Garou: Mark of the Wolves/Kain: Difference between revisions

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== Gameplay ==
== Gameplay ==
{{Content Box|content=
{{Content Box|content=
TBD
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.


{{ProConTable
{{ProConTable
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  |Cancel on Block=No
  |Cancel on Block=No
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=1~6F upper-body invincibility
  |description=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
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
Line 598: Line 600:
  |Cancel on Block=Yes
  |Cancel on Block=Yes
  |Guard Crush Value=6, 3
  |Guard Crush Value=6, 3
  |description=Target combo from 2AB (on both hit and block). Make 2AB safe on
  |description=Target combo from 2AB (on both hit and block). Launches the opponent up into the air on hit for a juggle combo.
block by feint canceling the C follow-up. (Kain is the only character that can
 
do this.)
You can make 2AB safe on block by feint cancelling the C follow-up (Kain is the only character that can do this).
  }}
  }}
}}
}}
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=25
  |Guard Crush Value=25
  |description=Kain's top move travels forward, covering a fair amount of distance and is good for one hit that knocks down your opponent. Besides doing a super, this is one of the most damaging moves you can finish a combo with.
  |description=One of Kain's main tools used 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, the move can be hard to punish for some characters due to its pushback on block, but it 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.
  }}
  }}
}}
}}
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Kain's normal throw.
  |description=Kain is able to combo after his throw in the corner with Lanze or Seele D.
  }}
  }}
}}
}}
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Mimics the start of Schwarz Panzer D and its break.  
  |description=Mimics the start of Schwarze Panzer D and its break.  
  }}
  }}
}}
}}
Line 712: Line 716:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Mimics the start of Himmlisch Atem.  
  |description=Mimics the start of Himmlische Atem.  
  }}
  }}
}}
}}
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   | Cancel on Block  =  
   | Cancel on Block  =  
   | Guard Crush Value =8
   | Guard Crush Value =8
   | description      =  
   | description      = 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.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =8, 5
   | Guard Crush Value =8, 5
   | description      =  
   | description      = 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.
  }}
  }}
}}
}}
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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7
   | Guard Crush Value =7
   | description      =  
   | description      = 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.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×3, 3
   | Guard Crush Value = 2×3, 3
   | description      =  
   | description      = Generally not used because it can't be comboed into and is fairly unsafe on block.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
Line 828: Line 832:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =2×3
   | Guard Crush Value =2×3
   | description      =  
   | description      = Genearlly not used outside of gimmicky resets.
   }}
   }}
}}
}}
Line 858: Line 862:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7, 5, 7
   | Guard Crush Value =7, 5, 7
   | description      =1~6F full-body invincibility
   | description      = The non-break version generally isn't used outside of missing your break.
 
1~6F full-body invincibility


   }}
   }}
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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7
   | Guard Crush Value =7
   | description      =1~6F full-body invincibility
   | description      = Has slightly more invincibility, more frame advantage, and does 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.
 
1~6F full-body invincibility




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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =8, 5×2, 7
   | Guard Crush Value =8, 5×2, 7
   | description      = 1~5F full-body invincibility
   | description      = 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




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Have 1~4F full-body invincibility <br>
Have 1~4F full-body invincibility <br>


And GUARANTEED to go through their entire startup and come out
Guaranteed to go through their entire startup and come out.
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}
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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×7
   | Guard Crush Value = 2×7
   | description      = Especially useful as a strong pressure option during okizeme
   | description      = Kain's bread and butter for his guard crush setups. Usually done in 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 input a tech roll, so they are forced to take the resulting Seele as a meaty.




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   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×10
   | Guard Crush Value = 2×10
   | description      = Way less useful than just sending out kain's pair of blue balls. Has a few niche ways it's better but less damage, less guard crush value and less block stun overall.
   | description      = 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 Seele B, so it won't whiff in some instances close to the corner where Seele B would).




Line 996: Line 1,006:
Have 1~6F full-body invincibility <br>
Have 1~6F full-body invincibility <br>


And GUARANTEED to go through their entire startup and come out
Guaranteed to go through their entire startup and come out.
<br>
<br>
   {{AttackData-Garou
   {{AttackData-Garou
Line 1,013: Line 1,023:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =15
   | Guard Crush Value =15
   | description      = Few hit confirms outside of counter hits, the opponent can also move during the black screen. Ignore this outside of scenarios you'll know it'll land.  
   | description      = Used in combos, commonly after a launcher with 2AB > 5C or Lanze break. Easier to combo 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. It can potentially be used as a raw anti-air in neutral, but more experienced players will often be able to air JD it and will result in wasting meter.




Line 1,033: Line 1,043:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 15, 8×2
   | Guard Crush Value = 15, 8×2
   | description      = The damage is HUGE but you'll have to be in a place to land all 3 shots. Two confirms are
   | description      = 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, unlike the A version.
 
Lanze break counter hit > lanze break > C Atem
 
2AB5C > C Atem
 
 





Revision as of 20:39, 31 July 2023

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.

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.


Close Standing Normals

Cl. Kof.lp.png
Garou Kain s.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 Yes Yes/chainable Yes/chainable 4

Standing jab.


Cl. Kof.lk.png
Garou Kain s.B.jpg
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 Yes Yes Yes 4


Cl. Kof.sp.png
Garou Kain cl.C.jpg
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 Yes Yes Yes 5


Cl. Kof.sk.png
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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 No No No 3, 3, 3


Far Standing Normals

Far Kof.lp.png
Garou Kain s.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 Yes Yes/chainable Yes/chainable 4


Far Kof.lk.png
Garou Kain s.B.jpg
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 Yes Yes Yes 4


Far Kof.sp.png
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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 Yes (1st hit) Yes (1st hit) Yes (1st hit) 3, 3


Far Kof.sk.png
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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 No No No 3, 3, 3


Crouching Normals

Cr. Kof.lp.png
Garou Kain cr.A.jpg
Cr. Kof.lp.png Damage Guard Startup Active Recovery Total
4 Mid 3 5 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No/chainable No/chainable 4
Cr. Kof.lp.png > Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
4, 5 Mid, Low 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No No 4, 4

Target combo from 2A.

Cr. Kof.lp.png > Cr. Kof.sp.png Damage Guard Startup Active Recovery Total
4, 8 Mid, Mid 7 3 19 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No No 4,5

Target combo from 2A.


Cr. Kof.lk.png
Garou Kain cr.B.jpg
Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
6 Low 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No/chainable No/chainable 4
Cr. Kof.lk.png > Cr. Kof.sp.png Damage Guard Startup Active Recovery Total
6, 8 Low, Mid 7 3 19 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No No 4, 5

Target combo from 2B.


Cr. Kof.sp.png
Garou Kain cr.C.jpg
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 No No No 5


Cr. Kof.sk.png
Garou Kain cr.D.jpg
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 No No No 5


Jumping Normals

Jump Kof.lp.png
Garou Kain j.A.jpg
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
- - - No No 4


Jump Kof.lk.png
Garou Kain j.B.jpg
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
- - - No No 4


Jump Kof.sp.png
Garou Kain j.C.jpg
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
- - - No No 5


Jump Kof.sk.png
Garou Kain j.D.jpg
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
- - - No No 5

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


Universal Moves

St. Kof.lp.pngKof.lk.png
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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 No No No 3, 3

Overhead.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Kain 2AB-1.jpg
Garou Kain 2AB-2.jpg
Garou Kain 2AB-3.jpg
Cr. Kof.lp.pngKof.lk.png Damage Guard Startup Active Recovery Total
10 Mid 8 4 27 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -6 Yes (on hit) Yes No 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

Cr. Kof.lp.pngKof.lk.png > St. Kof.sp.png Damage Guard Startup Active Recovery Total
10, 10 Mid 6 1 36 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 Yes Yes Yes 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).


Schwarze Stoß (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Garou Kain CD.jpg
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 used 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, the move can be hard to punish for some characters due to its pushback on block, but it 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

Schwarze Mond
Close B.png/F.png + Kof.sp.png
Garou Kain Grab.jpg
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

F.png + Kof.lp.pngKof.sp.png
Forward Feint
Garou Kain ForwardTaunt.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 Schwarze Panzer D and its break.


D.png + Kof.lp.pngKof.sp.png
Down Feint
Garou Kain DownTaunt.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 Himmlische Atem.


Special Moves

Schwarze Flamme
Charge B.png~F.png + Kof.lp.png/Kof.sp.png
All versions are impossible to just defend at 0-pixel health bar.

B.png~F.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 Mid 12 - - -
Hit Adv Block Adv Feint Cancel 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.

B.png~F.png + Kof.sp.png Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Feint Cancel 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
Charge B.png~F.png + Kof.lk.png/Kof.sk.png
All versions are impossible to just defend at 0-pixel health bar.

B.png~F.png + Kof.lk.png Damage Guard Startup Active Recovery Total
18 Mid 13 - - -
Hit Adv Block Adv Feint Cancel 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.

B.png~F.png + Kof.sk.png Damage Guard Startup Active Recovery Total
9, 9, 9 Mid 22 - - -
Hit Adv Block Adv Feint Cancel 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 unsafe on block.

B.png~F.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9, 9 Mid 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 2×3

Genearlly not used outside of gimmicky resets.


Schwarze Lanze
Charge D.png~U.png + Kof.lk.png/Kof.sk.png
All versions are impossible to just defend at 0-pixel health bar.

D.png~U.png + Kof.lk.png Damage Guard Startup Active Recovery Total
7, 6 Mid, Mid 6 - - -
Hit Adv Block Adv Feint Cancel 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

D.png~U.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
7 Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - - 7

Has slightly more invincibility, more frame advantage, and does 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.

1~6F full-body invincibility

D.png~U.png + Kof.sk.png Damage Guard Startup Active Recovery Total
5, 3, 3, 8, 6 Mid, Mid 6 - - -
Hit Adv Block Adv Feint Cancel 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.png~U.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
5 Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - - 8

1~5F full-body invincibility


Super Moves

Himmlische Seele
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
Both versions are:
Impossible to just defend at 0-pixel health bar
Have 1~4F full-body invincibility
Guaranteed to go through their entire startup and come out.
Qcf.pngQcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
5×7 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +34 - - - 2×7

Kain's bread and butter for his guard crush setups. Usually done in 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 input a tech roll, so they are forced to take the resulting Seele as a meaty.

Qcf.pngQcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
5×10 - 9 - - -
Hit Adv Block Adv Feint Cancel 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 Seele B, so it won't whiff in some instances close to the corner where Seele B would).

Himmlische Atem
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
Both versions are:
Impossible to just defend at 0-pixel health bar
Have 1~6F full-body invincibility
Guaranteed to go through their entire startup and come out.
Qcf.pngQcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
28 - 1 - - -
Hit Adv Block Adv Feint Cancel 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 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. It can potentially be used as a raw anti-air in neutral, but more experienced players will often be able to air JD it and will result in wasting meter.

Qcf.pngQcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
28, 16, 16 - 2 - - -
Hit Adv Block Adv Feint Cancel 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, unlike the A version.


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Kim Dong Hwan
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