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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=6×4
  |Guard Crush Value=6×4
  |description= 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.
  |description= 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.  
1~9F full-body invincibility.  

Revision as of 10:12, 1 August 2023

Introduction

Marco Rodriguez, or 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.


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 No No/chainable No/chainable 4

Standing jab.


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 No No No 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 Yes (1st hit) Yes (1st hit) Yes (1st hit) 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 Yes Yes Yes 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 No No/chainable No/chainable 4

Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs.


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 No No No 4


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 No No No 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 Yes (on block) No Yes 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 No No/chainable No/chainable 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 No No/chainable No/chainable 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 Yes Yes Yes 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 No No No 5


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
- - - No No 4

Your go to air to air.


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
- - - No No 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
- - - No No 5

Use it as an air mixup thanks to it's slower timing compared to your other air normals, and possibly a crossup with it's big hitbox


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
- - - No No 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 No No No 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 - No No 6


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 Yes (on hit) Yes No 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

Used in some counter hit juggle combos and in chip kill scenarios.

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.

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
Impossible to just defend at 0-pixel health bar. The damage and guard crush values in parentheses are at short-range.
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)

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).


Hien Shippu Kyaku
Qcf.png+Kof.lk.png/Kof.sk.png
Impossible to just defend at 0-pixel health bar.
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.

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

Can potentially be used as an anti-air guard cancel, but risky if the opponent empty jumps. The second hit will whiff on crouching opponents on the ground.


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. The move doesn't have invincibility, so it isn't used as a traditional anti-air DP, however you can guard cancel into it. Marco moves forward during the startup, leaving him closer to the opponent on block than the A version.


Harai
Qcb.png+Kof.lp.png/Kof.lk.png
Qcb.png+Kof.lp.png
Upper-Body Harai
Damage Guard Startup Active Recovery Total
15 - 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

The A version counters mid and high attacks. 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
Lower-Body Harai
Damage Guard Startup Active Recovery Total
15 - 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

The B version counters low attacks. 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
Requires holding down the C button to charge. Fairly risky and somewhat gimmicky, but can 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.

All versions are impossible to just defend at 0-pixel health bar.
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.

Ko-sen Kyaku
Ch. Kof.sk.png
Requires holding down the D button to charge. Like his Ryuu-sen Ken, it can be fairly risky and is somewhat gimmicky, but can potentially be hard to punish 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.

Impossible to just defend at 0-pixel health bar.
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
Impossible to just defend at 0-pixel health bar.
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)
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

1~9F full-body invincibility.

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

Impossible to just defend at 0-pixel health bar.


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