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

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{{MOTW Character Subnav |name= |sub=1}}
{{MOTW Character Intro|char=Freeman |content=
 
[[File:Freeman.PNG|right]]
{{TOClimit|3}}


==Introduction==
==Introduction==
Line 9: Line 6:
Later,in KOF 12 Iori based his new non-flame moveset about him.
Later,in KOF 12 Iori based his new non-flame moveset about him.


{|
== Gameplay ==
|-style="text-align:left;"
{{Content Box|content=
! Pros !! Cons
'''Freeman's''' gameplan is to use his good burst movement and normals to establish pressure with his rekkas and to confirm into his Full Blast super.
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
{{ProConTable
* Fast low attacks
|pros=
| style="width: 50%;"|
* '''Decent far-reaching normals for poking, alongside fast and advantageous normals for pressuring in close range'''
* Lack of BR Potentials
* '''Rekkas are very versatile; used for combos, pressure, defense (guard cancels), and meter building'''
* Low Defense Ratio
* '''Can convert into his Full Blast super move from a decently far range'''
|-
|cons=
|}
* '''Practically no conversions off a hop'''
* '''No invincible reversal'''
* '''A lot of useless or bad special moves, including his break move and counter super'''
* '''Somewhat limited anti-air and air-to-air options'''
 
}}
}}
}}
 
 
 


'''Character Colors'''
'''Character Colors'''
Line 26: Line 33:


==Move List==
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and [http://www14.ocn.ne.jp/~yosimizu/garoumowfreeman.htm Howard's Arena]
 
Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html


{{MOTW Legend}}
{{MOTW Legend}}
Notes:
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing || align="center" | Crouching || align="center" | Dash || align="center" | Taunt || align="center" | Jumping || align="center" | Landing
|-
| align="center"; valign="bottom" | [[File:Garou Freeman Stand.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Freeman Dash.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Taunt.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Jump.png]] || align="center"; valign="bottom" | [[File:Garou Freeman Landing.png]]
|-
| align="center" |  || align="center" |  || align="center" |  || align="center" |  || align="center" | 37 total frames or 35 for a backwards jump. || align="center" | Freeman is invincible below the waist when landing from an empty jump.
|}


===Close Standing Normals===
===Close Standing Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cl.A.jpg
|name=Cl. {{Icon-SNK|A}}
|name=c.5A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
|version=c.5A
  |Guard=
  |Damage=4
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=
  |Active=4
  |Recovery=
  |Recovery=5
  |Total=
  |Total=13
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=Standing jab.
  |description=Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless.
 
Last 2F of recovery has full-body invincibility.
}}
{{AttackData-Garou
|version=c.5A>A
|Damage=4, 9
|Guard=HL
|Startup=4
|Active=4
|Recovery=12
|Total=20
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 9
|description= Target combo from cl.5A.
}}
{{AttackData-Garou
|version=c.5A>A>A
|Damage=4, 9, 8
|Guard=HL
|Startup=3
|Active=3
|Recovery=17
|Total=23
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 9, 9
|description= Target combo from cl.5A. Bad damage and you're minus in hit, never do this
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cl.B.jpg
|name=Cl. {{Icon-SNK|B}}
|name=c.5B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=6
  |Guard=
  |Guard=Mid
  |Startup=3
  |Startup=3
  |Active=
  |Active=4
  |Recovery=
  |Recovery=5
  |Total=
  |Total=12
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=◯ / ∞
  |Cancel on Block=Yes
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cl.C.jpg
|name=Cl. {{Icon-SNK|C}}
|name=c.5C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=Mid
  |Startup=7
  |Startup=7
  |Active=
  |Active=3
  |Recovery=
  |Recovery=25
  |Total=
  |Total=35
  |Hit Adv=-7
  |Hit Adv=-7
  |Block Adv=-7
  |Block Adv=-7
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=Very unsafe, but feint cancelling it makes it very plus and helpful for punishes
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cl.D-1.jpg
|name=Cl. {{Icon-SNK|D}}
|image2=Garou_Freeman_cl.D-2.jpg
|name=c.5D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=6, 6
  |Guard=
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=
  |Active=3, 3
  |Recovery=
  |Recovery=20
  |Total=
  |Total=30
  |Hit Adv=-2
  |Hit Adv=-2
  |Block Adv=-2
  |Block Adv=-2
  |Feint Cancel=Yes (1st hit)
  |Feint Cancel=
  |Cancel on Hit=Yes (1st hit)
  |Cancel on Hit=
  |Cancel on Block=Yes (1st hit)
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3, 3
  |description=
  |description=Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_s.A.jpg
|name=Far {{Icon-SNK|A}}
|name=f.5A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
|version=f.5A
  |Guard=
  |Damage=5
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=
  |Active=4
  |Recovery=
  |Recovery=12
  |Total=
  |Total=20
  |Hit Adv=-1
  |Hit Adv=-1
  |Block Adv=-1
  |Block Adv=-1
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre
}}
{{AttackData-Garou
|version=f.5A>A
|Damage=5, 8
|Guard=Mid
|Startup=3
|Active=3
|Recovery=17
|Total=23
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 9
|description= Target combo from f.5A.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_s.B.jpg
|name=Far {{Icon-SNK|B}}
|name=f.5B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=7
  |Guard=
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=
  |Active=4
  |Recovery=
  |Recovery=16
  |Total=
  |Total=25
  |Hit Adv=-5
  |Hit Adv=-5
  |Block Adv=-5
  |Block Adv=-5
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_s.C-1.jpg
|name=Far {{Icon-SNK|C}}
|image2=Garou_Freeman_s.C-2.jpg
|name=f.5C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=14
  |Guard=
  |Guard=Mid
  |Startup=9
  |Startup=9
  |Active=
  |Active=3, «2», 4
  |Recovery=
  |Recovery=11
  |Total=
  |Total=29
  |Hit Adv=+1
  |Hit Adv=+1
  |Block Adv=+1
  |Block Adv=+1
  |Feint Cancel=No
  |Feint Cancel=X
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_s.D.jpg
|name=Far {{Icon-SNK|D}}
|name=f.5D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=14
  |Guard=
  |Guard=Mid
  |Startup=8
  |Startup=8
  |Active=
  |Active=3
  |Recovery=
  |Recovery=20
  |Total=
  |Total=31
  |Hit Adv=-2
  |Hit Adv=-2
  |Block Adv=-2
  |Block Adv=-2
  |Feint Cancel=Yes (on Block)
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cr.A.jpg
|name=Cr. {{Icon-SNK|A}}
|name=2A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=4
  |Guard=
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=
  |Active=4
  |Recovery=
  |Recovery=6
  |Total=
  |Total=15
  |Hit Adv=+4
  |Hit Adv=+5
  |Block Adv=+4
  |Block Adv=+5
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=◯ / ∞
  |Cancel on Block=Yes
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cr.B.jpg
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=6
  |Guard=
  |Guard=Low
  |Startup=4
  |Startup=4
  |Active=
  |Active=4
  |Recovery=
  |Recovery=6
  |Total=
  |Total=14
  |Hit Adv=+4
  |Hit Adv=+5
  |Block Adv=+4
  |Block Adv=+5
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. Combos into rekkas and Full Blast.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cr.C.jpg
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=Mid
  |Startup=6
  |Startup=6
  |Active=
  |Active=2
  |Recovery=
  |Recovery=15
  |Total=
  |Total=23
  |Hit Adv=+4
  |Hit Adv=+4
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like Nightmare A. Has decent range and good ground priority.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_cr.D.jpg
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=Low
  |Startup=10
  |Startup=10
  |Active=
  |Active=3
  |Recovery=
  |Recovery=28
  |Total=
  |Total=41
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-10
  |Block Adv=-10
  |Feint Cancel=No
  |Feint Cancel=X
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_j.A.jpg
|name=Jump {{Icon-SNK|A}}
|name=j.A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=6
  |Guard=
  |Guard=High
  |Startup=4
  |Startup=4
  |Active=
  |Active=10
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 352: Line 450:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=Quick air move with decent hitbox for meeting opponents in the air
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_j.B.jpg
|name=Jump {{Icon-SNK|B}}
|name=j.B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=6
  |Guard=
  |Guard=High
  |Startup=5
  |Startup=5
  |Active=
  |Active=9
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 377: Line 477:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=
  |Guard Crush Value=4
  |description=
  |description=More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_j.C.jpg
|name=Jump {{Icon-SNK|C}}
|name=j.C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=High
  |Startup=9
  |Startup=9
  |Active=
  |Active=5
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 402: Line 504:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=
  |Guard Crush Value=5
  |description=
  |description=Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox
 
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_j.D.jpg
|name=Jump {{Icon-SNK|D}}
|name=j.D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=10
  |Guard=
  |Guard=High
  |Startup=10
  |Startup=10
  |Active=
  |Active=6
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=
}}
}}
===Universal Moves===
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Freeman_AB.jpg
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=21
|Active=3
|Recovery=17
|Total=41
|Hit Adv=-1
|Block Adv=+5
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description=Pretty slow and fairly reactable, ignore this generally.
}}
}}
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=8
|Active=3
|Recovery=20
|Total=31
|Hit Adv=-4
|Block Adv=+2
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|description=1~6F of upper body invincibility. Last 3F has full-body invincibility.
}}
}}
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Overkill (T.O.P. Attack) 
|input=C+D (T.O.P. Only)
|caption=
|data=
{{AttackData-Garou
|Damage=17 (base damage)
|Guard=Mid
|Startup=16
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-11
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=25
  |description=
  |description=Used as an ender for guard crush setups, which allows Freeman to convert into a full combo upon a successful guard crush. This is usually done by cancelling into the move from a heavy normal, so that it is a true blockstring.
  }}
  }}
}}
}}


===Command Normals===
===Throws===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_Grab.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=Gorefest
|input='''Close''' 4/6C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=14
  |Guard=
  |Guard=
  |Startup=8
  |Startup=1
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=-1
  |Hit Adv=+73
  |Block Adv=+5
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Typical throw with no particular characteristics
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===Feint Cancels===
 
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_ForwardTaunt.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=6A+C
|subtitle=
|subtitle=Forward Feint
|caption=
|caption=
|data=
|data=
Line 471: Line 666:
  |Damage=
  |Damage=
  |Guard=
  |Guard=
  |Startup=21
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=11
  |Hit Adv=+1
  |Hit Adv=
  |Block Adv=+7
  |Block Adv=
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the animation of a delayed Full Blast after blackout.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Garou_Freeman_DownTaunt.jpg
|name=T.O.P. Attack
|name=2A+C
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|subtitle=Down Feint
|caption=
|caption=
|data=
|data=
Line 499: Line 696:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=10
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
Line 506: Line 703:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of Phobia (and to a less extent Nightmare).
Has upper-body invincibility when his body is lowered.
  }}
  }}
}}
}}


===Throws===
 
===Feint Cancels===
 
===Special Moves===
===Special Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">V.O.D. (214P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|name=V.O.D.  
|name=V.O.D.  
|input={{Motion|214}} + {{Icon-SNK|A}} * 3
|input=214A/C * 3
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |version=A
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=Mid
  |Startup=9
  |Startup=9
  |Active=
  |Active=
Line 536: Line 734:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=2
  |description=
  |description=  
*Freeman's rekka series, easily his best special move.
*He can cancel each part rekka into a followup of whatever strength (For example, Freeman can do 214A > 214A > 214C as a string).
*Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.
 
The first part of Freeman's light rekkas, is +1 on block and starts up rekka offense.
 
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |version=A>A
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=Low
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 552: Line 756:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=2
  |description=
  |description=
The second hit of Freeman's rekkas. Only 0 on block and with generous cancel timing, its great for pressure and combos. Also Freeman's only low rekka. Can be cancelled into from the rekka starter on whiff as well.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}} > {{Motion|214}}+{{Icon-SNK|A}}
  |version=A>A>A
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=Mid
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 568: Line 773:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=V.O.D.
|input={{Motion|214}} + {{Icon-SNK|C}} * 3
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |version=C
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=Mid
  |Startup=14
  |Startup=14
  |Active=
  |Active=
Line 596: Line 790:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
*Freeman's rekka series, easily his best special move.
*He can cancel each part rekka into a followup of whatever strenght (For example, Freeman can do 214a214a214c as a string).
*Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral
Slower and more unsafe with no real benefit.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |version=C>C
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=Mid
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 612: Line 811:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}} > {{Motion|214}}+{{Icon-SNK|C}}
  |version=C>C>C
  |Damage=8
  |Damage=8
  |Guard=
  |Guard=Mid
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 628: Line 828:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3
  |description=
  |description=
Final hit of Freeman's heavy rekkas. Actually better then the light ender, since it launches opponents into the air for a knockdown, landing closer. Also much more safe, so used to end pressure safely.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Nightmare (236P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|name=Nightmare
|name=Nightmare
|input= {{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= 236A/C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |version=A
  |Damage=17
  |Damage=17
  |Guard=
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=18
  |Startup=18
  |Active=
  |Active=
Line 655: Line 856:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=7
  |description=
  |description=Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |version=C
  |Damage=21
  |Damage=21
  |Guard=
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=26
  |Startup=28
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 671: Line 872:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=8
  |description=
  |description=Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral but now it's way too slow.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Crow (214K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|name=Crow
|name=Crow
|input= {{Motion|214}}+{{Icon-SNK|B}}/{{Icon-SNK|D}}
|input= 214B/D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|B}}
  |version=B
  |Damage=17
  |Damage=9, 9
  |Guard=
  |Guard=<span style="color:#ff0000;">High</span>
  |Startup=29
  |Startup=29
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=+1
  |Block Adv=-22
  |Block Adv=+1
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4, 4
  |description=
  |description=Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |version=D
  |Damage=19
  |Damage=10, 10
  |Guard=
  |Guard=<span style="color:#ff0000;">High</span>
  |Startup=41
  |Startup=41
  |Active=
  |Active=
Line 714: Line 915:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=4, 4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Phobia (623P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|name=Phobia
|name=Phobia
|input= {{Motion|623}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= 623A/C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |version=A
  |Damage=18
  |Damage=18
  |Guard=
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=17
  |Startup=17
  |Active=
  |Active=
Line 741: Line 944:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=7
  |description=
  |description=Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne
  }}
  }}
{{AttackData-Garou
{{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |version=C
  |Damage=22
  |Damage=22
  |Guard=
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=20
  |Startup=20
  |Active=
  |Active=
Line 757: Line 960:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=8
  |description=
  |description=More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Morbid Angel (41236K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|name=Morbid Angel
|name=Morbid Angel
|input= {{Motion|41236}}+{{Icon-SNK|B}}
|input= 41236B/D (Break OK)
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|B}}
  |version= B
  |Damage=21
  |Damage=21
  |Guard=
  |Guard=
Line 785: Line 990:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Jumps in the air for a leaping, slow command grab that misses crouchers and fails close to the corner. Pretty shitty move as it's so hard to land and the reward isnt nearly worth. Switches sides
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|B}} Break
  |version= B Break
  |Damage=21
  |Damage=
  |Guard=
  |Guard=
  |Startup=25
  |Startup=25
Line 795: Line 1,000:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=+10
  |Hit Adv=+13
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 801: Line 1,006:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Probably the worst brake move in the game. The reward is sctually very good but for the aformentioned reasons above you won't be able to rely on landing this move
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Morbid Angel
|input= {{Motion|41236}}+{{Icon-SNK|D}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|D}}
  |version= D
  |Damage=21
  |Damage=21
  |Guard=
  |Guard=
Line 831: Line 1,025:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|41236}} + {{Icon-SNK|D}} Break
  |version= D Break
  |Damage=21
  |Damage=
  |Guard=
  |Guard=
  |Startup=27
  |Startup=27
Line 838: Line 1,032:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=+10
  |Hit Adv=+13
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 849: Line 1,043:


===Super Moves===
===Super Moves===
===== <span class="invisible-header">Full Blast (236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =
|image =
|name  =Full Blast
|name  =Full Blast
|input  ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
|input  =236236A/C
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
  |version = A <br>(Can Hold A)
  |Damage=33
  |Damage=33
  |Guard=
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=11
  |Startup=11
  |Active=
  |Active=
Line 868: Line 1,064:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=15
  |description=
  |description=1~8F full-body invincibility. Projectile hitbox/hurtbox. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced.
 
When the button is held, startup can be delayed 1~48F max after blackout.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
  |version =C <br>(Can Hold C)
  |Damage=46
  |Damage=23, 26
  |Guard=
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=12
  |Startup=11
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-7
  |Block Adv=-6
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=15×2
  |description=
  |description=1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox.
One of the better 2 bar supers in this game due to it's respectable damage.
More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent
 
When the button is held, startup can be delayed 1~48F max after blackout.
  }}
  }}
}}
}}




===== <span class="invisible-header">Creeping Death (236236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =
|image =
|name  =Creeping Death
|name  =Creeping Death
|input ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
|input   =236236B/D
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}
  |version = B
  |Damage=33
  |Damage=33
  |Guard=
  |Guard=
  |Startup=13
  |Startup=7
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 911: Line 1,115:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Freemam's second super series - after a few frames of invulnerability, he advances forward quickly, in a parry stance. Once hit, it guarantees a very damaging punish. Counters highs, mids and lows and is very consistent once triggered, although there's a frame where Freeman is totally defenseless. High-risk high-reward but a bit too slow to really rely on.
 
1~6F full-body invincibility, 8~39F full-body counter.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version =D
  |Damage=44
  |Damage=7×5, 25
  |Guard=
  |Guard=
  |Startup=13
  |Startup=9
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 928: Line 1,134:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= 1~9F full-body invincibility, 10~36F full-body counter.
  }}
  }}
}}
}}
==Attributes==
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Cancel on Hit''' || '''Cancel on Block''' || '''Feint Cancel'''
|-
| Far [[File:Snka.gif]] || O || O || O
|-
| Far [[File:snkb.gif]] || O || O || O
|-
| Far [[File:Snkc.gif]] || X || X || X
|-
| Far [[File:Snkd.gif]] || X || O || O (on block)
|-
| Close [[File:Snka.gif]] || O || O || O
|-
| Close [[File:snkb.gif]] || O || O || O
|-
| Close [[File:Snkc.gif]] || O || O || O
|-
| Close [[File:Snkd.gif]] || O (1st hit) || O (1st hit) || O (1st hit)
|-
| [[File:d.png]] [[File:Snka.gif]] || O || O || O
|-
| [[File:d.png]] [[File:snkb.gif]] || O || O || O
|-
| [[File:d.png]] [[File:Snkc.gif]] || O || O || O
|-
| [[File:d.png]] [[File:Snkd.gif]] || X || X || X
|-
| jump [[File:Snka.gif]] || NA || NA || NA
|-
| jump [[File:snkb.gif]] || NA || NA || NA
|-
| jump [[File:Snkc.gif]] || NA || NA || NA
|-
| jump [[File:Snkd.gif]] || NA || NA || NA
|-
| hop [[File:Snka.gif]] || NA || NA || NA
|-
| hop [[File:snkb.gif]] || NA || NA || NA
|-
| hop [[File:Snkc.gif]] || NA || NA || NA
|-
| hop [[File:Snkd.gif]] || NA || NA || NA
|-
| [[File:Snka.gif]] + [[File:snkb.gif]] || NA || NA || NA
|-
| [[File:d.png]] + [[File:Snka.gif]] + [[File:snkb.gif]] || O || X || O
|-
| Close [[File:Snka.gif]], [[File:Snka.gif]] || X || X || X
|-
| Close [[File:Snka.gif]], [[File:Snka.gif]], [[File:Snka.gif]] || X || X || X
|}
==Frame Data==
Legend : <BR>
'''Command''' = the input for the attack.<BR>
'''Start Up''' = How many start up frames an attack has. <BR>
'''Hit''' = When the attack hits. <BR>
'''Block''' = When the attack is blocked. <BR>
'''+''' signifies how many advantage frames the attacker has. <BR>
'''-''' signifies how many disadvantage frames the attacker has. <BR>
'''KD''' means the attack will knock the opponent down.
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| Close [[File:Snka.gif]] || '''4''' || '''+6''' || '''+6'''
|-
| Close [[File:snkb.gif]] || '''3''' || '''+6''' || '''+6'''
|-
| Close [[File:Snkc.gif]] || '''7''' || '''-7''' || '''-7'''
|-
| Close [[File:Snkd.gif]] || '''4''' || '''-2''' || '''-2'''
|-
| Far [[File:Snka.gif]] || '''4''' || '''-1''' || '''-1'''
|-
| Far [[File:snkb.gif]] || '''5''' || '''-5''' || '''-5'''
|-
| Far [[File:Snkc.gif]] || '''9''' || '''+1''' || '''+1'''
|-
| Far [[File:Snkd.gif]] || '''8''' || '''-2''' || '''-2'''
|-
| [[File:d.png]] [[File:Snka.gif]] || '''5''' || '''+4''' || '''+4'''
|-
| [[File:d.png]] [[File:snkb.gif]] || '''4''' || '''+4''' || '''+4'''
|-
| [[File:d.png]] [[File:Snkc.gif]] || '''6''' || '''+4''' || '''+4'''
|-
| [[File:d.png]] [[File:Snkd.gif]] || '''10''' || '''KD''' || '''-10'''
|-
| [[File:Snka.gif]] + [[File:snkb.gif]] || '''8''' || '''-1''' || '''+5'''
|-
| [[File:d.png]] + [[File:Snka.gif]] + [[File:snkb.gif]] || '''21''' || '''+1''' || '''+7'''
|-
| [[File:Snka.gif]], [[File:Snka.gif]], [[File:Snka.gif]] ||  || '''-5''' || '''-5'''
|-
| [[File:qcf.png]] + [[File:Snka.gif]] || '''18''' || '''KD''' || '''-6'''
|-
| [[File:qcf.png]] + [[File:Snkc.gif]] || '''26''' || '''KD''' || '''-6'''
|-
| [[File:Qcb.png]] + [[File:Snka.gif]] || '''9''' || '''+1''' || '''+1'''
|-
| ---[[File:Qcb.png]] + [[File:Snka.gif]] || || '''0''' || '''0'''
|-
| -----[[File:Qcb.png]] + [[File:Snka.gif]] || || '''KD''' || '''-24'''
|-
| [[File:Qcb.png]] + [[File:Snkc.gif]] || '''14''' || '''-5''' || '''-5'''
|-
| ---[[File:Qcb.png]] + [[File:Snkc.gif]] ||  || '''-12''' || '''-12'''
|-
| -----[[File:Qcb.png]] + [[File:Snkc.gif]] ||  || '''KD''' || '''-1'''
|-
| [[File:qcb.png]] + [[File:snkb.gif]] || '''29''' || '''KD''' || '''-22'''
|-
| [[File:qcb.png]] + [[File:Snkd.gif]] || '''41''' || '''+1''' || '''+1'''
|-
| [[File:dp.png]] + [[File:Snka.gif]] || '''17''' || '''-9''' || '''-9'''
|-
| [[File:dp.png]] + [[File:Snkc.gif]] || '''20''' || '''-1''' || '''-1'''
|-
| [[File:hcf.png]] + [[File:snkb.gif]] || '''25''' || '''KD''' ||
|-
| [[File:hcf.png]] + [[File:snkb.gif]] (Break) || '''25''' || '''+10''' ||
|-
| [[File:hcf.png]] + [[File:Snkd.gif]] || '''27''' || '''KD''' ||
|-
| [[File:hcf.png]] + [[File:Snkd.gif]] (Break) || '''27''' || '''+10''' ||
|-
| [[File:Qcf.png]], [[File:Qcf.png]] + [[File:Snka.gif]] || '''11''' || '''KD''' || '''-7'''
|-
| [[File:Qcf.png]], [[File:Qcf.png]] + [[File:Snkc.gif]] || '''12''' || '''KD''' || '''-7'''
|-
| [[File:Qcf.png]], [[File:Qcf.png]] + [[File:kick.gif]] || '''13''' || '''KD''' ||
|}
==Hitboxes==
[[File:Garou_Freeman_Grab.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Total Frames'''
|-
| Close [[File:b.png]]/[[File:f.png]] + [[File:snkc.gif]] || '''-'''
|}
<br>
[[File:Garou_Freeman_ForwardTaunt.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:f.png]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''-'''
|}
<br>
[[File:Garou_Freeman_DownTaunt.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:d.png]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''-'''
|}
<br>
[[File:Garou_Freeman_cl.A.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snka.gif]] || '''4''' || '''+6''' || '''+6'''
|}
<br>
[[File:Garou_Freeman_cl.B.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:snkb.gif]] || '''3''' || '''+6''' || '''+6'''
|}
<br>
[[File:Garou_Freeman_cl.C.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snkc.gif]] || '''7''' || '''-7''' || '''-7'''
|}
<br>
[[File:Garou_Freeman_cl.D-1.jpg]][[File:Garou_Freeman_cl.D-2.jpg]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snkd.gif]] || '''4''' || '''-2''' || '''-2'''
|}
<br>
[[File:Garou_Freeman_s.A.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snka.gif]]|| '''4''' || '''-1''' || '''-1'''
|}
<br>
[[File:Garou_Freeman_s.B.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:snkb.gif]] || '''5''' || '''-5''' || '''-5'''
|}
<br>
[[File:Garou_Freeman_s.C-1.jpg]][[File:Garou_Freeman_s.C-2.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snkc.gif]] || '''9''' || '''+1''' || '''+1'''
|}
<br>
[[File:Garou_Freeman_s.D.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snkd.gif]] || '''8''' || '''-2''' || '''-2'''
|}
<br>
[[File:Garou_Freeman_cr.A.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:d.png]] [[File:Snka.gif]] || '''5''' || '''+5''' || '''+5'''
|}
<br>
[[File:Garou_Freeman_cr.B.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:d.png]] [[File:snkb.gif]] || '''4''' || '''+5''' || '''+5'''
|}
<br>
[[File:Garou_Freeman_cr.C.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:d.png]] [[File:Snkc.gif]] || '''6''' || '''+4''' || '''+4'''
|}
<br>
[[File:Garou_Freeman_cr.D.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:d.png]] [[File:Snkd.gif]]|| '''10''' || '''KD''' || '''-10'''
|}
<br>
[[File:Garou_Freeman_j.A.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Jumping''' [[File:Snka.gif]] || '''4''' || '''?''' || '''?'''
|}
<br>
[[File:Garou_Freeman_j.B.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Jumping''' [[File:snkb.gif]] || '''5''' || '''?''' || '''?'''
|}
<br>
[[File:Garou_Freeman_j.C.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Jumping''' [[File:Snkc.gif]] || '''9''' || '''?''' || '''?'''
|}
<br>
[[File:Garou_Freeman_j.D.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Jumping''' [[File:Snkd.gif]] || '''10''' || '''?''' || '''?'''
|}
<br>
[[File:Garou_Freeman_AB.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:Snka.gif]] + [[File:snkb.gif]] || '''21''' || '''-1''' || '''+5'''
|}
==Attack Notes==
His dash is different from the rest of the cast, if you maintain forward (forward neutral forward+hold) his dash will travel more distance.
You can alternate between rekka C and A, therefore it is recomended to always use the A version for the 3rd rekka as it is the safest one, and prefer the A version as well as 2nd since it hits low and has the best frame advantage.
Also note that if you are out of range, you can whiff cancel rekkas (karacancel), for example 2C > rekka A(whiff) karacancel 2nd rekka A (will combo with the 2C). It is also a blockstring on block.
A simple pressure string would be rekka A > rekka A > 2C > rekka A karacancel into rekka A.
You can make your opponent guess by delaying your rekkas or doing something else (mainly after the 2nd rekka A).
Other than his rekkas, his special moves are either unsafe or can be reacted to easily so it is not recommended to use them.
His far C is an amazing poke as it covers the air very well.
He is one of the few characters able to confirm his super via 3 lights midscreen : clB 2B stA Super (use the 2B 236AD 236A shortcut for easy execution).
==Combos==
===Basic Combos===
Crouching '''B''' 1~3 times (at least one if not at corner)-->QCB+'''A''' (x3)
Jumping '''C''' or '''D'''-->Down+'''AB'''-->QCB+'''C''' (x3)
Jumping '''C''' or '''D'''-->Standing '''C'''-->QCF+'''A'''
Jumping '''C''' or '''D'''-->Standing '''C'''-->QCFx2+'''P'''
Crouching '''B''' 1~3 times (at least one if not at corner)-->QCFx2+'''P'''
===Advanced Combos===
Jumping '''C''' or '''D'''-->Down+'''AB'''-Feint->Crouching '''C'''-->QCFx2+'''P''' (Better chance of working at the corner)<br>
HCF+'''K''', Break-->Standing '''C'''-''Feint''->Crouching '''C'''-->QCFx2+'''P'''<br>
<br>
==T.O.P. Notes==
Freeman's TOP move is a barrier that surrounds his body.  Recovery on the move is ok, but be cautious.
==Basic Strategy==
Freeman is a pure ground rushdown character based on quick and speedyful combos, your main objetive in far combat is to use your grab and break and in close combat to use your rekkas for pressure.
He is a bottom tier along with Tizoc due that his Break Shot and Feint Moves are more a tactic than a combo adding.
Freeman is a bit of an odd character. On paper, he looks fantastic, with decent speed, good damage behind his attacks, and invincibility frames on a lot of his specials. However, he suffers three crippling flaws: worst brake move in the game, terrible combo-ability, and lack of any sort of a jump-in stopper.  The last one is the worst; he somewhat makes up for poor combo-ability with his powerful attacks, but since almost any character can jump in on him at will, there is little he can do on defense.
==Advanced Tactics==
In-depth video lecture on Freeman. Please use the timestamps to navigate the topics.
<youtube>b2nj-DoNWy4</youtube>




===Matchup Notes===
To come.


{{Navbox-MOTW}}
{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 15:29, 29 June 2024

Introduction

A Criminal in Second South that had a similar look about a fusion of Iori and Benimaru.

Later,in KOF 12 Iori based his new non-flame moveset about him.

Gameplay

Freeman's gameplan is to use his good burst movement and normals to establish pressure with his rekkas and to confirm into his Full Blast super.

Strengths Weaknesses
  • Decent far-reaching normals for poking, alongside fast and advantageous normals for pressuring in close range
  • Rekkas are very versatile; used for combos, pressure, defense (guard cancels), and meter building
  • Can convert into his Full Blast super move from a decently far range
  • Practically no conversions off a hop
  • No invincible reversal
  • A lot of useless or bad special moves, including his break move and counter super
  • Somewhat limited anti-air and air-to-air options
MOTW Freeman Art.png



Character Colors

Freemancolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.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.
Standing Crouching Dash Taunt Jumping Landing
Garou Freeman Stand.png Garou Freeman Crouch.png Garou Freeman Dash.png Garou Freeman Taunt.png Garou Freeman Jump.png Garou Freeman Landing.png
37 total frames or 35 for a backwards jump. Freeman is invincible below the waist when landing from an empty jump.

Close Standing Normals

Close 5A

c.5A
Garou Freeman cl.A.jpg
c.5A 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. Proxomity normal, so tricky to get in range for but good nonetheless.

Last 2F of recovery has full-body invincibility.

c.5A>A Damage Guard Startup Active Recovery Total
4, 9 HL 4 4 12 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X X 4, 9

Target combo from cl.5A.

c.5A>A>A Damage Guard Startup Active Recovery Total
4, 9, 8 HL 3 3 17 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X X 4, 9, 9

Target combo from cl.5A. Bad damage and you're minus in hit, never do this


Close 5B

c.5B
Garou Freeman cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.


Close 5C

c.5C
Garou Freeman cl.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 7 3 25 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 5

Very unsafe, but feint cancelling it makes it very plus and helpful for punishes

Close 5D

c.5D
Garou Freeman cl.D-1.jpg
Garou Freeman cl.D-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 4 3, 3 20 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 3, 3

Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.


Far Standing Normals

Far 5A

f.5A
Garou Freeman s.A.jpg
f.5A Damage Guard Startup Active Recovery Total
5 Mid 4 4 12 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 4

Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre

f.5A>A Damage Guard Startup Active Recovery Total
5, 8 Mid 3 3 17 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X X 4, 9

Target combo from f.5A.


Far 5B

f.5B
Garou Freeman s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 16 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 4

Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often


Far 5C

f.5C
Garou Freeman s.C-1.jpg
Garou Freeman s.C-2.jpg
Damage Guard Startup Active Recovery Total
14 Mid 9 3, «2», 4 11 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X X 5

One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.


Far 5D

f.5D
Garou Freeman s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 8 3 20 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X 5


Crouching Normals

2A

2A
Garou Freeman cr.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 5 4 6 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4


2B

2B
Garou Freeman 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 4

Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. Combos into rekkas and Full Blast.


2C

2C
Garou Freeman cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 6 2 15 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5

Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like Nightmare A. Has decent range and good ground priority.

2D

2D
Garou Freeman cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 10 3 28 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 X X X 5


Jumping Normals

jA

j.A
Garou Freeman j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 4 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

Quick air move with decent hitbox for meeting opponents in the air


jB

j.B
Garou Freeman j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 5 9 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke


jC

j.C
Garou Freeman j.C.jpg
Damage Guard Startup Active Recovery Total
10 High 9 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox

Can beat out upper-body evasion attacks.


jD

j.D
Garou Freeman j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 10 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Freeman AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 21 3 17 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - X X 6

Pretty slow and fairly reactable, ignore this generally.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Damage Guard Startup Active Recovery Total
10 Mid 8 3 20 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 +2 X 6

1~6F of upper body invincibility. Last 3F has full-body invincibility.


T.O.P. Attack (CD)

Overkill (T.O.P. Attack)
C+D (T.O.P. Only)
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 25

Used as an ender for guard crush setups, which allows Freeman to convert into a full combo upon a successful guard crush. This is usually done by cancelling into the move from a heavy normal, so that it is a true blockstring.

Throws

Ground Throw

Gorefest
Close 4/6C
Garou Freeman 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
+73 - - - - -

Typical throw with no particular characteristics


Feint Cancels

Forward Feint (6AC)

6A+C
Forward Feint
Garou Freeman ForwardTaunt.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 animation of a delayed Full Blast after blackout.


Down Feint (2AC)

2A+C
Down Feint
Garou Freeman 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 Phobia (and to a less extent Nightmare). Has upper-body invincibility when his body is lowered.


Special Moves

V.O.D. (214P)

V.O.D.
214A/C * 3
A Damage Guard Startup Active Recovery Total
8 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - - 2
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strength (For example, Freeman can do 214A > 214A > 214C as a string).
  • Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.

The first part of Freeman's light rekkas, is +1 on block and starts up rekka offense.

A>A Damage Guard Startup Active Recovery Total
8 Low - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 0 - - - 2

The second hit of Freeman's rekkas. Only 0 on block and with generous cancel timing, its great for pressure and combos. Also Freeman's only low rekka. Can be cancelled into from the rekka starter on whiff as well.

A>A>A Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 3

Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.

C Damage Guard Startup Active Recovery Total
8 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - - 3
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strenght (For example, Freeman can do 214a214a214c as a string).
  • Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral

Slower and more unsafe with no real benefit.

C>C Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 - - - 3

Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.

C>C>C Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - - 3

Final hit of Freeman's heavy rekkas. Actually better then the light ender, since it launches opponents into the air for a knockdown, landing closer. Also much more safe, so used to end pressure safely.

Nightmare (236P)

Nightmare
236A/C
A Damage Guard Startup Active Recovery Total
17 Mid 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 7

Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals

C Damage Guard Startup Active Recovery Total
21 Mid 28 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 8

Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral but now it's way too slow.

Crow (214K)

Crow
214B/D
B Damage Guard Startup Active Recovery Total
9, 9 High 29 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - - 4, 4

Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using.

D Damage Guard Startup Active Recovery Total
10, 10 High 41 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - - 4, 4


Phobia (623P)

Phobia
623A/C
A Damage Guard Startup Active Recovery Total
18 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - - 7

Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne

C Damage Guard Startup Active Recovery Total
22 Mid 20 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 8

More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.


Morbid Angel (41236K)

Morbid Angel
41236B/D (Break OK)
B Damage Guard Startup Active Recovery Total
21 - 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Jumps in the air for a leaping, slow command grab that misses crouchers and fails close to the corner. Pretty shitty move as it's so hard to land and the reward isnt nearly worth. Switches sides

B Break Damage Guard Startup Active Recovery Total
- - 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - - -

Probably the worst brake move in the game. The reward is sctually very good but for the aformentioned reasons above you won't be able to rely on landing this move

D Damage Guard Startup Active Recovery Total
21 - 27 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -
D Break Damage Guard Startup Active Recovery Total
- - 27 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - - -

Super Moves

Full Blast (236236P)

Full Blast
236236A/C
A
(Can Hold A)
Damage Guard Startup Active Recovery Total
33 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - - 15

1~8F full-body invincibility. Projectile hitbox/hurtbox. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced.

When the button is held, startup can be delayed 1~48F max after blackout.

C
(Can Hold C)
Damage Guard Startup Active Recovery Total
23, 26 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 15×2

1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox. One of the better 2 bar supers in this game due to it's respectable damage. More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent

When the button is held, startup can be delayed 1~48F max after blackout.


Creeping Death (236236K)

Creeping Death
236236B/D
B Damage Guard Startup Active Recovery Total
33 - 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Freemam's second super series - after a few frames of invulnerability, he advances forward quickly, in a parry stance. Once hit, it guarantees a very damaging punish. Counters highs, mids and lows and is very consistent once triggered, although there's a frame where Freeman is totally defenseless. High-risk high-reward but a bit too slow to really rely on.

1~6F full-body invincibility, 8~39F full-body counter.

D Damage Guard Startup Active Recovery Total
7×5, 25 - 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

1~9F full-body invincibility, 10~36F full-body counter.


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