Garou: Mark of the Wolves/Kevin Rian: Difference between revisions

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[[File:Kevin.PNG|right]]
{{MOTW Character Intro|char=Kevin |content=
= Introduction =
To come.


== Character Colors ==
==Introduction==
<center>
'''Kevin Rian'''
[[File:Kevincolors.JPG]]</center>


=Gameplay Overview=
>Got his knife removed during development because it created balance issues
Kevin is the most versatile character in the game. Builds meter really fast with his special cancels. He can play offensively or defensively and still control the match. He has some of the longest combos in game. He also takes hits really well cause of his vitality. Once Kevin has P super, the match becomes his to control. The opponent must fear and respect Kevin with full super, even if its an inexperienced Kevin. Even without meter Kevin can still be scary with his command grab, guard crush corner loop and high/low options.


=Move List=
>Still Top 1
 
>Bingo!
 
== Gameplay ==
{{Content Box|content=
TBD
 
{{ProConTable
|pros=
* '''Insane damage potential'''
* '''Has arguably the best super in the game in Gatling Freezer D'''
* '''The only character with a low-hitting break move'''
* '''Best cr.AB in the game'''
* '''One of the best, if not the best st.A in the game'''
* '''Rotor cancel gives him the fastest meter build in the game and leads to more optimal combos than using feint cancels'''
* '''Infinite corner blockstring that leads to guard crush'''
* '''Higher guard crush gauge than average'''
|cons=
* '''Doesn't have the best guard cancels without meter (however it is possible for him to guard cancel then rotor cancel into a normal)'''
* '''His most optimal combos and techniques require relatively high execution'''
 
}}
}}
}}
 
 
'''Character Colors'''
 
[[File:Kevincolors.JPG]]
 
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.html
 
 
{{MOTW Legend}}


== '''Command Normal Moves''' ==
'''Poli Kick''': [[File:f.gif]] + [[File:snkb.gif]]


== '''Special Command Moves''' ==
<center>
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
|-
| [[File:qcf.gif]] + [[File:kick.gif]] || '''Hell Trap''' || 19 || 19
|-
| [[File:qcf.gif]] + [[File:kick.gif]] (Break) || '''Hell Trap''' || 9 || 9
|-
| [[File:qcb.gif]] + [[File:punch.gif]] lv1 || '''Hell Rotor''' || 14 || 15
|-
| [[File:qcb.gif]] + [[File:punch.gif]] lv2 || '''Hell Rotor''' || 20 || 19
|-
| [[File:qcb.gif]] + [[File:punch.gif]] lv3 || '''Hell Rotor''' || 26 || 23
|-
| [[File:hcf.gif]] + [[File:punch.gif]] || '''Hell Arrest''' || 19 || 22
|-
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''Creeper''' || 0 || 0
|-
| ---[[File:snka.gif]] || '''Creeper: Low Follow Up''' || 20 || NA
|-
| ---[[File:snkb.gif]] || '''Creeper: Overhead Follow Up''' || 20 || NA
|-
| ---[[File:snkc.gif]] || '''Creeper: Cancel''' || 0 || 0
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''Abide Mine''' || 0 || 0
|-
| [[File:dp.gif]] + [[File:punch.gif]] || '''Hell Snipe''' || 15 || 16
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Lucky Strike''' || 28 || 48
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Gattling Freezer''' || 21 || 36
|}</center>


=Attributes=
Notes:
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.
<center>
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Cancel on Hit''' || '''Cancel on Block''' || '''Feint Cancel'''
|-
| Far [[File:snka.gif]] || O || O || O
|-
| Far [[File:snkb.gif]] || X || X || X
|-
| 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]] || X || X || X
|-
| [[File:down.gif]] [[File:Snka.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkb.gif]] || X || X || X
|-
| [[File:down.gif]] [[File:Snkc.gif]] || O || O || O
|-
| [[File:down.gif]] [[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:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || O || X || O
|-
| [[File:f.gif]] + [[File:snkb.gif]] || X || X || X
|}</center>


=Frame Data=
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.


Legend : <BR>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
'''Command''' = the input for the attack.<BR>
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dash || align="center" | Jumping
'''Start Up''' = How many start up frames a move/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.
<center>
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| Close [[File:Snka.gif]] || '''4''' || '''+2''' || '''+2'''
|-
| Close [[File:Snkb.gif]] || '''4''' || '''+2''' || '''+2'''
|-
| Close [[File:Snkc.gif]] || '''6''' || '''-9''' || '''-9'''
|-
| Close [[File:Snkd.gif]] || '''11''' || '''-9''' || '''-9'''
|-
| [[File:f.gif]] + [[File:Snkb.gif]] || '''7''' || '''-2''' || '''-2'''
|-
| Far [[File:Snka.gif]] || '''3''' || '''+2''' || '''+2'''
|-
| Far [[File:Snkb.gif]] || '''9''' || '''-6''' || '''-6'''
|-
| Far [[File:Snkc.gif]] || '''11''' || '''-11''' || '''-11'''
|-
| Far [[File:Snkd.gif]] || '''11''' || '''-9''' || '''-9'''
|-
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''+2''' || '''+2'''
|-
| [[File:down.gif]] [[File:Snkb.gif]] || '''5''' || '''+2''' || '''+2'''
|-
| [[File:down.gif]] [[File:Snkc.gif]] || '''6''' || '''-7''' || '''-7'''
|-
| [[File:down.gif]] [[File:Snkd.gif]]|| '''7''' || '''KD''' || '''-12'''
|-
| [[File:Snka.gif]] + [[File:Snkb.gif]] || '''22''' || '''-6''' || '''0'''
|-
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]]|| '''8''' || '''0''' || '''+6'''
|-
| [[File:qcb.gif]] + [[File:snka.gif]] || '''14''' || '''-1''' || '''-1'''
|-
| [[File:qcb.gif]] + [[File:snka.gif]] lv 2-3 || '''14''' || '''KD''' || '''-14'''
|-
| [[File:qcb.gif]] + [[File:snkc.gif]] || '''20''' || '''KD''' || '''-8'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]], [[File:snka.gif]] || '''7''' || '''KD''' || '''-11'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]], [[File:snkb.gif]] || '''16''' || '''KD''' || '''-10'''
|-
|-
| [[File:hcf.gif]] + [[File:snka.gif]] || '''8''' || '''KD''' || '''NA'''
| align="center"; valign="bottom" | [[File:Garou Kevin Stand.png]] || align="center"; valign="bottom" | [[File:Garou Kevin Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Kevin Dash.png]] || align="center"; valign="bottom" | [[File:Garou Kevin Jump.png]]
|-
|-
| [[File:hcf.gif]] + [[File:snkc.gif]] || '''9''' || '''KD''' || '''NA'''
| align="center" | || align="center" | || align="center" | || align="center" | 33F
|-
| [[File:qcf.gif]] + [[File:snkb.gif]] || '''10''' || '''KD''' || '''-22'''
|-
| [[File:qcf.gif]] + [[File:snkb.gif]] (Break) || '''10''' || '''KD''' || '''+11'''
|-
| [[File:qcf.gif]] + [[File:snkd.gif]] || '''14''' || '''KD''' || '''-25'''
|-
| [[File:qcf.gif]] + [[File:snkd.gif]] (Break) || '''14''' || '''KD''' || '''+9'''
|-
| [[File:dp.gif]] + [[File:snka.gif]] || '''15''' || '''0''' || '''-1'''
|-
| [[File:dp.gif]] + [[File:snkc.gif]]|| '''18''' || '''KD''' || '''NA'''
|-
| [[File:snkc.gif]][[File:snkd.gif]] || '''10''' || '''KD''' || '''-15'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]] || '''4''' || '''KD''' || '''-9'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''4''' || '''KD''' || '''-25'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] || '''12''' || '''KD''' || '''+1'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] || '''0''' || '''KD''' || '''+3'''
|}
|}
Data from [http://www14.ocn.ne.jp/~yosimizu/garoumowkevin.htm Howard's Arena]
</center>


=Attack Notes=
===Close Standing Normals===
<center>
 
'''Hell Trap'''
===== <span class="invisible-header">Close 5A</span> =====
[[File:qcf.gif]] + [[File:kick.gif]] (Break)</center>
<font style="visibility:hidden" size="0"></font>
Kevin will move forward with a low attack, followed by a grab. This move is going to be important for corner lock downs as its his break, and he recovers very fast from it. The first hit goes low, and if blocked can be canceled with the break input. If it does hit, the grab will automatically grab them. The second hit of this move is a grab, but it registers as a normal attack, so you can trade with other attacks. its not a good idea to do this, but it will happen occasionally in battle. Since its an attack, it can be JD and punished.
{{MoveData
|image=Garou_Kevin_c5A.png
|name=c.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=4
|Recovery=9
|Total=17
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=Standing jab.
}}
}}
 
 
 
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_c5B.png
|name=c.5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Mid
|Startup=4
|Active=3
|Recovery=10
|Total=17
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_c5C.png
|name=c.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=6
|Active=1
|Recovery=29
|Total=36
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5D.png
|name=c.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=11
|Active=3
|Recovery=27
|Total=41
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Far Standing Normals===
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_f5A.png
|name=f.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=3
|Active=3
|Recovery=10
|Total=16
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_f5B.png
|name=f.5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=9
|Active=4
|Recovery=17
|Total=30
|Hit Adv=-6
|Block Adv=-6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_f5C.png
|name=f.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=Mid
|Startup=11
|Active=4
|Recovery=28
|Total=43
|Hit Adv=-11
|Block Adv=-11
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=10
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5D.png
|name=f.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=11
|Active=3
|Recovery=27
|Total=41
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Crouching Normals===
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2A.png
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=3
|Recovery=10
|Total=17
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2B.png
|name=2B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Low
|Startup=5
|Active=3
|Recovery=10
|Total=18
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=No
|Cancel on Hit=No
|Cancel on Block=No
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2C.png
|name=2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=6
|Active=3
|Recovery=25
|Total=34
|Hit Adv=-7
|Block Adv=-7
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2D.png
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Low
|Startup=7
|Active=2
|Recovery=31
|Total=40
|Hit Adv=KD
|Block Adv=-12
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Jumping Normals===
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jA.png
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=4
|Active=9
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jB.png
|name=j.B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=6
|Active=8
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jC.png
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=9
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Small Jump C has 9 damage.
}}
}}
 
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_jD.png
|name=j.D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=12
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Small Jump D has 9 damage.
}}
}}
 
 
 
===Command Normals===
 
===== <span class="invisible-header">Poli-Kick (6B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_6B.png
|image2=Garou_Kevin_6B_1.png
|name=Poli-Kick
|input=6B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6, 6
|Guard=Low, Mid
|Startup=7
  |Active=2, 《14》, 7
|Recovery=16
|Total=46
|Hit Adv=-2
|Block Adv=-2
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4, 4
|description=
}}
}}
 
 
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5AB.png
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=22
|Active=6
|Recovery=13
|Total=41
|Hit Adv=0
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description= Overhead.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_5AB 1.png|Frame 1 Lower-Body Invincibility
</gallery>
</div>
}}
}}




<center> '''Hell Rotor'''<br>
[[File:qcb.gif]] + [[File:punch.gif]]</center>
This move has 3 levels. The [[File:snka.gif]] version hits mid, while the [[File:snkc.gif]] is an overhead. The [[File:snkc.gif]] version comes out a bit slower, but can be worth it for mix ups as many would expect Kevin to do his [[File:qcf.gif]] + [[File:kick.gif]] attack. The [[File:snka.gif]] version is the best follow up to his break, but it must be timed correctly, other wise it will whiff. This move has three levels, a level 2 must be done in order to hit after break. Doing this move by itself isn't the best thing to do, but it can be done every now and then to throw off your opponent. This move also leads into all of his advanced tricks with cancels. For more about his cancels read [[Kevin_Rian_(Garou)#Kevin_Cancel.27s|Kevin Cancel's]]


===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_2AB.png
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=8
|Active=3
|Recovery=22
|Total=33
|Hit Adv=-6
|Block Adv=0
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|description= 1~8F upper-body invincibility


<center>'''Hell Arrest'''<br>
Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active,
[[File:hcf.gif]] + [[File:punch.gif]]</center>
which makes it much more reliable.  
Close range command grab that will throw them away from Kevin. This is a great move, especially since many people never see it coming. Throw it in with your mix ups, empty cancel into it, tick into it, however you want to do it, just be sure the opponent doesn't always use the throw escape bugs on it. if they do it once, try not to use the move unless they're out of T.O.P and have no meter.  
Every other characters has a hurtbox that appears before being active,  
so if an active hitbox was there (ex: jump ins, delayed normals),  
they get hit even if the move didn't hit the low part.  
In this situation the worst case scenario for Kevin is a trade,
for everyone else it's a full combo.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_2AB_1.png|Startup
  Garou_Kevin_2AB_2.png|Recovery
</gallery>
</div>
}}
}}




<center>'''Creeper'''<br>
[[File:qcb.gif]] + [[File:snkb.gif]]</center>
Kevin crawls on the ground like a commando and can follow up with an overhead, or a low attack. Since's hes on the ground, attacks that don't hit low-mid or low will not touch him. He also has some invincibility frames which allow him to get out of bad situations. His [[File:snka.gif]] follow-up will got low on the opponent. it doesn't come out very fast, but it can be affective at times. The [[File:snkb.gif]] follow-up is an over head, which comes out slower that his [[File:snka.gif]] follow-up. If blocked Kevin is in trouble, but if it hits, he scores a knockdown. Use both of these moves sparingly, and remember to mix it up with them, don't stick to one follow-up. You can also do a [[File:snkc.gif]] follow-up which will get Kevin off the ground, and is another trick to build meter with him, but not anywhere near as fast as doing it with his cancels.


===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_5CD.png
|name=Blast Charge (T.O.P. Attack)
|input=C+D (T.O.P. Only)
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7x3 (base damage)
|Guard=Mid
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9×3
|description=
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_5CD_1.png|
  Garou_Kevin_5CD_2.png|
</gallery>
</div>
}}
}}


<center>'''Abide Mine'''<br>
===Throws===
[[File:qcb.gif]] + [[File:snkd.gif]]</center>
Kevin will do a roll that takes him about two character lengths ahead of where he was. This move sounds great since its a semi invincible roll, but its recovery isn't the best, and once used a few times, it becomes quite obvious to a seasoned player when it will be used again. Many people tend to use this move to escape from the corner, but if the opponent short hops backwards and sticks something out, Kevin will get hit and it can lead to some nasty damage. Try not to abuse this move or rely on this move too much. This move can lead to a decent wake up game, but you will be thrown more often than anything else. Use this move wisely.


===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_Grab.png
|name=Poli-Throw
|input='''Close''' 4/6C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=1
|Active=
|Recovery=
|Total=
|Hit Adv=+48
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Normal throw.
}}
}}


<center>'''Hell Snipe'''<br>
[[File:dp.gif]] + [[File:punch.gif]]</center>
An arching air attack. This move can be a decent anti-air if the opponent is at the right height, but its best not to rely on this. Its a great follow up after his [[File:qcf.gif]] + [[File:kick.gif]] break. it doesn't require any special timing, and as long as you are close enough the [[File:snka.gif]] version will hit them 100% of the time. The [[File:snka.gif]] version is also -1 on block, so it is very hard to punish. The [[File:snkc.gif]] version travels higher and further, and it will not hit grounded opponents, it is pretty useful on getting to the other side of the opponent as it recovers almost immediately when landing. Don't rely on it to get you out of a jam.




<center>'''Lucky Strike'''<br>
===Feints===
[[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]]</center>
Both supers come out in 4 frames and do a fair amount of damage, but overall they shouldn't be used much, as Kevin should save super for his [[File:kick.gif]] super. This will go through some moves, but all leaping [[File:snka.gif]] + [[File:snkb.gif]] will stuff this out while its coming out. It can be done after a corner [[File:qcb.gif]] + [[File:snka.gif]], but it has to be timed right, otherwise the super will whiff the last few hits. A [[File:qcf.gif]] + [[File:snkb.gif]] (Break) can be followed by this super, but its very risky, and will not always hit.


===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Kevin_6AC.png
|name=6A+C
|subtitle=Forward Feint
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=10
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Mimics the start of Hell Rotor.
}}
}}


<center>'''Gatling Freeze'''<br>
[[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]]</center>
Damage on this super is very low, but this is easily one of the best supers in the game. When hit, the opponent will be frozen for a couple of seconds, which allows Kevin to continue with his onslaught. The [[File:snkb.gif]] version comes out slow, and should never be thrown out randomly as it doesn't have a good hit box and can be stuffed out easily. Two can be connected in the same combo, or one followed by an [[File:snka.gif]] super. The [[File:snkd.gif]] version comes out instantly and is easily the best move for juggling. The overall best option is for Kevin to sit on his meter until he can throw out a [[File:snkd.gif]] version in a combo.


=Combos=
Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field. While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players. All combos can be preformed anywhere unless noted.<br>


<strong> Note:</strong> ''damage is based on the majority of the cast. All combos will do slightly less on Grant and Tizoc and slightly more on Jenet, Hotaru and Hokutomaru''
===== <span class="invisible-header">Down Feint (2AC)</span> =====
==Basic==
<font style="visibility:hidden" size="0"></font>
These combos require no feinting, and can be preformed by all skill levels.
{{MoveData
*s[[File:snka.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] (break), [[File:dp.gif]] + [[File:snka.gif]] 24 damage
|image=Garou_Kevin_2AC.png
*s[[File:snkc.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] (break), [[File:dp.gif]] + [[File:snka.gif]] 30 damage
|name=2A+C
*s[[File:snka.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] (break), [[File:qcb.gif]] + [[File:snka.gif]] 28 damage
|subtitle=Down Feint
*s[[File:snkc.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] (break), [[File:qcb.gif]] + [[File:snka.gif]] 34 damage
|caption=
*s[[File:snkc.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] (break), [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]], [[File:qcb.gif]] [[File:snka.gif]] 50 damage
|data=
*s[[File:snkc.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] (break), [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]], [[File:qcb.gif]] [[File:snka.gif]] 67 damage
{{AttackData-Garou
*s[[File:snkc.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]], j[[File:snkc.gif]], s/c[[File:snkc.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]], [[File:dp.gif]] [[File:snkc.gif]] 77 damage
|Damage=
*s[[File:snkc.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]], s/c[[File:snkc.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]], j[[File:snkc.gif]], s/c[[File:snkc.gif]], [[File:qcf.gif]] + [[File:kick.gif]] (break), [[File:qcb.gif]] + [[File:snka.gif]] 86 damage
|Guard=
*s[[File:snkc.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] (break), [[File:qcb.gif]] + [[File:snka.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]], [[File:dp.gif]] [[File:snka.gif]] 74 damage (Corner)
|Startup=
*s[[File:snkc.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] (break), [[File:qcb.gif]] + [[File:snka.gif]], [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]], [[File:qcb.gif]] [[File:snka.gif]] 82 damage (Corner)
|Active=
|Recovery=
|Total=11
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
  |description= Mimics the start of cl.5C or f.5C.  
}}
}}


==Intermediate==
These combos implement feinting


==Advanced==


===Special Moves===


===== <span class="invisible-header">Hell Rotor (214P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 214A.png
|caption=A
|image2=Garou Kevin 214C.png
|caption2=C
|name=Hell Rotor
|input=214A/C
|subtitle=
|data=
{{AttackData-Garou
|version=A Lvl.1
|Damage=14
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=2
|Recovery=
|Total=
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= No charge. (Charge can't be held past 1~9F of startup.)
}}
{{AttackData-Garou
|version=[A] Lvl.2
|Damage=20
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=15-34
|Active=2
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8~10
|description= Charge held past 9 frames of startup, between the window of 10~29F of startup (20 frame window). (How long you hold increases the startup by that amount.)
}}
{{AttackData-Garou
|version=[A] Lvl.3
|Damage=26
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=35-66
|Active=2
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8~10
|description= Charge held past 29 frames of startup, between the window of 30~61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.)
}}
{{AttackData-Garou
|version=C Lvl.1
|Damage=15
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=20
|Active=3
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= No charge. (Charge can't be held past 1~15F of startup.)
}}
{{AttackData-Garou
|version=[C] Lvl.2
|Damage=19
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=21-40
|Active=3
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description= Charge held past 15 frames of startup, between the window of 16~35F of startup (20 frame window). (How long you hold increases the startup by that amount.)
}}
{{AttackData-Garou
|version=C Lvl.3
|Damage=23
|Guard=<span style="color:#ff0000;">Overhead</span>
|Startup=41-72
|Active=3
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10
|description= Charge held past 35 frames of startup, between the window of 36~67F of startup (32 frame window). (How long you hold increases the startup by that amount.)
}}
}}


===== <span class="invisible-header">Hell Arrest (41236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 41236A.png
|caption=A
|image2=Garou Kevin 41236C.png
|caption2=C
|name=Hell Arrest
|input= 41236A/C
|subtitle=
|data=
{{AttackData-Garou
|version=A
|Damage=10, 10
|Guard=
|Startup=8
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=
}}
{{AttackData-Garou
|version=C
|Damage=12, 12
|Guard=
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=
}}
}}




==Corner only==
1- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release<br>
2- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LK-->QCF+K, Break-->QCB+Hold LP then release<br>
3- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HP<BR>
4- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HK-->QCF+K, Break-->QCB+Hold LP then release<br>
5- Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release<br>


Notes:<br>
===== <span class="invisible-header">Creeper (214B)</span> =====
You will notice that in a number of combos here and in Anywhere, you will have to Hold LP for his special move to hit. Your best bet is to hold it for a split second to get it's Lvl. 2 ver. In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.<br>
<font style="visibility:hidden" size="0"></font>
Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.
{{MoveData
|image=Garou Kevin 214B.png
|name=Creeper
|input= 214B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|header=no
|version= B
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Kevin advances forward with a low-profile crawl. Can be cancelled into 3 follow-ups.
}}
{{AttackData-Garou
|version= B>A
|subtitle=
|Damage=20
|Guard=Low
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=Low follow-up
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_214B_1.png|
</gallery>
</div>
}}
{{AttackData-Garou
|version= B>B
|subtitle=
|Damage=20
|Guard=Overhead
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-10
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=Overhead follow-up
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_214B_2.png|
</gallery>
</div>
}}
{{AttackData-Garou
|version= B>C
|subtitle=
|Damage=0
|Guard=
|Startup=
|Active=
|Recovery=
|Total=7
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Cancels Creeper.  
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_214B_3.png|
</gallery>
</div>
}}
}}


2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+LP somewhat 'early' this will knock them high enough for the super to hit them.


3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.


4- You can get some energy for your power gauge by doing QCB+(LP+HK) then QCF+LK, Break-->QCB+Hold LP then release. This method makes it so that the QCF+K will connect easily, however you might need to practice this method as it requires performing the QCB+(LP+HK) as soon as Kevin recovers (attempt the buffering trick mentioned previously).
===== <span class="invisible-header">Abide Mine (214D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 214D.png
|name=Abide Mine
|input= 214D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|version=D
|Damage=0
|Guard=
|Startup=
|Active=
|Recovery=
|Total=32
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= 1~11F full-body invincibility. 12~20F airborne hurtbox.  
}}
}}


=T.O.P. Notes=
Kevin's T.O.P attack is a charging roll which has 10 frames of start up and is -15 on block. The attack doesn't have many uses outside of combos, but Kevin has plenty of options in combos that would lead to more damage and better wake up options than this attack.


=Overall Strategy=
To come.


=Matchup Notes=
===== <span class="invisible-header">Hell Snipe (623P)</span> =====
To come.  
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 623A.png
|caption=A
|image2=Garou Kevin 623C.png
|caption2=C
|name=Hell Snipe
|input= 623A/C
|subtitle=
|data=
{{AttackData-Garou
|version=A
|Damage=15
|Guard=Mid
|Startup=15
|Active=
|Recovery=
|Total=
|Hit Adv=0
|Block Adv=-1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= 1~4F full-body invincibility.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_623A_1.png|
</gallery>
</div>
}}
{{AttackData-Garou
|version=C
|Damage=16
|Guard=Mid
|Startup=18
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description= 1~4F full-body invincibility. Whiffs against opponents on the ground.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_623C_1.png|
</gallery>
</div>
}}
}}


=Advanced Tactics=
==Kevin Cancel's==
SNK added a cancel to Kevin's [[File:qcb.gif]] + [[File:punch.gif]]. If you press [[File:snkd.gif]] anytime during the move, it will canceled. If you press it right as you preform the move, you will get [[File:qcb.gif]] + [[File:snkd.gif]], later in the move will produce a s. [[File:snkd.gif]].


This leads to a few things, the main being meter building. Canceling the move into a s. [[File:snka.gif]] builds meter very fast, and is the easiest way to build meter with the cancels. You can also cancel the move into itself ([[File:qcb.gif]] + [[File:snka.gif]] into [[File:qcb.gif]] + [[File:snkc.gif]] or vice-vera), but its a bit tricker to do it consistently, but we'll get to that later, for now we'll show how to do the simple and safer cancel.


When doing the [[File:qcb.gif]] + [[File:punch.gif]] you can hit any button with [[File:snkd.gif]] and it will cancel into the button that was pressed with [[File:snkd.gif]], for instance, if you were to do the move then press [[File:snkb.gif]]+[[File:snkd.gif]] you will get a s. [[File:snkb.gif]]. So the easiest option for building meter in this situation is to cancel the special with [[File:snka.gif]]+[[File:snkd.gif]] or [[File:down.gif]]+[[File:snka.gif]]+[[File:snkd.gif]]. These will result in a s/c [[File:snka.gif]] which comes out and recovers the fastest.
===== <span class="invisible-header">Hell Trap (236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Kevin 236B.png
|caption=B
|image2=Garou Kevin 236D.png
|caption2=D
|image3=Garou Kevin 236K_1.png
|caption3=Second hit
|name=Hell Trap
|input= 236B/D (Brake OK)
|subtitle=
|data=
{{AttackData-Garou
|version= B
|Damage=9, 12
|Guard=<span style="color:#ff0000;">Low, Mid</span>
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-22
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= Second hit is a hitgrab that can be air JDed.  
}}
{{AttackData-Garou
|version= B Break
|Damage=9
|Guard=<span style="color:#ff0000;">Low</span>
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=The only brake move that hits low. Can't be avoided by 2ABs.
}}
{{AttackData-Garou
|version= D
|Damage=9, 12
|Guard=<span style="color:#ff0000;">Low, Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-25
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description= Second hit is a hitgrab that can be air JDed.  
}}
{{AttackData-Garou
|version= D Break
|Damage=9
|Guard=<span style="color:#ff0000;">Low</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=
}}
}}


The more complex way of building meter isn't too hard. You do [[File:qcb.gif]] + [[File:snka.gif]] then piano [[File:snkc.gif]], [[File:snkd.gif]], this will lead one special into another special, and Kevin will never leave his charge animation but build twice the meter in the same amount of time . The meter build can continue from there, for example:  [[File:qcb.gif]] + [[File:snka.gif]],  [[File:snkc.gif]], [[File:snkd.gif]], [[File:qcb.gif]], [[File:snka.gif]], [[File:snkd.gif]]...and so on. If done right, Kevin will never leave his hunched anymation. This has to be done right, otherwise it will lead to Kevin being open for an attack. Once you have this down, the safest thing to do would be to cancel into one special, then a s/c. [[File:snka.gif]]. It may seem tempting to keep going and build your meter, but it isn't the safest thing to do since the opponent can rush in during the middle of the cancels.
===Super Moves===


His cancels can be used for more than just meter building. Combos, mind games, and more can be done with the cancels.  
===== <span class="invisible-header">Lucky Strike (236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =Garou Kevin 236236A.png
|caption=A
|image2=Garou Kevin 236236C.png
|caption2=C
|name  =Lucky Strike
|input  =236236A/C
|data=
{{AttackData-Garou
|version = A
|Damage=3, 3, 11, 11, 11
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×2, 4, 3×2
|description= 1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_236236A_1.png|
  Garou_Kevin_236236A_2.png|
  Garou_Kevin_236236A_3.png|
  Garou_Kevin_236236A_4.png|
</gallery>
</div>
}}
{{AttackData-Garou
| header =
|version =C
|Damage=2, 2, 10, 10, 10, 32
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-25
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×2, 5×3, 20
|description= 1~7F full-body invincibility, 8~14F lower-body invincibility.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_236236C_1.png|
  Garou_Kevin_236236C_2.png|
  Garou_Kevin_236236C_3.png|
  Garou_Kevin_236236C_4.png|
</gallery>
</div>
}}
}}


Many people seem to have trouble doing his cancels in T.O.P mode, especially anything involving [[File:snkc.gif]]+[[File:snkd.gif]]. People usually get his T.O.P attack to come out instead of a [[File:snkc.gif]] attack. The way to fix this is to throw in an extra button when you do the cancel. So if you wanted to do two s. [[File:snkc.gif]]'s using the cancels in top, you would have to do it like: s. [[File:snkc.gif]], [[File:qcb.gif]] +, [[File:snka.gif]], [[File:snkb.gif]]+[[File:snkc.gif]]+[[File:snkd.gif]]. Adding the extra button will make it so the T.O.P attack doesn't come out, and instead you get the [[File:snkc.gif]] input you wanted.




{{Template:Garou: Mark of the Wolves}}
===== <span class="invisible-header">Gatling Freezer (236236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =Garou Kevin 236236B.png
|caption=B
|image2=Garou Kevin 236236D.png
|caption2=D
|name  =Gatling Freezer
|input  =236236B/D
|data=
{{AttackData-Garou
|version = B
|Damage=21
|Guard=Mid
|Startup=11
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+1
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= 1~7F full-body invincibility, 10~11F full-body invincibility.
}}
{{AttackData-Garou
| header =
|version =D
|Damage=7, 8, 9, 10, 11
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=+3
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10
|description= 1F full-body invincibility.
<div class="mw-collapsible">
<gallery>
  Garou_Kevin_236236D_1.png|
</gallery>
</div>
}}
}}






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

Latest revision as of 11:53, 17 June 2024

Introduction

Kevin Rian

>Got his knife removed during development because it created balance issues

>Still Top 1

>Bingo!

Gameplay

TBD

Strengths Weaknesses
  • Insane damage potential
  • Has arguably the best super in the game in Gatling Freezer D
  • The only character with a low-hitting break move
  • Best cr.AB in the game
  • One of the best, if not the best st.A in the game
  • Rotor cancel gives him the fastest meter build in the game and leads to more optimal combos than using feint cancels
  • Infinite corner blockstring that leads to guard crush
  • Higher guard crush gauge than average
  • Doesn't have the best guard cancels without meter (however it is possible for him to guard cancel then rotor cancel into a normal)
  • His most optimal combos and techniques require relatively high execution
MOTW Kevin Art.png


Character Colors

Kevincolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.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/Taunting Crouching Dash Jumping
Garou Kevin Stand.png Garou Kevin Crouch.png Garou Kevin Dash.png Garou Kevin Jump.png
33F

Close Standing Normals

Close 5A

c.5A
Garou Kevin c5A.png
Damage Guard Startup Active Recovery Total
4 Mid 4 4 9 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Close 5B

c.5B
Garou Kevin c5B.png
Damage Guard Startup Active Recovery Total
6 Mid 4 3 10 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4


Close 5C

c.5C
Garou Kevin c5C.png
Damage Guard Startup Active Recovery Total
10 Mid 6 1 29 36
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 5


Close 5D

c.5D
Garou Kevin 5D.png
Damage Guard Startup Active Recovery Total
14 Mid 11 3 27 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 X 5


Far Standing Normals

Far 5A

f.5A
Garou Kevin f5A.png
Damage Guard Startup Active Recovery Total
5 Mid 3 3 10 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4


Far 5B

f.5B
Garou Kevin f5B.png
Damage Guard Startup Active Recovery Total
7 Mid 9 4 17 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 X X X 4


Far 5C

f.5C
Garou Kevin f5C.png
Damage Guard Startup Active Recovery Total
11 Mid 11 4 28 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-11 -11 X X X 10


Far 5D

f.5D
Garou Kevin 5D.png
Damage Guard Startup Active Recovery Total
14 Mid 11 3 27 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 X 5


Crouching Normals

2A

2A
Garou Kevin 2A.png
Damage Guard Startup Active Recovery Total
4 Mid 4 3 10 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4


2B

2B
Garou Kevin 2B.png
Damage Guard Startup Active Recovery Total
6 Low 5 3 10 18
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 No No No 4


2C

2C
Garou Kevin 2C.png
Damage Guard Startup Active Recovery Total
9 Mid 6 3 25 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 5


2D

2D
Garou Kevin 2D.png
Damage Guard Startup Active Recovery Total
10 Low 7 2 31 40
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 X X X 5


Jumping Normals

jA

j.A
Garou Kevin jA.png
Damage Guard Startup Active Recovery Total
6 High 4 9 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4


jB

j.B
Garou Kevin jB.png
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 Kevin jC.png
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

Small Jump C has 9 damage.


jD

j.D
Garou Kevin jD.png
Damage Guard Startup Active Recovery Total
10 High 12 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Small Jump D has 9 damage.


Command Normals

Poli-Kick (6B)

Poli-Kick
6B
Garou Kevin 6B.png
Garou Kevin 6B 1.png
Damage Guard Startup Active Recovery Total
6, 6 Low, Mid 7 2, 《14》, 7 16 46
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X X X 4, 4


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Kevin 5AB.png
Damage Guard Startup Active Recovery Total
10 Overhead 22 6 13 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 +6 X X X 6

Overhead.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Kevin 2AB.png
Damage Guard Startup Active Recovery Total
10 Mid 8 3 22 33
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 0 X 6

1~8F upper-body invincibility

Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active, which makes it much more reliable. Every other characters has a hurtbox that appears before being active, so if an active hitbox was there (ex: jump ins, delayed normals), they get hit even if the move didn't hit the low part. In this situation the worst case scenario for Kevin is a trade, for everyone else it's a full combo.


T.O.P. Attack (CD)

Blast Charge (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Kevin 5CD.png
Damage Guard Startup Active Recovery Total
7x3 (base damage) Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 9×3

Throws

Ground Throw

Poli-Throw
Close 4/6C
Garou Kevin Grab.png
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+48 - - - - -

Normal throw.


Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Kevin 6AC.png
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 Hell Rotor.


Down Feint (2AC)

2A+C
Down Feint
Garou Kevin 2AC.png
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of cl.5C or f.5C.


Special Moves

Hell Rotor (214P)

Hell Rotor
214A/C
Garou Kevin 214A.png
A
Garou Kevin 214C.png
C
A Lvl.1 Damage Guard Startup Active Recovery Total
14 Mid 14 2 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 7

No charge. (Charge can't be held past 1~9F of startup.)

[A] Lvl.2 Damage Guard Startup Active Recovery Total
20 Mid 15-34 2 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - - 8~10

Charge held past 9 frames of startup, between the window of 10~29F of startup (20 frame window). (How long you hold increases the startup by that amount.)

[A] Lvl.3 Damage Guard Startup Active Recovery Total
26 Mid 35-66 2 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - - 8~10

Charge held past 29 frames of startup, between the window of 30~61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.)

C Lvl.1 Damage Guard Startup Active Recovery Total
15 Overhead 20 3 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 7

No charge. (Charge can't be held past 1~15F of startup.)

[C] Lvl.2 Damage Guard Startup Active Recovery Total
19 Overhead 21-40 3 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 8

Charge held past 15 frames of startup, between the window of 16~35F of startup (20 frame window). (How long you hold increases the startup by that amount.)

C Lvl.3 Damage Guard Startup Active Recovery Total
23 Overhead 41-72 3 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 10

Charge held past 35 frames of startup, between the window of 36~67F of startup (32 frame window). (How long you hold increases the startup by that amount.)

Hell Arrest (41236P)

Hell Arrest
41236A/C
Garou Kevin 41236A.png
A
Garou Kevin 41236C.png
C
A Damage Guard Startup Active Recovery Total
10, 10 - 8 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -
C Damage Guard Startup Active Recovery Total
12, 12 - 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -


Creeper (214B)

Creeper
214B
Garou Kevin 214B.png
B Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Kevin advances forward with a low-profile crawl. Can be cancelled into 3 follow-ups.

B>A Damage Guard Startup Active Recovery Total
20 Low 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 7

Low follow-up

B>B Damage Guard Startup Active Recovery Total
20 Overhead 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - - 7

Overhead follow-up

B>C Damage Guard Startup Active Recovery Total
0 - - - - 7
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cancels Creeper.


Abide Mine (214D)

Abide Mine
214D
Garou Kevin 214D.png
D Damage Guard Startup Active Recovery Total
0 - - - - 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

1~11F full-body invincibility. 12~20F airborne hurtbox.


Hell Snipe (623P)

Hell Snipe
623A/C
Garou Kevin 623A.png
A
Garou Kevin 623C.png
C
A Damage Guard Startup Active Recovery Total
15 Mid 15 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 -1 - - - 7

1~4F full-body invincibility.

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

1~4F full-body invincibility. Whiffs against opponents on the ground.


Hell Trap (236K)

Hell Trap
236B/D (Brake OK)
Garou Kevin 236B.png
B
Garou Kevin 236D.png
D
Garou Kevin 236K 1.png
Second hit
B Damage Guard Startup Active Recovery Total
9, 12 Low, Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -22 - - - 7

Second hit is a hitgrab that can be air JDed.

B Break Damage Guard Startup Active Recovery Total
9 Low 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - - 7

The only brake move that hits low. Can't be avoided by 2ABs.

D Damage Guard Startup Active Recovery Total
9, 12 Low, Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - - 8

Second hit is a hitgrab that can be air JDed.

D Break Damage Guard Startup Active Recovery Total
9 Low 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - - 8

Super Moves

Lucky Strike (236236P)

Lucky Strike
236236A/C
Garou Kevin 236236A.png
A
Garou Kevin 236236C.png
C
A Damage Guard Startup Active Recovery Total
3, 3, 11, 11, 11 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 3×2, 4, 3×2

1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility.

C Damage Guard Startup Active Recovery Total
2, 2, 10, 10, 10, 32 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - - 4×2, 5×3, 20

1~7F full-body invincibility, 8~14F lower-body invincibility.


Gatling Freezer (236236K)

Gatling Freezer
236236B/D
Garou Kevin 236236B.png
B
Garou Kevin 236236D.png
D
B Damage Guard Startup Active Recovery Total
21 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +1 - - - 7

1~7F full-body invincibility, 10~11F full-body invincibility.

D Damage Guard Startup Active Recovery Total
7, 8, 9, 10, 11 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +3 - - - 10

1F full-body invincibility.


Game Navigation

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