Garou: Mark of the Wolves/Kevin Rian/Combos

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Combos

Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field.

While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players.

All combos can be preformed anywhere unless noted.

Note: damage is based on the majority of the cast. All combos will do slightly less on Grant and Tizoc and slightly more on Jenet, Hotaru and Hokutomaru


Basic

These combos require no feinting, and can be preformed by all skill levels.

St.Snka.gif xx Qcf.png + Snkb.gif (break), Dp.png + Snka.gif 24 damage
St.Snkc.gif xx Qcf.png + Snkb.gif (break), Dp.png + Snka.gif 30 damage
St.Snka.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif 28 damage
St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif 34 damage
St.Snkc.gif xx Qcf.png + Snkd.gif (break), Qcf.png, Qcf.png + Snkb.gif, Qcb.png Snka.gif 50 damage
St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcf.png, Qcf.png + Snkd.gif, Qcb.png Snka.gif 67 damage


Intermediate

These combos implement feinting

St.Snkc.gif (FC), St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)
St.Snkc.gif (FC), cr.Snkc.gif xx Qcf.png Snkd.gif (break), Qcb.png Snka.gif (hold)
J.Snkd.gif, St.Snkc.gif (FC), St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)


Advanced

These combos implement feinting and break with P or S Power

St.Snkc.gif xx Qcb.png Snkc.gif, Snkc.gifSnkd.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)
St.Snkc.gif xx Qcb.png Snkc.gif, Snkc.gifSnkd.gif (FC), dash, St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold)
St.Snka.gif, St.Snka.gif xx Qcf.png Snkb.gif (break), dash, Qcf.png Qcf.png Snkd.gif
St.Snkc.gif xx Qcb.png Snkc.gif, Snkc.gifSnkd.gif (FC), dash, St.Snka.gif xx Qcf.png Snkb.gif (break), dash, Qcf.pngQcf.png Snkd.gif


Corner only

St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif xx Qcf.png, Qcf.png + Snkd.gif, Dp.png Snka.gif 74 damage (Corner)

St.Snkc.gif xx Qcf.png + Snkb.gif (break), Qcb.png + Snka.gif xx Qcf.png, Qcf.png + Snkd.gif, Qcb.png Snka.gif 82 damage (Corner)

J. Snkc.gif, St.Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+Snkb.gif (Break), Qcb.png+Snka.gif(Hold),Qcf.pngQcf.png+Snka.gif,Qcb.png+ Snka.gif(Hold), Qcf.pngQcf.png+Snka.gif, Qcb.png+ Snka.gif (Hold)

J. Snkc.gif, St. Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+Snkb.gif (Break),Qcb.png+Snka.gif(Hold), Qcf.pngQcf.png+Snka.gif, Qcb.png+ Snka.gif (Hold), Qcf.pngQcf.png+Snkb.gif,Qcf.png+K.png (Break),Qcb.png+ Snka.gif(Hold)

J. Snkc.gif, St. Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+K.png (Break),Qcf.pngQcf.png+Snkc.gif

J. Snkc.gif, St. Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+K.png (Break), Qcf.pngQcf.png+Snkd.gif, Qcf.png+K.png (Break),Qcb.png+ Snka.gif(Hold)

J. Snkc.gif, St. Snkc.gif xx Qcf.pngQcf.png+Snkb.gif, J. Snkc.gif, St.Snkc.gif xx Qcf.pngQcf.png+Snkb.gif, J. Snkc.gif, St.Snkc.gif (FC), Cr.Snka.gif+Snkb.gif xx Qcf.png+Snkb.gif (Break), Qcb.png+ Snka.gif(Hold)

J. Snkd.gif, St. Snkc.gif (FC), St. Snkc.gif (FC), St. Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif, Qcb.png Snka.gif (hold),Qcf.pngQcf.png Snka.gif

J. Snkd.gif, dash, Qcb.pngSnkc.gif, Snkc.gifSnkd.gif xx Qcb.png+Snkc.gif, Snkc.gifSnkd.gif (FC), dash, St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif, Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif

St.Snkc.gif(FC), St.Snkc.gif(FC), cr. Snkc.gif, dash, St.Snka.gif xx Qcf.png Snkb.gif (break), Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif, Qcb.png Snka.gif (hold), Qcf.pngQcf.png Snka.gif


Notes:

You will notice that in a number of combos here and in Anywhere, you will have to Hold A for his special move to hit.

Your best bet is to hold it for a split second to get it's Lvl. 2 ver.

In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.

Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.


2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+A somewhat 'early' this will knock them high enough for the super to hit them.


3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.


4- You can get some energy for your power gauge by doing QCB+(A+D) then QCF+B, Break-->QCB+ A (Hold) then release. This method makes it so that the QCF+K will connect easily, however you might need to practice this method as it requires performing the QCB+(A+D) as soon as Kevin recovers (attempt the buffering trick mentioned previously).


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