Garou: Mark of the Wolves/Khushnood Butt

From SuperCombo Wiki

Introduction

Marco Rodriguez. Also known as Marco Rodrigues when using Portuguese spelling. Otherwise known for his English localized name -- Khushnood Butt.

Gameplay

Khushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.

Strengths Weaknesses
  • Good offensive pressure and damaging conversions, even without meter
  • Safe on block break move that can be easily comboed into
  • Best fireball in the game; travels very fast, does high damage, and leads to a knockdown in close range
  • Relatively fast command normal overhead that can lead to a full combo
  • Need to be able to guard cancel in order to have a stronger defense
  • Lacks far-reaching cancellable normals (besides being able to renda cancel his st.A/cr.B)
MOTW Butt Art.png



Character Colors

Marcocolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.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.


Close Standing Normals

Cl. Kof.lp.png
Garou Butt cl.A.jpg
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 X X / ∞ X / ∞ 4

Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo.

Cl. Kof.lk.png
Garou Butt cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X X 4

The last 3F of recovery has full-body invincibility.


Cl. Kof.sp.png
Garou Butt cl.C-1.jpg
Garou Butt cl.C-2.jpg
Damage Guard Startup Active Recovery Total
5, 5 Mid 7 1, 《2》, 4 21 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 3, 3

Not very good, cancel first hit into something else if you don't end up grabbing.


Cl. Kof.sk.png
Garou Butt cl.D.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 26 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 5

Leads to big damage combos


Far Standing Normals

Far Kof.lp.png
Garou Butt s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 4 7 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X / ∞ X / ∞ 4

Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and from pressure/jab link combos off of close standing A

Far Kof.lk.png
Garou Butt s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 3 16 24
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 X X X 4

A good fast poke, even if you get nothing from it.

Far Kof.sp.png
Garou Butt s.C.jpg
Damage Guard Startup Active Recovery Total
12 Mid 11 5 21 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X X 5

Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit.

Far Kof.sk.png
Garou Butt s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 11 4 24 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 X 5

Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum.

Whiffs on crouching opponents.


Crouching Normals

Cr. Kof.lp.png
Garou Butt cr.A.jpg
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 X X / ∞ X / ∞ 4


Cr. Kof.lk.png
Garou Butt cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 X X / ∞ X / ∞ 4


Cr. Kof.sp.png
Garou Butt cr.C-1.jpg
Garou Butt cr.C-2.jpg
Damage Guard Startup Active Recovery Total
9 Mid 5 1, 《1》, 2 22 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 5


Cr. Kof.sk.png
Garou Butt cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 8 4 22 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 X X X 5

Your furthest reaching crouched normal, decently quick too.

Jumping Normals

Jump Kof.lp.png
Garou Butt j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 5 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

Your go to air to air given it's quick startup and decent range.

Jump Kof.lk.png
Garou Butt j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 9 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

A ton of active frames, can cross up and beat some anti airs

Neutral or back hop B can beat out an upper-body evasion attack.


Jump Kof.sp.png
Garou Butt j.C.jpg
Damage Guard Startup Active Recovery Total
9 High 12 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D

Jump Kof.sk.png
Garou Butt j.D.jpg
Damage Guard Startup Active Recovery Total
9 High 9 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.


Command Normals

Kyokugen Hiji
F.png + Kof.lp.png
Garou Butt f.A.jpg
Damage Guard Startup Active Recovery Total
12 Overhead 15 1 14 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X X 9

Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Butt AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 24 5 14 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 +6 - X X 6

Just use the overhead command normal instead. Practically never worth using, kinda slow and has no follow ups.

Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Butt 2AB-1-re.jpg
Garou Butt 2AB-2-re.jpg
Garou Butt 2AB-3-re.jpg
Garou Butt 2AB-4-re.jpg
Damage Guard Startup Active Recovery Total
10 Mid 9 3 22 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 0 X 6

1~6F upper-body invincibility.


Zanretsuken (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
2x8, 15 (base damage) Mid 10 - 20~ -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 2×8, 9

One of the better T.O.P moves, has:

-Respectable damage (even if you can't combo from it)
-Used in some counter hit juggle combos
-Used in chip kill scenarios
-Potentially useful as GC bait as well
A single hit usually also launches them high, a glance hit or the full thing also always does a hard knockdown, potentially useful for getting a second to breathe.
Has niche but numerous applications.

Throws

Kyokugen Zu Tsuki
Headbutt
Close B.png/F.png+Kof.sp.png
Garou Butt Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+64 - - - - -

Has good corner carry, standard throw that knocks down. Mainly for pressure.

Feints

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
Garou Butt F.Taunt.jpg
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 Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A.


D.png+Kof.lp.png+Kof.sp.png
Down Feint
Garou Butt D.Taunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Kohou (and its break version) or Kyokugen Kohou.


Special Moves

Ko-ou Ken
Qcf.png+Kof.lp.png/Kof.sp.png
The damage and guard crush values in parentheses are at short-range.

Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.

It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).

Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
13(18) Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 7(8)
Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
14(22) Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 8(9)

Hien Shippu Kyaku
Qcf.png+Kof.lk.png/Kof.sk.png
Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
8, 9 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 4, 3

Used as combo filler, most notably after a Kohou A break in the corner. The chip ain't half bad as a last resort kill sealer.

Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
8, 10 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - - 4, 4

Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.

Potentially decent as anti-air GC bait, but mind them going for an air JD as a response. The second hit will whiff on ALL crouching opponents on the ground, even Tizoc!

Kohou
Dp.png + Kof.lp.png
Dp.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - - 7

Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky.

Dp.png + Kof.lp.png Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +2 - - - 7

Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD.


Kohou
Dp.png + Kof.sp.png
Dp.png + Kof.sp.png Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - - 7
Dp.png + Kof.sp.png Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 7

A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. There's no I frames so as a DP it might trade, however you can guard cancel into it. You move more forward during the startup, giving more reach and being more risky than the A version.

Harai
Qcb.png+Kof.lp.png/Kof.lk.png
Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short.
Qcb.png+Kof.lp.png
Jou-dan (High/Mid)
Damage Guard Startup Active Recovery Total
15 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

The A version counters mid/high attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.

4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.

Qcb.png+Kof.lk.png
Ge-dan (Low)
Damage Guard Startup Active Recovery Total
15 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

The B version counters low attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.

1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.

Ryuu-sen Ken
Ch. Kof.sp.png
You need to hold C to charge this, so it's kinda risky and gimmicky.

You can't use all of the following:
-Your C fireball
-Your C DP
-C Haou Shoukou Ken
-Your ability to grab (you can still tech with D though)
-Feint
-Ryuuko Ranbu
-TOP attack

Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender.
Lv1 Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 7

Charge time is 120F (~2 seconds) or more.

Lv2 Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 8

Charge time is 240F (~4 seconds) or more.

Lv3 Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 9

Charge time is 480F (~8 seconds) or more.

Lv4 Damage Guard Startup Active Recovery Total
10, 10, 10 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 4×3

Charge time is 960F (~16 seconds) or more. Travels really far so sometimes a decent burst option or for a GC against projectiles

Ko-sen Kyaku
Ch. Kof.sk.png
Requires holding down the D button to charge. Like his Ryuu-sen Ken, but way less risky to work with, you don't lose much outside of:
-Sweep
-A Great jump-in
-TOP attack
-Kyokugen Ko Hou
-And a situational special move

Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos.

Lv1 Damage Guard Startup Active Recovery Total
15 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 8

Charge time is 120F (~2 seconds) or more.

Lv2 Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 8

Charge time is 240F (~4 seconds) or more.

Lv3 Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 9

Charge time is 480F (~8 seconds) or more.

Lv4 Damage Guard Startup Active Recovery Total
10, 10, 10 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 4×3

Charge time is 960F (~16 seconds) or more.

Super Moves

Haou Shoukou Ken
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Eats through other projectiles that aren't Kain's balls so you can punish them with this.
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
33 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 15

Commonly used as an OTG conversion after a counter hit from farther away. If Marco 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.

1~7F full-body invincibility.

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
14, 14, 14, 14 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 6×4

Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B, most easily done as a T.O.P. confirm.

1~9F full-body invincibility.


Kyokugen Kohou
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
7×7 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -44 - - - 5×2, 3×5

Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air.

1~4F full-body invincibility.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
9×2, 7×8 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -56 - - - 10×2, 3×8

Similar in function to the B version, but does more damage. Typically used when you need the extra damage for the kill.

1~5F full-body invincibility.


Ryuuko Ranbu
Qcf.png,Qcf.png,Qcf.png + Kof.sp.png
(Press Kof.sp.png rapidly)
A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect.
Lv1 Damage Guard Startup Active Recovery Total
4×13 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -42 - - - 3×13

1~3F full-body invincibility.

No extra presses (Kof.sp.png x1).

Lv2 Damage Guard Startup Active Recovery Total
4×19 Mid (Low on 7th hit) 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - - 3×19

1~3F full-body invincibility.

Kof.sp.png x3-6 (2-5 extra button presses during blackout).

Lv3 Damage Guard Startup Active Recovery Total
4x16, 5x6 Mid (Low on the 7th hit) 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - - 3×22

Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions).

1~3F full-body invincibility.

Kof.sp.png x7-9 (6-8 extra button presses during blackout).

Lv4 Damage Guard Startup Active Recovery Total
8×6, 6×5, 7 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -40 - - - 8×6, 5×6

The strongest super marco has, the fireballs disappear quickly and at a short range. 1~9F full-body invincibility.

Kof.sp.png x10+ (9+ extra button presses during blackout).


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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant