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 |
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Character Colors
Move List
Frame Data Source : https://w.atwiki.jp/garoumow/pages/32.html and https://w.atwiki.jp/garoumow/pages/70.html
Data Help | |
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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. |
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.
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+6 | +6 | ◯ | ◯ / ∞ | ◯ / ∞ | 4 |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 11 | 20 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+0 | +0 | ◯ | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 8 | 3 | 24 | 35 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-6 | -6 | ◯ | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5×3 | Mid | 9 | 1, 1, 3 | 30 | 44 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-12 | -12 | X | X | X | 3, 3, 3 |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+6 | +6 | ◯ | ◯ / ∞ | ◯ / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 11 | 20 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+0 | +0 | ◯ | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
8, 8 | Mid | 12 | 2, 1 | 23 | 38 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-3 | -3 | ※ | ※ | ※ | 3, 3 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6×3 | HL | 9 | 1, 1, 3 | 30 | 44 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-12 | -12 | X | X | X | 3, 3, 3 |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 7 | 3 | 19 | 29 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-1 | -1 | X | X | X | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -5 | X | X | X | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 8 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 9 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 5 |
Small jump D can beat out upper-body evasion attacks. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Overhead | 23 | 3, 8 | 12 | 46 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-1 | +5 | X | X | X | 3, 3 |
Overhead. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
19 (base damage) | Mid | 18 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -13 | - | - | - | 25 |
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7×3 | - | 1 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | - | - | - |
Mimics the start of Schwarze Panzer D and its break. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | - | - | - |
Mimics the start of Himmlische Atem. |
Special Moves
Super Moves
Have 1~6F full-body invincibility
Guaranteed to go through their entire startup and come out.
Have 1~4F full-body invincibility
Guaranteed to go through their entire startup and come out.