active Recovery Total
10 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - -

Hold 3 and spam D during divdkick Combos from the dive and knocks down, but insanely unsafe. Dont use this.

Hien-zan
Charge D.png ~ U.png + Kof.lk.png
D.png ~ U.png + Kof.lk.png Damage Guard Startup Active Recovery Total
16 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - -

1-2f of full body invulnerability

D.png ~ U.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
9 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +3 - - -

+ on block semi-dp. its neat, since it leads to juggles more consistently then [2]8dBR and is plus on block, though still just as small and not invul all the way through startup. Used in some optimal punishes, more than D DP, and is your best move for passive meter building, also slowish snd hard to spam.

Hien-zan
Charge D.png ~ U.png + Kof.sk.png
D.png ~ U.png + Kof.sk.png Damage Guard Startup Active Recovery Total
20 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -37 - - -

1-4f of full body invul. Very fast and deals decent damage. The only issue is that its bad at anti airing and the hitbox is so small it whiffs beyond point blank on the ground. Still better of a reversal than B version, though you have no reason to just do a raw reversal.

D.png ~ U.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9 - 4 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - -

1-4f of full body invul. 0 on block and leads to a juggle into super or another flashkick on hit, while still being a true reversal. the only limitation is the small hitbox which is bad for anti airing and is stubby, but this move is still neat to have. can be used for some optimal punishes and your guard cancel of choice.

Super Moves

Houyoku Tenshou-kyaku
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
34 - 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -52 - - -

1-14f of full body invulnerability. Stubby range and slow startup time, can make this a very inconsistent and risky reversal and combo tool. Generally it would be useless, but it does have one utility - you can juggle into 236236b anywhere on screen afterwards, massive damage for 2 bars. Used in optimal punishes when you have the meter - just make sure you're close

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
43/61 (Full charge C) - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -28 - - -

Deals more damage, obviously. Still a very inconsistent move, though its oddly enough mearly twice as safer as the A version (still -26 on block). You do get a juggle after this as well, but its usually into something like [2]8D. No real reason to ever use this.


Hou'ou-kyaku
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
36 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - -

Your better super. Great range, 0 startup, great damage. its very easy to combo into, to the point you can link into it from plus on hit normals for an easy hitconfirm. Also great for punishing anything minus, tho keep in mind it doesn't travel too far in an instant.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
54 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -52 - - -

A more consistent way to burn 2 bars for damage, it still keeps all the great qualities of B super. Overloads and slows the game hilariously, though this has no real practical implication. Goes further faster and reachrd fullscreen.

Combos

Anywhere

Basic hitconfirms

cr.Snkb.gif, cr.Snkc.gif, Qcf.png + Snkd.gif 35 damage
cl.Snka.gif, cr.Snkc.gif, Qcf.png + Snkd.gif 33 damage
cl.Snkc.gif 6ac, cr.Snkc.gif Qcf.png + Snkd.gif 40 damage
j.Snkd.gif, cr.Snkc.gif Qcf.png + Snkd.gif 45 damage

Super hitconfirms

cr.Snkb.gif, cr.Snkc.gif Qcf.png, Qcf.png + Snkb.gif/Snkd.gif 51/67 damage
clSnka.gif, cr.Snkc.gif Qcf.png, Qcf.png + Snkb.gif/Snkd.gif 49/65 damage
cl.Snka.gif, s.Snka.gif, Qcf.png, Qcf.png + Snkb.gif/Snkd.gif 44/59 damage
(Note this can be done as a link) cr.Snkb.gif, cSnkb.gif, Qcf.png, Qcf.png + Snkb.gif/Snkd.gif 51/66 damage
(Note is much more easily done as a link) cr.Snkc.gif, Qcf.png, Qcf.png + Snka.gif, Qcf.png, Qcf.png + Snkb.gif 71~ damage
(need to be close for punch super to hit).

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.

His great array of normals help Jae feel comfortable in most situations. He has a great variety of pokes, many of which can convert into good damage with ease - 2b, 2c, j.d and 5a are the most exceptional, with other great options ike 2a, j.b and 5b seeing occassional use. In pressure, he has his variety of fast and plus on block light normals, along with his cl.c, cl.d and 2c which can be Feint Cancelled to gain significant advantage, making them essential for combos and pressure.

Jae Moon is greatly enabled in the corner, being able to tick throw more appropriately, getting more ambogious left/right mixups after throw, and getting longer combos due to more link options - he even gets an infinite! (cl.d 6ac microdash cl.d...)

However, Jae Moon's biggest weakness are his bad set of specials - aside from 236d thats used to end combos and [2]8b/d which are his breakable DPs, his specials are all pretty bad. This in turn makes his meter gain quite slow, especially considering his tool of choice to farm meter, [2]8b-br, is still quite slow and risky. This meter issue is significant due to how much his kick super compliments his gameplan.

His execution fundamentally is super, so Jae is easy to pikc up, but he has a high skill ceiling with heavy feint cancel combos in the corner and using kara cancels to chain lights in supers. While not nessecary at first, these are very rewarding techniques to land to play the character to his fullest potential.

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. It does in-depth about the utility of all of Jae's specials and normals as well as many techniques such as his combos, kara cancelling and his gameplan

Matchup Notes

To come.

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