Garou: Mark of the Wolves/Kain

From SuperCombo Wiki

Introduction

Kain R. Heinlein is the final boss in Garou. He is uncle to Rock Howard, and runs the family business after Geese's death.

How to Select Kain

In the MVS (Arcade) version of the game, highlight Kim Jae Hoon on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↓ ↓ ↑ ↑ ↓ ↑ and Kain's portrait will appear. You are then free to release the start button and select your color.

In the AES (Home Port) version of the game, simply move your selection off of the character select screen either one space right of Terry or two spaces left of Rock and Kain will be there to select.

Gameplay

Kain is a setplay character with both zoning and rushdown elements in his play. His main gameplan is to build meter while controlling space in neutral, then to go in for a guard crush setup once he has the resources (super and/or T.O.P.) required to do so. T.O.P. placement is very important for Kain as it is often used in his guard crush setups. Typically you would want to have a combination of S-Power and T.O.P. or P-Power for a guaranteed guard crush setup, otherwise a reset is necessary.

Strengths Weaknesses
  • One of the best break moves in the game (invincible and very advantageous on block)
  • Best setplay/okizeme in the game which can lead to guaranteed guard crush setups
  • Good meter build
  • Seele bug can force the opponent from just defend to block, leading to checkmate scenarios
  • Higher guard crush gauge than average
  • Lacks faster damaging punishes
  • Must charge in order to guard cancel with a special move
MOTW Kain Art.png


Character Colors

Kaincolors.JPG

Move List

Frame Data Source : https://w.atwiki.jp/garoumow/pages/32.html and https://w.atwiki.jp/garoumow/pages/70.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell 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 or circles) 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: 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. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup 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 modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ 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.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
  • Kain wakes up 4 frames faster than other characters.


Close Standing Normals

Close 5A

c.5A
Garou Kain s.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Close 5B

c.5B
Garou Kain s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 11 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 4


Close 5C

c.5C
Garou Kain cl.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 24 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 5


Close 5D

c.5D
Garou Kain s.D-1.jpg
Garou Kain s.D-2.jpg
Garou Kain s.D-3.jpg
Damage Guard Startup Active Recovery Total
5×3 Mid 9 1, 1, 3 30 44
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 X X 3, 3, 3


Far Standing Normals

Far 5A

f.5A
Garou Kain s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4


Far 5B

f.5B
Garou Kain s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 11 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 4


Far 5C

f.5C
Garou Kain s.C-1.jpg
Garou Kain s.C-2.jpg
Damage Guard Startup Active Recovery Total
8, 8 Mid 12 2, 1 23 38
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 3, 3


Far 5D

f.5D
Garou Kain s.D-1.jpg
Garou Kain s.D-2.jpg
Garou Kain s.D-3.jpg
Damage Guard Startup Active Recovery Total
6×3 HL 9 1, 1, 3 30 44
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 X X 3, 3, 3


Crouching Normals

2A

2A
Garou Kain cr.A.jpg
2A Damage Guard Startup Active Recovery Total
4 Mid 3 5 6 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X / ∞ X / ∞ 4
2A>2B Damage Guard Startup Active Recovery Total
4, 5 Mid, Low 4 4 7 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X 4, 4

Target combo from 2A.

2A>2C Damage Guard Startup Active Recovery Total
4, 8 Mid, Mid 7 3 19 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X 4,5

Target combo from 2A.


2B

2B
Garou Kain cr.B.jpg
2B Damage Guard Startup Active Recovery Total
6 Low 4 4 7 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X / ∞ X / ∞ 4
2B>2C Damage Guard Startup Active Recovery Total
6, 8 Low, Mid 7 3 19 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X 4, 5

Target combo from 2B.


2C

2C
Garou Kain cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 7 3 19 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X 5


2D

2D
Garou Kain cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 11 5 21 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 X X 5


Jumping Normals

jA

j.A
Garou Kain j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 5 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4


jB

j.B
Garou Kain j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 6 8 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4


jC

j.C
Garou Kain j.C.jpg
Damage Guard Startup Active Recovery Total
10 High 9 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5


jD

j.D
Garou Kain j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 8 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Small jump D can beat out upper-body evasion attacks.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Kain AB.jpg
Damage Guard Startup Active Recovery Total
6, 6 Overhead 23 3, 8 12 46
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X 3, 3

Niche overhead for pressure with no conversions.

Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Kain 2AB-1.jpg
Garou Kain 2AB-2.jpg
Garou Kain 2AB-3.jpg
2A+B Damage Guard Startup Active Recovery Total
10 Mid 8 4 27 39
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -6 X 6

A good anti-air option against jumps or hops farther out in front of Kain, where his Lanze break would otherwise whiff. Can be cancelled into Panzer B for a knockdown.

1~6F upper-body invincibility

2A+B>5C Damage Guard Startup Active Recovery Total
10, 10 Mid 6 1 36 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 6, 3

Target combo from 2AB (on both hit and block). Launches the opponent up into the air on hit for a juggle combo.

You can make 2AB safe on block by feint cancelling the C follow-up (Kain is the only character that can do this).


T.O.P. Attack (CD)

Schwarze Stoß (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Kain CD.jpg
Damage Guard Startup Active Recovery Total
19 (base damage) Mid 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - 25

An actually good T.O.P move, One of Kain's main tools for guard crush setups, usually used at the end of a guard crush blockstring. If Kain guard crushes the opponent with this move, he is able to convert into a full combo afterwards. Depending on the spacing, it can be hard to punish due to its pushback on block, but generally isn't used in neutral because it has a fair amount of startup and is easy to jump over. The move is also used as an optimal meterless combo ender in some juggle combos as it does slightly more damage than Panzer B.

It is possible to use this move in conjunction with the Seele bug by kara cancelling from a st.C or cr.C (depending on whether the opponent crouch or stand JDs respectively), which can lead the move hitting multiple times, quickly guard crushing the opponent and doing a massive amount of damage.

Throws

Ground Throw

Schwarze Mond
Close 4/6 C
Garou Kain Grab.jpg
Damage Guard Startup Active Recovery Total
7×3 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+78 - - - -

Kain is able to combo after his throw in the corner with Lanze or Seele D.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Kain ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Schwarze Panzer D and its break.


Down Feint (2AC)

2A+C
Down Feint
Garou Kain DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Himmlische Atem.


Special Moves

Schwarze Flamme ([4]6P)
Schwarze Flamme
[4]6 A/C
A Damage Guard Startup Active Recovery Total
12 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 8

A fireball that travels horizontally, used for controlling space in neutral. One of Kain's main tools for building meter and keeping the opponent out. It can also be cancelled into from a light normal in close range to act as a frame trap. Kain travels backwards slightly and is airborne for part of its recovery.

C Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-14 -14 - - 8, 5

A fireball that travels diagonally upwards, used for controlling the air space in front of Kain. Typically not used as much as his Flamme A, as it leaves Kain vulnerable to attacks on the ground, with him having a good anti-air in Lanze break already. Kain travels backwards slightly and is airborne for part of its recovery.


Schwarze Panzer ([4]6K)
Schwarze Panzer
[4]6 B/D
B Damage Guard Startup Active Recovery Total
18 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 7

Used as a combo ender, commonly after a Lanze break or cancelled into from a 2AB. Leads to a knockdown for a meaty Seele setup.

D Damage Guard Startup Active Recovery Total
9, 9, 9 Mid 22 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 2×3, 3

Generally not used because it can't be comboed into and is fairly slow and unsafe on block.

D Break Damage Guard Startup Active Recovery Total
9, 9 Mid 22 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - 2×3

Generally not used outside of gimmicky resets.


Schwarze Lanze ([2]8K)
Schwarze Lanze
[2]8 B/D
KainLanzeBreakBthumb.gif
Lanze Break B
B Damage Guard Startup Active Recovery Total
7, 6 Mid, Mid 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -4 - - 7, 5, 7

The non-break version generally isn't used outside of missing your break.

1~6F full-body invincibility

B Break Damage Guard Startup Active Recovery Total
7 Mid 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - 7

Has slightly more invincibility frames, more frame advantage, and more damage than his D break, so it's the preferred break move. Excellent as an anti-air due to its invincibility and quick recovery, making it very difficult for most characters to punish even if they air JD (since he can just do another Lanze break). Also used to combo from a hop or jump and sets up a knockdown in conjunction with Panzer. Kain's main tool for building meter in neutral, alongside his fireball.

1~6F full-body invincibility

D Damage Guard Startup Active Recovery Total
5, 3, 3, 8, 6 Mid, Mid 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - 8, 5×2, 7

Used as a combo ender in some scenarios, such as after a throw in the corner. It is often difficult to JD the downwards fireball from this move as Kain throws two out in quick succession, making it impossible to JD them if they both connect and overlap.

1~5F full-body invincibility

D Break Damage Guard Startup Active Recovery Total
5 Mid 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - 8

1~5F full-body invincibility


Super Moves

Himmlische Atem (236236P)
Himmlische Atem
236236 A/C
Both versions are:
Have 1~6F full-body invincibility
Guaranteed to go through their entire startup and come out.
A Damage Guard Startup Active Recovery Total
28 Mid 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +8 - - 15

Used in combos, commonly after a launcher with 2AB > 5C or Lanze break. Easier to combo and confirm into after a counter hit Lanze break starter, but can also be done from a non-counter hit if done quickly enough (e.g. if you anti-air with Lanze break, it leads to a higher juggle which can give you more time to confirm). Can also combo into it from a Seele B juggle. The super can also be used as an OTG conversion off counter hits from farther away. If Kain performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. The super can potentially be used as a raw anti-air in neutral, but more experienced players will often be able to air JD it or guard cancel against it on the ground and will result in wasting meter.

C Damage Guard Startup Active Recovery Total
28, 16, 16 Mid 2 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +34 - - 15, 8×2

Similar in function to the A version, but hits 3 times and deals more damage. You are able to combo into Flamme A midscreen with the C version. Not used as an OTG like the A version.


Himmlische Seele (236236K)
Himmlische Seele
236236 B/D
Both versions are:
Have 1~4F full-body invincibility
Guaranteed to go through their entire startup and come out.
B Damage Guard Startup Active Recovery Total
5×7 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +34 - - 2×7

Kain's bread and butter for his guard crush setups as it deals a fair amount of guard crush damage and locks the opponent down. Usually done as part of a blockstring or as a meaty setup after a knockdown from Panzer midscreen. If Kain performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll, so they are forced to take the resulting Seele as a meaty.

D Damage Guard Startup Active Recovery Total
5×10 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +46 - - 2×10

Used in more niche situations such as to combo after a throw in the corner or as a meaty setup after a Panzer knockdown close to the corner (it travels slower than the B version, so it won't whiff in some instances close to the corner where the B version would). In addition to travelling slower, this version has a zig-zag route and thus covers more of the screen, so it can be used when you have the life lead to better run the timer out at the end of a round.


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Rock
Kim Dong Hwan
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Kevin Rian
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