Garou: Mark of the Wolves/Kim Dong Hwan

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Introduction

To come.

Gameplay Overview

To come.

Move List

Normal Moves

Input Damage Startup Block Hit Cancel Guard Description
far A 5 3 +6 +6 Yes Mid Jab, cancels into itself as well
far B 7 4 0 0 Yes Mid Mid Kick
far C 14 12 -10 -10 Yes Mid 45*angle spin kick, cancellable during startup frames or on block only
far D 14 13 -1 -1 No Mid Spinning mid kick
close A 4 3 +6 +6 Yes Mid Jab
close B 6 4 +4 +4 Yes Mid Ankle Kick
close C 6,6=11 5 -5 -5 Yes Mid, Mid Verticle Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable
close B 6,6=11 4 -6 -6 Yes Mid, Mid Mid-High Double Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable
A+B 10 25 +5 -1 No Overhead Jumping Axe Kick, Evades lows
C+D 10,3,3, 3,3=20 8 -9 KDN No Mid-All Hits Spinning Drop Kick. Damage and input only when in TOP
c.A 4 5 +2 +2 No Low Low Kick
c.B 6 4 +6 +6 Yes Low Low Kick
c.C 10 5 +4 +4 Yes Mid Crouching Mid Kick
c.D 10 7 -8 KDN No Low Sweep
c.A+B 10 10 +4 -1 Yes Mid Spinning Mid Kick, Evades Upper level attacks
j.A 5
j.B 6
j.C 9
j.D 9
  • Strange math is due to damage scaling in combos

Command Normal Moves

Super Jump: Press Down then U/UF/UB
Wall Jump
Ushiro-geri (BacKick): Back+C in the air

Special Command Moves

Raimei Zan (Thunder Slice): QCB+K
Kuusa-jin (Sand Blaster): F, D, DF+P
Hishou-kyaku (Flying Kick): Down+K in the air
Shiden-kyaku (Thunder Stamp): QCF+K
Ashi Binta (Scolding Kick): HCB+C

Super Moves

Super Dong Hwan Kick: QCFx2+P in the air

  • S. Power will juggle the opponent.
  • P. Power version of this super is the most damaging of his P. Power supers.
  • Can be comboed into from QCF+K or a Jumping D.
  • Can be performed from the ground.
  • At the corner, you can follow the S. Power the SDHK with another SDHK.

Raimei Dan (Thunder Slash): QCFx2+K

  • P. Power version is rarely ever used (maybe NEVER in fact), as the it only does 10% or so extra damage than the S. Power. That and that to get the most damage you need to hold D for a second or 2.
  • Long story short: Only use the S. Power version of this super. The next 2 points are for the S. Power version of this super.
  • This move is also an anti-air.
  • Combo-able into from a Crouching C or from QCF+K.

Ore-sama Hou'ou Kyaku (Dong Hwan Flattener): QCFx3+C

  • This super is VERY fast.
  • When performed, Dong runs across the whole screen.

Attributes

To come.

Frame Data

To come.

Attack Notes

Ushiro-geri (BacKick): This move is best used when you're jumping and attempting to switch sides with your opponent. When performed Dong will move his foot back in an attempt to kick his opponent. It is possible to combo from this move, but that's a bit difficult.

Raimei Zan (Thunder Slice): Dong performs his own version of Kim's Crescent Moon Slice. This move is very slow & can be EASILY hit out of by a Standing A, for example. This move is an overhead though. D version travels farther than the B and is slower. The player should try not to use this move a lot.

Kuusa-jin (Sand Blaster): One of Dong's best attacks which comes out fairly quick & is Break-able. Most players Break this move so they can combo into his Dong Hwan Flattener. Be careful if this move whiffs as you'll be open to attacks. This move can be used as an anti-air, but at times not all hits will connect.

Hishou-kyaku (Flying Kick): Another one of Dong's best attacks. Dong does a dive kick at an angle. The D version has him dive farther than the B version. This move is very fast & can snuff a few attacks.

Shiden-kyaku (Thunder Stamp): One may consider this Dong's version of his father's 'Spirit of Conquest' Kick from KoF 98+. Dong kicks the ground & will either stun the opponent for a short period of time (B version), or juggle them (D version). This move is GREAT for starting combos & must be blocked low. The only major downside to this move is that it's slow (D version being more slower than the B version).

Ashi Binta (Scolding Kick): Dong does a flurry of kicks infront of him. This move lacks range & if it misses you'll be open for attack. This moves does a good deal of damage & is best used either:-
1- After a Crouching/Standing A or B
2- After his QCF+B
3- As a guard cancel (if Dong Just Defended)
Other than that, it's best to be careful when using this move.

Combos

The design of Dong Hwan makes him shy away from the run of the mill 'normal cancelled into special' combos. However he has some that could be called bread'n'butter but he needs at least one full meter to execute them. As this is a detailed breakdown, scroll down to the bottom of this section if you just want full fledged examples.

Bread'n'Butter

Crouching B OR Standing A-->Crouching C-->QCFx2+B
This his main damage dealer. Trying to land this is a general strategy for Dong.

Other Combos

Anywhere:
1) QCF+B-->HCB+C
2) QCF+B-->Standing B-->TOP Attack
3) QCF+K-->QCFx2+P in the air OR QCFx3+C
4) QCF+D-->QCFx2+B
5) Jumping D-->Crouching C-->QCFx2+B OR QCFx3+C

Corner only:
6) Jumping D OR QCF+B-->Crouching B, Crouching C-->QCFx2+B
7) Jumping D OR QCF+B-->Standing BxxF, D, DF+C, Break-->QCFx3+C
8) QCF+D-->QCFx2+A in the air-->QCFx2+A in the air-->F, D, DF+C
*Timed correctly this combo gives you 18 hits total
9) Jumping D OR QCF+B-->Standing D (1 hit)xxQCB+B

Chains and Links

Normals that chain or link together.

  • j.B j.C
  • j.A j.C

The following link or chain as long as they can still reach the opponent.

  • Far A
    • Far A
    • Far B
    • c.A
    • c.B
  • Close A
    • Close A
    • Close B
    • Close C
    • Close D
    • c.A
    • c.B
    • c.C
    • Far A
    • Far B
  • Close B
    • Far A
  • c.B
    • Close A
    • Close B
    • Close C
    • c.A
    • c.B
    • c.C
    • Far A
    • Far B
  • c.A
    • c.A


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) qcfx3+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.

T.O.P. Notes

8 frame startup. KDN on hit. -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. Since it moves horizontally, use it on the ground for GCLing instead of with an anti air GCL.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.

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