Garou: Mark of the Wolves/Freeman

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Freeman.PNG

Introduction

To come.

Character Colors

Freemancolors.JPG

Gameplay Overview

To come.

Move List

Special Command Moves

Command Move Weak Damage Strong Damage
Qcb.gif + Punch.gif V.O.D 8 8
---Qcb.gif + Punch.gif V.O.D 8 8
-----Qcb.gif + Punch.gif V.O.D 8 8
Qcf.gif + Punch.gif Nightmare 17 21
Qcb.gif + Kick.gif Crow 17 19
Dp.gif + Punch.gif Phobia 18 22
Hcf.gif + Kick.gif Morbid Angel 21 21
Hcf.gif + Kick.gif (Break) Morbid Angel 0 0
Qcf.gif, Qcf.gif + Punch.gif Full Blast 33 46
Qcf.gif, Qcf.gif + Kick.gif Creeping Death 33 44

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 X X
Far Snkd.gif X O O (on block)
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O (1st hit) O (1st hit) O (1st hit)
Down.gif Snka.gif O O O
Down.gif Snkb.gif O O O
Down.gif Snkc.gif O O O
Down.gif Snkd.gif X X X
jump Snka.gif NA NA NA
jump Snkb.gif NA NA NA
jump Snkc.gif NA NA NA
jump Snkd.gif NA NA NA
hop Snka.gif NA NA NA
hop Snkb.gif NA NA NA
hop Snkc.gif NA NA NA
hop Snkd.gif NA NA NA
Snka.gif + Snkb.gif NA NA NA
Down.gif + Snka.gif + Snkb.gif O X O
Close Snka.gif, Snka.gif X X X
Close Snka.gif, Snka.gif, Snka.gif X X X

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 4 +6 +6
Close Snkb.gif 3 +6 +6
Close Snkc.gif 7 -7 -7
Close Snkd.gif 4 -2 -2
Far Snka.gif 9 -1 -1
Far Snkb.gif 5 -5 -5
Far Snkc.gif 09 +1 +1
Far Snkd.gif 08 -2 -2
Down.gif Snka.gif 5 +4 +4
Down.gif Snkb.gif 4 +4 +4
Down.gif Snkc.gif 6 +4 +4
Down.gif Snkd.gif 10 KD -10
Snka.gif + Snkb.gif 8 -1 +5
Down.gif + Snka.gif + Snkb.gif 21 +1 +7
Snka.gif, Snka.gif, Snka.gif -5 -5
Qcf.gif + Snka.gif 18 KD -6
Qcf.gif + Snkc.gif 26 KD -6
Qcb.gif + Snka.gif 9 +1 +1
---Qcb.gif + Snka.gif 0 0
-----Qcb.gif + Snka.gif KD -24
Qcb.gif + Snkc.gif 14 -5 -5
---Qcb.gif + Snkc.gif -12 -12
-----Qcb.gif + Snkc.gif KD -1
Qcb.gif + Snkb.gif 29 KD -22
Qcb.gif + Snkd.gif 41 +1 +1
Dp.gif + Snka.gif 17 -9 -9
Dp.gif + Snkc.gif 20 -1 -1
Hcf.gif + Snkb.gif 25 KD
Hcf.gif + Snkb.gif (Break) 25 +10
Hcf.gif + Snkd.gif 27 KD
Hcf.gif + Snkd.gif (Break) 27 +10
Qcf.gif, Qcf.gif + Snka.gif 11 KD -7
Qcf.gif, Qcf.gif + Snkc.gif 12 KD -7
Qcf.gif, Qcf.gif + Kick.gif 13 KD

Data from Howard's Arena

Attack Notes

To come.

Combos

Anywhere:-
Jumping C or D-->Down+AB-->QCB+C (x3)
Jumping C or D-->Standing C-->QCF+A
Jumping C or D-->Standing C-->QCFx2+P
Jumping C or D-->Down+AB-Feint->Crouching C-->QCFx2+P (Better chance of working at the corner)
HCF+K, Break-->Standing C-Feint->Crouching C-->QCFx2+P

Crouching B 1~3 times (at least one if not at corner)-->QCB+A (x3)
Crouching B 1~3 times (at least one if not at corner)-->QCFx2+P

T.O.P. Notes

Freeman's TOP move is a barrier that surrounds his body. Recovery on the move is ok, but be cautious.

Overall Strategy

Freeman is a bit of an odd character. On paper, he looks fantastic, with decent speed, good damage behind his attacks, and invincibility frames on a lot of his specials. However, he suffers three crippling flaws: worst brake move in the game, terrible combo-ability, and lack of any sort of a jump-in stopper. The last one is the worst; he somewhat makes up for poor combo-ability with his powerful attacks, but since almost any character can jump in on him at will, there is little he can do on defense.

Matchup Notes

To come.

Advanced Tactics

To come.

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