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

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==Introduction==
==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.
'''Kain R. Heinlein''' is the final boss in Garou. He is uncle to Rock Howard, and runs the family business after Geese's death.
==How to Select Kain==
'''In the MVS (Arcade) version of the game''', highlight Kim Jae Hoon on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↓ ↓ ↑ ↑ ↓ ↑ and Kain's portrait will appear. You are then free to release the start button and select your color.
'''In the AES (Home Port) version of the game''', simply move your selection off of the character select screen either one space right of Terry or two spaces left of Rock and Kain will be there to select.


== 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
|pros=
|pros=
* '''Can Combo 2 S-Power Moves'''
* '''One of the best break moves in the game (invincible and very advantageous on block)'''
* '''Good Zoning Moves'''
* '''Best setplay/okizeme in the game which can lead to guaranteed guard crush setups'''
* '''Excellent Poking Normals'''
* '''Good meter build'''
* '''Seele bug can force the opponent from just defend to block, leading to checkmate scenarios'''
* '''Higher guard crush gauge than average'''
|cons=
|cons=
* '''Low Stamina'''
* '''Lacks faster damaging punishes'''
* '''Slow Special Recovery'''
* '''Must charge in order to guard cancel with a special move'''


}}
}}
Line 31: Line 38:


{{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.




Line 36: Line 49:
===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=Garou_Kain_s.A.jpg
|image=Garou_Kain_s.A.jpg
|name=Cl. {{Icon-SNK|A}}
|name=c.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 53: Line 66:
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes/chainable
  |Cancel on Hit=/
  |Cancel on Block=Yes/chainable
  |Cancel on Block=/
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing jab.
  |description=Standing jab.
Line 63: Line 76:




===== <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=Garou_Kain_s.B.jpg
|image=Garou_Kain_s.B.jpg
|name=Cl. {{Icon-SNK|B}}
|name=c.5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 80: Line 93:
  |Hit Adv=+0
  |Hit Adv=+0
  |Block Adv=+0
  |Block Adv=+0
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 90: Line 103:




===== <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=Garou Kain cl.C.jpg
|image=Garou Kain cl.C.jpg
|name=Cl. {{Icon-SNK|C}}
|name=c.5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 107: Line 120:
  |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=5
  |Guard Crush Value=5
  |description=
  |description=
Line 117: Line 130:




===== <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
Line 123: Line 136:
|image2=Garou Kain s.D-2.jpg
|image2=Garou Kain s.D-2.jpg
|image3=Garou Kain s.D-3.jpg
|image3=Garou Kain s.D-3.jpg
|name=Cl. {{Icon-SNK|D}}
|name=c.5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 136: Line 149:
  |Hit Adv=-12
  |Hit Adv=-12
  |Block Adv=-12
  |Block Adv=-12
  |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=3, 3, 3
  |Guard Crush Value=3, 3, 3
  |description=
  |description=
Line 148: Line 161:
===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=Garou Kain s.A.jpg
|image=Garou Kain s.A.jpg
|name=Far {{Icon-SNK|A}}
|name=f.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 165: Line 178:
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes/chainable
  |Cancel on Hit=/
  |Cancel on Block=Yes/chainable
  |Cancel on Block=/
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 175: Line 188:




===== <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=Garou Kain s.B.jpg
|image=Garou Kain s.B.jpg
|name=Far {{Icon-SNK|B}}
|name=f.5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 192: Line 205:
  |Hit Adv=+0
  |Hit Adv=+0
  |Block Adv=+0
  |Block Adv=+0
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 202: Line 215:




===== <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=Garou Kain s.C-1.jpg
|image=Garou Kain s.C-1.jpg
|image2=Garou Kain s.C-2.jpg
|image2=Garou Kain s.C-2.jpg
|name=Far {{Icon-SNK|C}}
|name=f.5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 220: Line 233:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=-3
  |Block Adv=-3
  |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=3, 3
  |Guard Crush Value=3, 3
  |description=
  |description=
Line 229: Line 242:




===== <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
Line 235: Line 249:
|image2=Garou Kain s.D-2.jpg
|image2=Garou Kain s.D-2.jpg
|image3=Garou Kain s.D-3.jpg
|image3=Garou Kain s.D-3.jpg
|name=Far {{Icon-SNK|D}}
|name=f.5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 248: Line 262:
  |Hit Adv=-12
  |Hit Adv=-12
  |Block Adv=-12
  |Block Adv=-12
  |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=3, 3, 3
  |Guard Crush Value=3, 3, 3
  |description=
  |description=
Line 260: Line 274:
===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=Garou Kain cr.A.jpg
|image=Garou Kain cr.A.jpg
|name=Cr. {{Icon-SNK|A}}
|name=2A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}}
  |version=2A
  |Damage=4
  |Damage=4
  |Guard=Mid
  |Guard=Mid
Line 278: Line 292:
  |Hit Adv=+4
  |Hit Adv=+4
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=No
  |Feint Cancel=X
  |Cancel on Hit=No/chainable
  |Cancel on Hit=X /
  |Cancel on Block=No/chainable
  |Cancel on Block=X /
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}} > Cr. {{Icon-SNK|B}}
  |version=2A>2B
  |Damage=4, 5
  |Damage=4, 5
  |Guard=Mid, Low
  |Guard=Mid, Low
Line 294: Line 308:
  |Hit Adv=+4
  |Hit Adv=+4
  |Block Adv=+4
  |Block Adv=+4
  |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=4, 4
  |Guard Crush Value=4, 4
  |description= Target combo from 2A.  
  |description= Target combo from 2A.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}} > Cr. {{Icon-SNK|C}}
  |version=2A>2C
  |Damage=4, 8
  |Damage=4, 8
  |Guard=Mid, Mid
  |Guard=Mid, Mid
Line 310: Line 324:
  |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=4,5
  |Guard Crush Value=4,5
  |description= Target combo from 2A.  
  |description= Target combo from 2A.  
Line 320: Line 334:




===== <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=Garou Kain cr.B.jpg
|image=Garou Kain cr.B.jpg
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|B}}
  |version=2B
  |Damage=6
  |Damage=6
  |Guard=Low
  |Guard=Low
Line 338: Line 352:
  |Hit Adv=+4
  |Hit Adv=+4
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=No
  |Feint Cancel=X
  |Cancel on Hit=No/chainable
  |Cancel on Hit=X /
  |Cancel on Block=No/chainable
  |Cancel on Block=X /
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|B}} > Cr. {{Icon-SNK|C}}
  |version=2B>2C
  |Damage=6, 8
  |Damage=6, 8
  |Guard=Low, Mid
  |Guard=Low, Mid
Line 354: Line 368:
  |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=4, 5
  |Guard Crush Value=4, 5
  |description= Target combo from 2B.  
  |description= Target combo from 2B.  
Line 364: Line 378:




===== <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=Garou Kain cr.C.jpg
|image=Garou Kain cr.C.jpg
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
Line 381: Line 395:
  |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=5
  |Guard Crush Value=5
  |description=
  |description=
Line 391: Line 405:




===== <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=Garou Kain cr.D.jpg
|image=Garou Kain cr.D.jpg
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
Line 408: Line 422:
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-5
  |Block Adv=-5
  |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=5
  |Guard Crush Value=5
  |description=
  |description=
Line 420: Line 434:
===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=Garou Kain j.A.jpg
|image=Garou Kain j.A.jpg
|name=Jump {{Icon-SNK|A}}
|name=j.A
|subtitle=
|subtitle=
|caption=
|caption=
Line 438: Line 452:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 447: Line 461:




===== <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=Garou Kain j.B.jpg
|image=Garou Kain j.B.jpg
|name=Jump {{Icon-SNK|B}}
|name=j.B
|subtitle=
|subtitle=
|caption=
|caption=
Line 465: Line 479:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 474: Line 488:




===== <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=Garou Kain j.C.jpg
|image=Garou Kain j.C.jpg
|name=Jump {{Icon-SNK|C}}
|name=j.C
|subtitle=
|subtitle=
|caption=
|caption=
Line 492: Line 506:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
Line 500: Line 514:




===== <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=Garou Kain j.D.jpg
|image=Garou Kain j.D.jpg
|name=Jump {{Icon-SNK|D}}
|name=j.D
|subtitle=
|subtitle=
|caption=
|caption=
Line 518: Line 533:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=Small jump D can beat out upper-body evasion attacks.
  |description=Small jump D can beat out upper-body evasion attacks.
Line 529: Line 544:
===Universal Moves===
===Universal Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Kain AB.jpg
|image=Garou Kain AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=5A+B
|subtitle=Lower-body evasion attack
|subtitle=Lower-body evasion attack
|caption=
|caption=
Line 546: Line 561:
  |Hit Adv=-1
  |Hit Adv=-1
  |Block Adv=+5
  |Block Adv=+5
  |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=3, 3
  |Guard Crush Value=3, 3
  |description= Overhead.  
  |description= Overhead.  
Line 556: Line 571:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
Line 562: Line 577:
|image2=Garou Kain 2AB-2.jpg
|image2=Garou Kain 2AB-2.jpg
|image3=Garou Kain 2AB-3.jpg
|image3=Garou Kain 2AB-3.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=2A+B
|subtitle=Upper-body evasion attack
|subtitle=Upper-body evasion attack
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
  |version=2A+B  
  |Damage=10
  |Damage=10
  |Guard=Mid
  |Guard=Mid
Line 576: Line 591:
  |Hit Adv=-12
  |Hit Adv=-12
  |Block Adv=-6
  |Block Adv=-6
  |Feint Cancel=Yes (on hit)
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=X
  |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
  |version=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}} > St. {{Icon-SNK|C}}
  |version=2A+B>5C
  |Damage=10, 10
  |Damage=10, 10
  |Guard=Mid
  |Guard=Mid
Line 592: Line 609:
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-16
  |Block Adv=-16
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |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).
  }}
  }}
}}
}}
Line 604: Line 621:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Kain CD.jpg
|image=Garou Kain CD.jpg
|name=Schwarz Schütze (T.O.P. Attack)
|name=Schwarze Stoß (T.O.P. Attack)
|input={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. Only)
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=19
  |Damage=19 (base damage)
  |Guard=Mid
  |Guard=Mid
  |Startup=18
  |Startup=18
Line 625: Line 642:
  |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 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, it can be hard to punish due to its pushback on block, but 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===
===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=Garou Kain Grab.jpg
|image=Garou Kain Grab.jpg
|name=Schwarz Mond
|name=Schwarze Mond
|subtitle='''Close''' {{Motion|4}}/{{Motion|6}} + {{Icon-SNK|C}}
|subtitle='''Close''' 4/6 C
|caption=
|caption=
|data=
|data=
Line 654: Line 671:
  |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.
  }}
  }}
}}
}}
Line 662: Line 679:
===Feints===
===Feints===


===== <span class="invisible-header"></span> =====
===== <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=Garou Kain ForwardTaunt.jpg
|image=Garou Kain ForwardTaunt.jpg
|name={{Motion|6}} + {{Icon-SNK|A}}{{Icon-SNK|C}}
|name=6A+C
|subtitle=Forward Feint
|subtitle=Forward Feint
|caption=
|caption=
Line 683: Line 700:
  |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 689: Line 706:




===== <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=Garou Kain DownTaunt.jpg
|image=Garou Kain DownTaunt.jpg
|name={{Motion|2}} + {{Icon-SNK|A}}{{Icon-SNK|C}}
|name=2A+C
|subtitle=Down Feint
|subtitle=Down Feint
|caption=
|caption=
Line 710: Line 727:
  |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.  
  }}
  }}
}}
}}
Line 718: Line 735:
===Special Moves===
===Special Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Schwarze Flamme ([4]6P)</span> =====
{{MoveData
{{MoveData
| name    = Schwarz Flamme
| name    = Schwarze Flamme
| input    = Charge {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = [4]6 A/C
| subtitle =  
| subtitle =  
| image    =  
| image    =  
Line 728: Line 745:
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            =12
   | Damage            =12
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =12
   | Startup          =12
   | Active            =  
   | Active            =  
Line 742: Line 759:
   | Cancel on Block  =  
   | Cancel on Block  =  
   | Guard Crush Value =8
   | Guard Crush Value =8
   | description      =Impossible to just defend at 0-pixel health bar.  
   | 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
   | header            = no
   | header            = no
   | version          = {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            =15
   | Damage            =15
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =12
   | Startup          =12
   | Active            =  
   | Active            =  
Line 760: Line 777:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =8, 5
   | Guard Crush Value =8, 5
   | description      = Impossible to just defend at 0-pixel health bar.
   | 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.
  }}
  }}
}}
}}
Line 766: Line 783:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Schwarze Panzer ([4]6K)</span> =====
{{MoveData
{{MoveData
| name    = Schwarz Panzer
| name    = Schwarze Panzer
| input    = Charge {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = [4]6 B/D
| subtitle =  
| subtitle =  
| image    =  
| image    =  
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    =
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|B}}
   | version          = B
   | subtitle          =  
   | subtitle          =  
   | Damage            =18
   | Damage            =18
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =13
   | Startup          =13
   | Active            =  
   | Active            =  
Line 790: Line 807:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7
   | Guard Crush Value =7
   | description      = Impossible to just defend at 0-pixel health bar.
   | 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
   | header            = no
   | header            = no
   | version          = {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          =  
   | Damage            =9, 9, 9  
   | Damage            =9, 9, 9  
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =22
   | Startup          =22
   | Active            =  
   | Active            =  
Line 808: Line 825:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×3, 3
   | Guard Crush Value = 2×3, 3
   | description      = Impossible to just defend at 0-pixel health bar.
   | description      = Generally not used because it can't be comboed into and is fairly slow and unsafe on block.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|4}}~{{Motion|6}} + {{Icon-SNK|D}} Break
   | version          = D Break
   | subtitle          =  
   | subtitle          =  
   | Damage            =9, 9  
   | Damage            =9, 9  
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =22
   | Startup          =22
   | Active            =  
   | Active            =  
Line 826: Line 843:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =2×3
   | Guard Crush Value =2×3
   | description      = Impossible to just defend at 0-pixel health bar.
   | description      = Generally not used outside of gimmicky resets.
   }}
   }}
}}
}}
Line 832: Line 849:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Schwarze Lanze ([2]8K)</span> =====
{{MoveData
{{MoveData
| name    = Schwarz Lanze
| name    = Schwarze Lanze
| input    = Charge {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = [2]8 B/D
| subtitle =  
| subtitle =  
| image    =  
| image    = KainLanzeBreakBthumb.gif
| caption  =  
| caption  = Lanze Break B
| linkname =  
| linkname =  
| data    =  
| data    =
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|B}}
   | version          = B
   | subtitle          =  
   | subtitle          =  
   | Damage            =7, 6
   | Damage            =7, 6
   | Guard            =Mid, Mid
   | Guard            =<span style="color:#ff0000;">Mid, Mid</span>
   | Startup          =6
   | Startup          =6
   | Active            =  
   | Active            =  
Line 856: Line 873:
   | 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


Impossible to just defend at 0-pixel health bar.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|B}} Break
   | version          = B Break
   | subtitle          =  
   | subtitle          =  
   | Damage            =7
   | Damage            =7
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =6
   | Startup          =6
   | Active            =  
   | Active            =  
Line 875: Line 893:
   | 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 frames, more frame advantage, and 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. Kain's main tool for building meter in neutral, alongside his fireball.
 
1~6F full-body invincibility
 


Impossible to just defend at 0-pixel health bar.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          =  
   | Damage            =5, 3, 3, 8, 6
   | Damage            =5, 3, 3, 8, 6
   | Guard            =Mid, Mid
   | Guard            =<span style="color:#ff0000;">Mid, Mid</span>
   | Startup          =6
   | Startup          =6
   | Active            =  
   | Active            =  
Line 895: Line 915:
   | 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
 


Impossible to just defend at 0-pixel health bar.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|D}} Break
   | version          = D Break
   | subtitle          =  
   | subtitle          =  
   | Damage            =5
   | Damage            =5
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =6
   | Startup          =6
   | Active            =  
   | Active            =  
Line 917: Line 939:
   | description      = 1~5F full-body invincibility
   | description      = 1~5F full-body invincibility


Impossible to just defend at 0-pixel health bar.
 
   }}
   }}
}}
}}
Line 925: Line 947:
===Super Moves===
===Super Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Himmlische Atem (236236P)</span> =====
{{MoveData
{{MoveData
| name    = Himmlisch Seele
| name    = Himmlische Atem
| input    = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = 236236 A/C
| subtitle =  
| subtitle =  
| image    =  
| image    =  
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    = All versions are impossible to just defend at 0-pixel health bar. <br><br>
| data    = Both versions are: <br>
 
Have 1~6F full-body invincibility <br>
 
Guaranteed to go through their entire startup and come out.
<br>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}
   | version          = A
   | subtitle          =
   | subtitle          =
   | Damage            =5×7
   | Damage            =28
   | Guard            =Mid
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =13
   | Startup          =1
   | Active            =  
   | Active            =  
   | Recovery          =  
   | Recovery          =  
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =+34
   | Block Adv        =+8
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×7
   | Guard Crush Value =15
   | description      = Especially useful as a strong pressure option during okizeme
   | description      = Used in combos, commonly after a launcher with 2AB > 5C or Lanze break. Easier to combo and confirm 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. The super can also be used as an OTG conversion off counter hits from farther away. 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 to input a tech roll to escape the OTG. The super can potentially be used as a raw anti-air in neutral, but more experienced players will often be able to air JD it or guard cancel against it on the ground and will result in wasting meter.
1~4F full-body invincibility, attack guaranteed to go through entire startup and come out.
 


   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|D}}
   | version          = C
   | subtitle          =
   | subtitle          =
   | Damage            =5×10
   | Damage            =28, 16, 16
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =9
   | Startup          =2
   | Active            =  
   | Active            =  
   | Recovery          =  
   | Recovery          =  
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =+46
   | Block Adv        =+34
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×10
   | Guard Crush Value = 15, 8×2
   | description      = 1~4F full-body invincibility, attack guaranteed to go through entire startup and come out.
   | 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. Not used as an OTG like the A version.




Line 975: Line 1,002:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Himmlische Seele (236236K)</span> =====
{{MoveData
{{MoveData
| name    = Himmlisch Atem
| name    = Himmlische Seele
| input    = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 236236 B/D
| subtitle =  
| subtitle =  
| image    =  
| image    =  
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    = Both versions are: <br>
 
Have 1~4F full-body invincibility <br>
 
Guaranteed to go through their entire startup and come out.
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}
   | version          = B
   | subtitle          =
   | subtitle          =
   | Damage            =28
   | Damage            =5×7
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =1
   | Startup          =13
   | Active            =  
   | Active            =  
   | Recovery          =  
   | Recovery          =  
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =+8
   | Block Adv        =+34
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =15
   | Guard Crush Value = 2×7
   | description      = Neither version seems to have any hit confirms, even after a Schwarz Lanze break. The opponent can even move during the black screen. Ignore this outside of scenarios you'll know it'll land.
   | description      = Kain's bread and butter for his guard crush setups as it deals a fair amount of guard crush damage and locks the opponent down. Usually done as part of 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 to input a tech roll, so they are forced to take the resulting Seele as a meaty.
1~6F full-body invincibility, attack guaranteed to go through entire startup and come out.
 


Impossible to just defend at 0-pixel health bar.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|C}}
   | version          = D
   | subtitle          =
   | subtitle          =
   | Damage            =28, 16, 16
   | Damage            =5×10
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          =2
   | Startup          =9
   | Active            =  
   | Active            =  
   | Recovery          =  
   | Recovery          =  
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =+34
   | Block Adv        =+46
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 15, 8×2
   | Guard Crush Value = 2×10
   | description      = The damage is HUGE but you'll have to be in a place to land all 3 shots.
   | 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 the B version, so it won't whiff in some instances close to the corner where the B version would). In addition to travelling more slowly, the D version also tracks the opponent unlike the B version, so it can be used when you have the life lead to run the timer out at the end of a round.
1~6F full-body invincibility, attack guaranteed to go through entire startup and come out.
 


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

Latest revision as of 11:57, 17 June 2024

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.

How to Select Kain

In the MVS (Arcade) version of the game, highlight Kim Jae Hoon on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↓ ↓ ↑ ↑ ↓ ↑ and Kain's portrait will appear. You are then free to release the start button and select your color.

In the AES (Home Port) version of the game, simply move your selection off of the character select screen either one space right of Terry or two spaces left of Rock and Kain will be there to select.

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.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Close 5A

c.5A
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 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Close 5B

c.5B
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 4


Close 5C

c.5C
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 5


Close 5D

c.5D
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 X X X 3, 3, 3


Far Standing Normals

Far 5A

f.5A
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 ◯ / ∞ ◯ / ∞ 4


Far 5B

f.5B
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 4


Far 5C

f.5C
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 3, 3


Far 5D

f.5D
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 X X X 3, 3, 3


Crouching Normals

2A

2A
Garou Kain cr.A.jpg
2A 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 X X / ∞ X / ∞ 4
2A>2B 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 X X X 4, 4

Target combo from 2A.

2A>2C 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 X X X 4,5

Target combo from 2A.


2B

2B
Garou Kain cr.B.jpg
2B 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 X X / ∞ X / ∞ 4
2B>2C 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 X X X 4, 5

Target combo from 2B.


2C

2C
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 X X X 5


2D

2D
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 X X X 5


Jumping Normals

jA

j.A
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
- - - X X 4


jB

j.B
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
- - - X X 4


jC

j.C
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
- - - X X 5


jD

j.D
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
- - - X X 5

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


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
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 X X X 3, 3

Overhead.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Kain 2AB-1.jpg
Garou Kain 2AB-2.jpg
Garou Kain 2AB-3.jpg
2A+B 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 X 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

2A+B>5C 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 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).


T.O.P. Attack (CD)

Schwarze Stoß (T.O.P. Attack)
C+D (T.O.P. Only)
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 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, it can be hard to punish due to its pushback on block, but 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

Ground Throw

Schwarze Mond
Close 4/6 C
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

Forward Feint (6AC)

6A+C
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.


Down Feint (2AC)

2A+C
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 ([4]6P)
Schwarze Flamme
[4]6 A/C
A 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.

C 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 ([4]6K)
Schwarze Panzer
[4]6 B/D
B 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.

D 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 slow and unsafe on block.

D 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

Generally not used outside of gimmicky resets.


Schwarze Lanze ([2]8K)
Schwarze Lanze
[2]8 B/D
KainLanzeBreakBthumb.gif
Lanze Break B
B 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

B 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 frames, more frame advantage, and 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. Kain's main tool for building meter in neutral, alongside his fireball.

1~6F full-body invincibility

D 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 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 Atem (236236P)
Himmlische Atem
236236 A/C
Both versions are:
Have 1~6F full-body invincibility
Guaranteed to go through their entire startup and come out.
A Damage Guard Startup Active Recovery Total
28 Mid 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 and confirm 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. The super can also be used as an OTG conversion off counter hits from farther away. 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 to input a tech roll to escape the OTG. The super can potentially be used as a raw anti-air in neutral, but more experienced players will often be able to air JD it or guard cancel against it on the ground and will result in wasting meter.

C Damage Guard Startup Active Recovery Total
28, 16, 16 Mid 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. Not used as an OTG like the A version.


Himmlische Seele (236236K)
Himmlische Seele
236236 B/D
Both versions are:
Have 1~4F full-body invincibility
Guaranteed to go through their entire startup and come out.
B 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 as it deals a fair amount of guard crush damage and locks the opponent down. Usually done as part of 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 to input a tech roll, so they are forced to take the resulting Seele as a meaty.

D Damage Guard Startup Active Recovery Total
5×10 Mid 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 the B version, so it won't whiff in some instances close to the corner where the B version would). In addition to travelling more slowly, the D version also tracks the opponent unlike the B version, so it can be used when you have the life lead to run the timer out at the end of a round.


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