Garou: Mark of the Wolves/Khushnood Butt: Difference between revisions

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=Gameplay Overview=
{{MOTW Character Intro|char=Butt |content=
To come.


=Move List=
==Introduction==
'''Marco Rodriguez'''. Also known as '''Marco Rodrigues''' when using Portuguese spelling. Otherwise known for his English localized name -- '''Khushnood Butt'''.


== '''Command Normal Moves''' ==
== Gameplay ==
'''Elbow Attack'''<br>
{{Content Box|content=
Forward+'''A'''<br>
'''Khushnood''' has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him. <BR>
<br>
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.<BR>
'''"Advancing D Dance Cancel"<br>
Bait a mistake, knock 'em down, then get in close and keep the pressure on.
D, cancel with C (can only be done approximately 1/4+ screen from opponent)


== '''Special Command Moves''' ==
{{ProConTable
'''Tiger Flame Punch''': ''QCF+P''<BR>
|pros=
'''Lightning KO Kick''': ''QCF+K''<BR>
* '''Good offensive pressure and damaging conversions, even without meter'''
'''Harai''': ''QCB+A/B''<BR>
* '''Safe on block break move that can be easily comboed into'''
'''Koho''': F, D, DF+P<BR>
* '''Best fireball in the game; travels very fast, does high damage, and leads to a knockdown in close range'''
'''Kyokugen Dragon Blow''': ''Charge '''C''' for 3+ seconds then release''<br>
* '''Relatively fast command normal overhead that can lead to a full combo'''
'''Kyokugen Tiger Pounce''': ''Charge '''D''' for 3+ seconds then release''<br>
|cons=
* '''Need to be able to guard cancel in order to have a stronger defense'''
* '''Lacks far-reaching cancellable normals (besides being able to renda cancel his st.A/cr.B)'''


== '''Super Moves''' ==
}}
'''Haoh Sho Ko Ken''': ''QCFx2+P''<BR>
}}
'''Kyokugen Koho''': ''QCFx2+K''<BR>
}}
'''Ryuko Ranbu''': ''QCFx3+C rapidly''<br>


=Attributes=
[[Weightclass (Garou)|Class:]]Medium
[[Movement (Garou)|Movement:]] Dash


=Frame Data=
Taken from [http://www.h5.dion.ne.jp/~h.arena/garoumowmarco.htm Howard Arena]
<table align="left" border="1">
  <tr>
      <td>Move</td>


      <td>Startup</td>
      <td>Block</td>
      <td align="center">Hit</td>
    </tr>
    <tr>
      <td>cs.A</td>
      <td align="center">4</td>


      <td align="center">+6</td>
'''Character Colors'''
      <td align="center">+6</td>
    </tr>
    <tr>
      <td>cs.B</td>
      <td align="center">4</td>
      <td align="center">+4</td>


      <td align="center">+4</td>
[[File:Marcocolors.JPG]]
    </tr>
    <tr>
      <td>cs.C</td>
      <td align="center">7</td>
      <td align="center">-4</td>
      <td align="center">-4</td>


    </tr>
==Move List==
    <tr>
      <td>cs.D</td>
      <td align="center">5</td>
      <td align="center">-9</td>
      <td align="center">-9</td>
    </tr>


    <tr>
Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.html
      <td>s.A</td>
      <td align="center">3</td>
      <td align="center">+4</td>
      <td align="center">+4</td>
    </tr>
    <tr>


      <td>s.B</td>
{{MOTW Legend}}
      <td align="center">5</td>
      <td align="center">-4</td>
      <td align="center">-4</td>
    </tr>
    <tr>
      <td>s.C</td>


      <td align="center">11</td>
      <td align="center">-5</td>
      <td align="center">-5</td>
    </tr>
    <tr>
      <td>s.D</td>
      <td align="center">11</td>


      <td align="center">-7</td>
      <td align="center">-7</td>
    </tr>
    <tr>
      <td>c.A</td>
      <td align="center">4</td>
      <td align="center">+6</td>


      <td align="center">+6</td>
Notes:
    </tr>
    <tr>
      <td>c.B</td>
      <td align="center">4</td>
      <td align="center">+5</td>
      <td align="center">+5</td>


    </tr>
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
    <tr>
      <td>c.C</td>
      <td align="center">5</td>
      <td align="center">-5</td>
      <td align="center">-5</td>
    </tr>


    <tr>
      <td>c.D</td>
      <td align="center">8</td>
      <td align="center">-5</td>
      <td>KD</td>
    </tr>
    <tr>


      <td>d+AB</td>
      <td align="center">9</td>
      <td align="center">0</td>
      <td align="center">-6</td>
    </tr>
    <tr>
      <td>AB</td>


      <td align="center">24</td>
===Close Standing Normals===
      <td align="center">+6</td>
      <td align="center">0</td>
    </tr>
    <tr>
      <td>f+A</td>
      <td align="center">15</td>


      <td align="center">+6</td>
===== <span class="invisible-header">Close 5A</span> =====
      <td align="center">+6</td>
<font style="visibility:hidden" size="0"></font>
    </tr>
{{MoveData
 
|image=Garou_Butt_cl.A.jpg
</table>
|name=c.5A
<table border="1">
|subtitle=
 
|caption=
    <tr>
|data=
      <td>Move</td>
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=4
|Active=4
|Recovery=5
|Total=13
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X /
|Cancel on Block=X /
|Guard Crush Value=4
|description=Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo.
}}
}}


      <td>Startup</td>
===== <span class="invisible-header">Close 5B</span> =====
      <td align="center">Hit</td>
<font style="visibility:hidden" size="0"></font>
      <td>Block</td>
{{MoveData
    </tr>
|image=Garou_Butt_cl.B.jpg
    <tr>
|name=c.5B
      <td>qcf+A</td>
|subtitle=
      <td align="center">9</td>
|caption=
      <td align="center">-5</td>
|data=
      <td>KD</td>
{{AttackData-Garou
    </tr>
|Damage=6
    <tr>
|Guard=Mid
      <td>qcf+C</td>
|Startup=4
      <td align="center">9</td>
|Active=4
      <td align="center">-5</td>
|Recovery=7
|Total=15
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=The last 3F of recovery has full-body invincibility.
}}
}}


      <td>KD</td>
    </tr>
    <tr>
      <td>qcf+B</td>
      <td align="center">10</td>
      <td align="center">-8</td>
      <td>KD</td>


    </tr>
    <tr>
      <td>qcf+D</td>
      <td align="center">7</td>
      <td align="center">-7</td>
      <td>KD</td>
    </tr>


    <tr>
===== <span class="invisible-header">Close 5C</span> =====
      <td>Charged C Release Lvl 1</td>
<font style="visibility:hidden" size="0"></font>
      <td align="center">12</td>
{{MoveData
      <td align="center">-9</td>
|image=Garou_Butt_cl.C-1.jpg
      <td>KD</td>
|image2=Garou_Butt_cl.C-2.jpg
    </tr>
|name=c.5C
    <tr>
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5, 5
|Guard=Mid
|Startup=7
|Active=1, 《2》, 4
|Recovery=21
|Total=35
|Hit Adv=-4
|Block Adv=-4
|Feint Cancel=※
|Cancel on Hit=※
|Cancel on Block=※
|Guard Crush Value=3, 3
|description= Not very good, cancel first hit into something else if you don't end up grabbing.
}}
}}


      <td align="right">Lv2-3</td>
      <td align="center">14</td>
      <td align="center">-9</td>
      <td>KD</td>
    </tr>
    <tr>
      <td align="right">Lv4</td>


      <td align="center">11</td>
      <td align="center">-11</td>
      <td>KD</td>
    </tr>
    <tr>
      <td>Charged D Release</td>
      <td align="center">14</td>


      <td align="center">-8</td>
===== <span class="invisible-header">Close 5D</span> =====
      <td>KD</td>
<font style="visibility:hidden" size="0"></font>
    </tr>
{{MoveData
    <tr>
|image=Garou_Butt_cl.D.jpg
      <td align="right">Lv4</td>
|name=c.5D
      <td align="center">14</td>
|subtitle=
      <td align="center">-6</td>
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=5
|Active=4
|Recovery=26
|Total=35
|Hit Adv=-9
|Block Adv=-9
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description= Leads to big damage combos
}}
}}


      <td>KD</td>
    </tr>
    <tr>
      <td>qcb+A</td>
      <td align="center">2</td>
      <td></td>
      <td>KD</td>


    </tr>
    <tr>
      <td>qcb+B</td>
      <td align="center">1</td>
      <td></td>
      <td>ダウン</td>
    </tr>


    <tr>
===Far Standing Normals===
      <td>dp+A</td>
      <td align="center">4</td>
      <td>-19(+2)</td>
      <td>KD</td>
    </tr>
    <tr>


      <td>dp+C</td>
===== <span class="invisible-header">Far 5A</span> =====
      <td align="center">4</td>
<font style="visibility:hidden" size="0"></font>
      <td align="center">-29(0)</td>
{{MoveData
      <td>KD</td>
|image=Garou_Butt_s.A.jpg
    </tr>
|name=f.5A
    <tr>
|subtitle=
      <td>CD (T.O.P.)</td>
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=3
|Active=4
|Recovery=7
|Total=14
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=X
|Cancel on Hit=X /
|Cancel on Block=X /
|Guard Crush Value=4
|description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and from pressure/jab link combos off of close standing A
}}
}}


      <td align="center">10</td>
===== <span class="invisible-header">Far 5B</span> =====
      <td align="center">-24</td>
<font style="visibility:hidden" size="0"></font>
      <td>KD</td>
{{MoveData
    </tr>
|image=Garou_Butt_s.B.jpg
    <tr>
|name=f.5B
      <td>qcfx2+A</td>
|subtitle=
      <td align="center">19</td>
|caption=
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=5
|Active=3
|Recovery=16
|Total=24
|Hit Adv=-4
|Block Adv=-4
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=A good fast poke, even if you get nothing from it.
}}
}}


      <td align="center">-16</td>
===== <span class="invisible-header">Far 5C</span> =====
      <td>KD</td>
<font style="visibility:hidden" size="0"></font>
    </tr>
{{MoveData
    <tr>
|image=Garou_Butt_s.C.jpg
      <td>qcfx2+C</td>
|name=f.5C
      <td align="center">8</td>
|subtitle=
      <td align="center">-24</td>
|caption=
|data=
{{AttackData-Garou
|Damage=12
|Guard=Mid
|Startup=11
|Active=5
|Recovery=21
|Total=37
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit.
}}
}}


      <td>KD</td>
===== <span class="invisible-header">Far 5D</span> =====
    </tr>
<font style="visibility:hidden" size="0"></font>
    <tr>
{{MoveData
      <td>qcfx2+B</td>
|image=Garou_Butt_s.D.jpg
      <td align="center">0</td>
|name=f.5D
      <td align="center">-44</td>
|subtitle=
      <td>KD</td>
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=11
|Active=4
|Recovery=24
|Total=39
|Hit Adv=-7
|Block Adv=-7
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description= Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum.


    </tr>
Whiffs on crouching opponents.
    <tr>
}}
      <td>qcfx2+D</td>
}}
      <td align="center">0</td>
      <td align="center">-56</td>
      <td>KD</td>
    </tr>


    <tr>
      <td>qcfx3+C</td>
      <td align="center">0</td>
      <td align="center">-42</td>
      <td>KD</td>
    </tr>
    <tr>


      <td align="right">Lv2~3</td>
      <td align="center">0</td>
      <td align="center">-48</td>
      <td>KD</td>
    </tr>
    <tr>
      <td align="right">Lv4</td>


      <td align="center">3</td>
===Crouching Normals===
      <td align="center">-40</td>
      <td>KD</td>
    </tr>


</table>
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_cr.A.jpg
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=4
|Recovery=5
|Total=13
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description=
}}
}}


=Attack Notes=
Jumping D is Khushnood's best jump-in, and only crossup normal. Jumping A is a good air-to-air, and D is his usual move after a air JD.<BR>
The qcf+B is high risk; be certain to confirm it will hit or you will eat a super in recovery. With that said, sc.D xx qcf+B will be your main bread'n'butter combo and punisher. <BR>
None of Khushnood's light attacks (A's and B's) are cancellable. The only cancellable normals are crouching C, the first hit of close standing C, close standing D, and far standing D (on block/JD only). <BR>
Two air chains: B>A, and B>C. Forget about B>C entirely; the C will whiff on all standing opponents, and attempting it will leave you vulnerable. The only reason to even try it if your opponent wants to jump and Just Defend your attack, or you are attempting a throw. The B>A chain will only connect on tall standing characters. It is recommended you stick to D for all jump-ins that aren't an attempted throw setup.<BR>
Kushnood has a serious problem with randomness. Two of his major forces, the kick super and dragon punch, can hit and not juggle them off the ground as normally expected, and leave you very vulnerable. While many possibilities exist to link his weak attacks into dragon punches and kick supers, it is recommended to stick with the ones listed in the basic combos to avoid this random factor. When creating your own combos, practice when the range is known, such as using a point blank meaty attack, after a crossup, or cornered. When the range isn't so precise, avoid links to the dragon punch and super dragon punch.


=Combos=


Basics:<br>
===== <span class="invisible-header">2B</span> =====
1. sc.D xx qcf+B :Main BnB and large whiff punisher. Can be started by any deep jump-in, anywhere on screen.<br>
<font style="visibility:hidden" size="0"></font>
2. sc.D xx dp+A (brake), qcf+A : First hit must be from point blank range, so the only starting jump-in that will work is a crossup D unless the opponent is cornered. Instead of the fireball juggle, releasing a charged C attack does much more damage, if available.<br>
{{MoveData
3. sc.D xx dp+A (brake), qcfx2+K : Super version of #2.<br>
|image=Garou_Butt_cr.B.jpg
4. f+A (link) dp+A (brake)... : Same setup as above, can be juggled with qcf+A, a released C or D charge attack, or a kick super. The f+A is a overhead attack with great frame advantage on hit or block, making it a great pressuring tool. Must be started from very close. <br>
|name=2B
5. c.B>c.B (link) qcfx2+K : Opponent must be cornered to reliably connect all of the hits of the kick super. Only reliable, hit-confirmable, combo to super that begins with a low attack.<br>
|subtitle=
<br>
|caption=
Advanced:<br>
|data=
6) Standing '''D''' '''''OR''''' Down+'''AB'''-->F, D, DF+'''C''' Break-->QCFx2+'''K''' '''''OR''''' QCFx3+'''C''' ['''''Lvl. 4!''''']<BR>
{{AttackData-Garou
7) Forward+'''A'''-->Standinging '''C''' (1 hit)-->F, D, DF+'''C''', Break-->QCF+'''C'''
|Damage=6
Corner only:-<BR>
|Guard=Low
8) Jumping '''D'''-->Standing '''D'''-->F, D, DF+'''A''', Break-->QCF+'''B'''-->QCFx2+'''K'''<BR>
|Startup=4
9) Jumping '''D'''-->Standing '''D''' '''''OR''''' Down+'''AB'''-->F, D, DF+'''P''', Break-->QCF+'''C'''<BR>
|Active=4
<BR>
|Recovery=6
TOP+Corner only:-<BR>
|Total=14
10) Jumping '''D'''-->Standing '''D'''-->F, D, DF+'''A''', Break-->''TOP Attack''-->QCFx2+'''K''' '''''OR''''' QCFx3+'''C''' ['''''Lvl. 4!''''']<BR>
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description=
}}
}}


'''<nowiki>*The Ryuko Ranbu HAS to be Lvl. 4 (Tap C 10+ times) or the combo won't work!</nowiki>'''<br>
'''<nowiki>**You must perform the TOP Attack almost immediatly after the QCF+B so that the final punch doesn't connect & the opponent is juggled.</nowiki>'''


=T.O.P. Notes=
To Come.


=Overall Strategy=
===== <span class="invisible-header">2C</span> =====
To come.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_cr.C-1.jpg
|image2=Garou_Butt_cr.C-2.jpg
|name=2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=5
|Active=1, 《1》, 2
|Recovery=22
|Total=31
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}


=Matchup Notes=
To come.


=Advanced Tactics=
One option for play is to always have C held down and charged. A charged 'C' attack is an amazing tool to have at your disposal, allowing almost full screen punishment with super level damage.<BR>
Pros:<BR>
*Very fast, full screen punishment of slow whiffs<BR>
*Amazing damage<BR>
*Super easy Guard Cancels<BR>
*Combo'able from any cancel move or juggle<BR>
<BR>
Cons:<BR>
*Lose C attacks. <BR>
*Lose feints.<BR>
<BR>
Since the B super should be used far more than any other super, both for combos and as anti-air, losing the hidden super and C fireball super is very acceptable when you get a much easier to combo, no meter, super-level damage attack in a fully charged C release. Loss of the c.C, sc.C, and dp+C is is a little more of a dent, but, in my opinion, well worth it. Because of distance issues with the kick super and dp+P moves, feints are close to worthless. Khushnood will continue to have his pressure arsonal available, trading in a couple of rarely used moves for one very strong, easy to use move.<BR>
<BR>
All of the comments and strategies listed for a charged C release also apply to a charged D release. However, continuing to hold D down in a fight is just too costly. You lose Kushnood's best jump-in and his best up close, cancellable normal. This trade off is just not worth it.


=Charged C Release Notes=
===== <span class="invisible-header">2D</span> =====
With a startup time of 11 to 14 frames, this is not a move you can link into. Because of the precious time needed to charge, it should only be used when guaranteed. You should not waste a single moment worrying if you never released C during a round; you may sure it wasn't wasted, and after getting hit by it just once, your opponent will know it's waiting to strike. <br>
<font style="visibility:hidden" size="0"></font>
Using the C release as a guard cancel attack is a lot of fun, and putting the fear of attacking into your opponent will only help your pressure and rushdown game. Because of the 11 to 14 frame startup, and lack of invulnerability, you cannot expect to use it on every single guard cancel. Using it to guard cancel non-crossup jump-ins is very good, unless the opponent has air chains; you'll see this most against Gato's constant j.B>j.A jumpin, when you'll lose your charge and get punched in the face. You also want to have the Guard Cancel happen at the last hit of multi-hit attacks. Releasing C after JD'ing the first hit of B. Jenet's ground tornado projectile should get you laughed and ridiculed for losing a charge and taking damage when you could have just held the stick and blocked to keep both your charge and your health. JD'ing all three hits and guard canceling the last into the released C is a much better option. <br>
{{MoveData
|image=Garou_Butt_cr.D.jpg
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Low
|Startup=8
|Active=4
|Recovery=22
|Total=34
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=Your furthest reaching crouched normal, decently quick too.
}}
}}


=Return to The Characters=
===Jumping Normals===
[http://www.shoryuken.com/wiki/index.php/Garou:_Mark_of_the_Wolves#The_Characters Return to The Characters Menu]
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_j.A.jpg
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=5
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description= Your go to air to air given it's quick startup and decent range.
}}
}}
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_j.B.jpg
|name=j.B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=9
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description= A ton of active frames, can cross up and beat some anti airs
 
Neutral or back hop B can beat out an upper-body evasion attack.
}}
}}
 
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_j.C.jpg
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|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= Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D
}}
}}
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_j.D.jpg
|name=j.D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=High
|Startup=9
|Active=7
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description= Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.
}}
}}
 
 
 
===Command Normals===
 
===== <span class="invisible-header">Kyokugen Hiji (6A)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_f.A.jpg
|name=Kyokugen Hiji
|subtitle=6A
|caption=
|data=
{{AttackData-Garou
|Damage=12
|Guard=Overhead
|Startup=15
|Active=1
|Recovery=14
|Total=30
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=9
|description= Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit.
}}
}}
 
 
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_AB.jpg
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=24
|Active=5
|Recovery=14
|Total=43
|Hit Adv=0
|Block Adv=+6
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description= Just use the overhead command normal instead. Practically never worth using, kinda slow and has no follow ups.
}}
}}
 
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_2AB-1-re.jpg
|image2=Garou_Butt_2AB-2-re.jpg
|image3=Garou_Butt_2AB-3-re.jpg
|image4=Garou_Butt_2AB-4-re.jpg
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=9
|Active=3
|Recovery=22
|Total=34
|Hit Adv=-6
|Block Adv=0
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|description=1~6F upper-body invincibility.
}}
}}
 
 
 
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Zanretsuken (T.O.P. Attack)
|input=C+D (T.O.P. Only)
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=2x8, 15 (base damage)
|Guard=Mid
|Startup=10
|Active=
|Recovery=20~
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2×8, 9
|description= One of the better T.O.P moves, has: <br>
-Respectable damage (even if you can't combo from it)<br>
-Used in some counter hit juggle combos<br>
-Used in chip kill scenarios <br>
-Potentially useful as GC bait as well<br>
A single hit usually also launches them high, a glance hit or the full thing also always does a hard knockdown, potentially useful for getting a second to breathe. <br>
Has niche but numerous applications.
}}
}}
 
===Throws===
 
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_Grab.jpg
|name=Kyokugen Zu Tsuki
|input='''Close''' 4/6C
|subtitle=Headbutt
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=1
|Active=
|Recovery=
|Total=
|Hit Adv=+64
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Has good corner carry, standard throw that knocks down. Mainly for pressure.
}}
}}
 
===Feints===
 
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Butt_F.Taunt.jpg
|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 Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A.
}}
}}
 
 
 
===== <span class="invisible-header">Down Feint (2AC)</span> =====
{{MoveData
|image=Garou_Butt_D.Taunt.jpg
|name=2A+C
|subtitle=Down Feint
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=11
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Mimics the start of Kohou (and its break version) or Kyokugen Kohou.
}}
}}
 
 
 
===Special Moves===
 
===== <span class="invisible-header">Ko-ou Ken (236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Ko-ou Ken
|input=236A/C
|subtitle=
|caption=
|data=
The damage and guard crush values in parentheses are at short-range.<br><br>
 
Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.<br><br>
 
It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).<br><br>
 
Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
{{AttackData-Garou
|version=A
|Damage=13(18)
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7(8)
|description=
}}
{{AttackData-Garou
|version=C
|Damage=14(22)
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8(9)
|description=
}}
}}
 
===== <span class="invisible-header">Hien Shippu Kyaku (236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Hien Shippu Kyaku
|input= 236B/D
|subtitle=
|caption=
|data= Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.<br>
{{AttackData-Garou
|version=B
|Damage=8, 9
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=10
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 3
|description= Used as combo filler, most notably after a Kohou A break in the corner. The chip ain't half bad as a last resort kill sealer.
}}
{{AttackData-Garou
|version=D
|Damage=8, 10
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-7
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4, 4
|description=  Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.<br><br> Potentially decent as anti-air GC bait, but mind them going for an air JD as a response. The second hit will whiff on ALL crouching opponents on the ground, even Tizoc!
}}
}}
 
===== <span class="invisible-header">Kohou (623P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
| name=Kohou
| input=623A/C (Break OK)
| subtitle=
| image=
| caption=
| linkname=
| data =
  {{AttackData-Garou
  | subtitle          =
  | version          =A
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-19
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      = Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky.
  }}
  {{AttackData-Garou
  | header            =
  | subtitle          =
  | version          =A Break
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =+2
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      = Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD.
  }}
  {{AttackData-Garou
  | subtitle          =
  | version          =C
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-29
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      =
  }}
  {{AttackData-Garou
  | header            =
  | subtitle          =
  | version          =C Break
  | Damage            =10
  | Guard            =
  | Startup          =4
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =0
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =7
  | description      = A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. There's no I frames so as a DP it might trade, however you can guard cancel into it. You move more forward during the startup, giving more reach and being more risky than the A version.
  }}
}}
 
===== <span class="invisible-header">Harai (214A/B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Harai
|input= 214A/B
|subtitle=
|caption=
|data= Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short.
{{AttackData-Garou
|subtitle=Jou-dan (High/Mid)
|version=A
|Damage=15
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= The A version counters mid/high attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.
 
4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.
}}
{{AttackData-Garou
|subtitle=Ge-dan (Low)
|version=B
|Damage=15
|Guard=Mid
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description= The B version counters low attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.
 
1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.
}}
}}
 
===== <span class="invisible-header">Ryuu-sen Ken ([C])</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Ryuu-sen Ken
|input= [C]
|subtitle=
|caption=
|data=
You need to hold C to charge this, so it's kinda risky and gimmicky.<br><br>
You can't use all of the following:<br>
-Your C fireball<br>
-Your C DP<br>
-C Haou Shoukou Ken<br>
-Your ability to grab (you can still tech with D though)<br>
-Feint<br>
-Ryuuko Ranbu<br>
-TOP attack<br><br>
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender. <br>
{{AttackData-Garou
|version=Lvl.1
|Damage=15
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=12
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=Charge time is 120F (~2 seconds) or more.  
}}
{{AttackData-Garou
|version=Lvl.2
|Damage=18
|Guard=<span style="color:#ff0000;">Mid</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=Charge time is 240F (~4 seconds) or more.
}}
{{AttackData-Garou
|version=Lvl.3
|Damage=22
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9
|description=Charge time is 480F (~8 seconds) or more.  
}}
{{AttackData-Garou
|version=Lv4
|Damage=10, 10, 10
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=11
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-11
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×3
|description=Charge time is 960F (~16 seconds) or more. Travels really far so sometimes a decent burst option or for a GC against projectiles
}}
}}
 
===== <span class="invisible-header">Ko-sen Kyaku ([D])</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Ko-sen Kyaku
|input= [D]
|subtitle=
|caption=
|data=
Requires holding down the D button to charge. Like his Ryuu-sen Ken, but way less risky to work with, you don't lose much outside of:<br>
-Sweep<br>
-A Great jump-in<br>
-TOP attack<br>
-Kyokugen Ko Hou<br>
-And a situational special move<br><br>
 
Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).<br>
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. <br><br>
{{AttackData-Garou
|version=Lvl.1
|Damage=15
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=Charge time is 120F (~2 seconds) or more.
}}
{{AttackData-Garou
|version=Lvl.2
|Damage=18
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=Charge time is 240F (~4 seconds) or more.
}}
{{AttackData-Garou
|version=Lvl.3
|Damage=22
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9
|description=Charge time is 480F (~8 seconds) or more.
}}
{{AttackData-Garou
|version=Lvl.4
|Damage=10, 10, 10
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×3
|description=Charge time is 960F (~16 seconds) or more.
}}
}}
 
===Super Moves===
===== <span class="invisible-header">Haou Shoukou Ken (236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =
|name  =Haou Shoukou Ken
|input  =236236A/C
|caption=
|data= Eats through other projectiles that aren't Kain's balls so you can punish them with this.<br>
{{AttackData-Garou
|version =A
|Damage=33
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-16
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=15
|description= Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG.
 
1~7F full-body invincibility.
}}
{{AttackData-Garou
|header =
|version =C
|Damage=14, 14, 14, 14
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=6×4
|description= Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B, most easily done as a T.O.P. confirm.
 
1~9F full-body invincibility.
}}
}}
 
 
===== <span class="invisible-header">Kyokugen Kohou (236236K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =
|name  =Kyokugen Kohou
|input  =236236B/D
|caption=
|data=
{{AttackData-Garou
|version =B
|Damage=7×7
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-44
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=5×2, 3×5
|description= Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air.
 
1~4F full-body invincibility.
}}
{{AttackData-Garou
| header =
|version =D
|Damage=9×2, 7×8
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-56
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10×2, 3×8
|description= Similar in function to the B version, but does more damage. Typically used when you need the extra damage for the kill.
 
1~5F full-body invincibility.
}}
}}
 
 
===== <span class="invisible-header">Ryuuko Ranbu (236236236C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =
|name  =Ryuuko Ranbu
|input  =236236236C <br>(Press C rapidly)
|caption=
|data= A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect.
{{AttackData-Garou
|version = Lvl.1
|Damage=4×13
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-42
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×13
|description=1~3F full-body invincibility.
 
No extra presses (C x1).
}}
{{AttackData-Garou
|version =Lvl.2
|Damage=4×19
|Guard=Mid (Low on 7th hit)
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-48
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×19
|description=1~3F full-body invincibility.
 
C x3-6 (2-5 extra button presses during blackout).
}}
{{AttackData-Garou
|version =Lvl.3
|Damage=4x16, 5x6
|Guard=Mid (Low on the 7th hit)
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-48
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×22
|description= Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions).
 
1~3F full-body invincibility.
 
C x7-9 (6-8 extra button presses during blackout).
}}
{{AttackData-Garou
|header =
|version =Lvl.4
|Damage=8×6, 6×5, 7
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=4
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-40
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8×6, 5×6
|description=The strongest super marco has, the fireballs disappear quickly and at a short range.  1~9F full-body invincibility.
 
C x10+ (9+ extra button presses during blackout).
}}
}}
 
 
 
{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 11:50, 17 June 2024

Introduction

Marco Rodriguez. Also known as Marco Rodrigues when using Portuguese spelling. Otherwise known for his English localized name -- Khushnood Butt.

Gameplay

Khushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.

Strengths Weaknesses
  • Good offensive pressure and damaging conversions, even without meter
  • Safe on block break move that can be easily comboed into
  • Best fireball in the game; travels very fast, does high damage, and leads to a knockdown in close range
  • Relatively fast command normal overhead that can lead to a full combo
  • Need to be able to guard cancel in order to have a stronger defense
  • Lacks far-reaching cancellable normals (besides being able to renda cancel his st.A/cr.B)
MOTW Butt Art.png



Character Colors

Marcocolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


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 Butt cl.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X / ∞ X / ∞ 4

Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo.

Close 5B

c.5B
Garou Butt cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X X 4

The last 3F of recovery has full-body invincibility.


Close 5C

c.5C
Garou Butt cl.C-1.jpg
Garou Butt cl.C-2.jpg
Damage Guard Startup Active Recovery Total
5, 5 Mid 7 1, 《2》, 4 21 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 3, 3

Not very good, cancel first hit into something else if you don't end up grabbing.


Close 5D

c.5D
Garou Butt cl.D.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 26 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 5

Leads to big damage combos


Far Standing Normals

Far 5A

f.5A
Garou Butt s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 4 7 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X / ∞ X / ∞ 4

Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and from pressure/jab link combos off of close standing A

Far 5B

f.5B
Garou Butt s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 3 16 24
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 X X X 4

A good fast poke, even if you get nothing from it.

Far 5C

f.5C
Garou Butt s.C.jpg
Damage Guard Startup Active Recovery Total
12 Mid 11 5 21 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X X 5

Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit.

Far 5D

f.5D
Garou Butt s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 11 4 24 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 X 5

Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum.

Whiffs on crouching opponents.


Crouching Normals

2A

2A
Garou Butt cr.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X / ∞ X / ∞ 4


2B

2B
Garou Butt cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 X X / ∞ X / ∞ 4


2C

2C
Garou Butt cr.C-1.jpg
Garou Butt cr.C-2.jpg
Damage Guard Startup Active Recovery Total
9 Mid 5 1, 《1》, 2 22 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 5


2D

2D
Garou Butt cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 8 4 22 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 X X X 5

Your furthest reaching crouched normal, decently quick too.

Jumping Normals

jA

j.A
Garou Butt j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 5 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

Your go to air to air given it's quick startup and decent range.

jB

j.B
Garou Butt j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 9 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

A ton of active frames, can cross up and beat some anti airs

Neutral or back hop B can beat out an upper-body evasion attack.


jC

j.C
Garou Butt j.C.jpg
Damage Guard Startup Active Recovery Total
9 High 12 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D

jD

j.D
Garou Butt j.D.jpg
Damage Guard Startup Active Recovery Total
9 High 9 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.


Command Normals

Kyokugen Hiji (6A)

Kyokugen Hiji
6A
Garou Butt f.A.jpg
Damage Guard Startup Active Recovery Total
12 Overhead 15 1 14 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X X 9

Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Butt AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 24 5 14 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 +6 - X X 6

Just use the overhead command normal instead. Practically never worth using, kinda slow and has no follow ups.

Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Butt 2AB-1-re.jpg
Garou Butt 2AB-2-re.jpg
Garou Butt 2AB-3-re.jpg
Garou Butt 2AB-4-re.jpg
Damage Guard Startup Active Recovery Total
10 Mid 9 3 22 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 0 X 6

1~6F upper-body invincibility.


T.O.P. Attack (CD)

Zanretsuken (T.O.P. Attack)
C+D (T.O.P. Only)
Damage Guard Startup Active Recovery Total
2x8, 15 (base damage) Mid 10 - 20~ -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 2×8, 9

One of the better T.O.P moves, has:

-Respectable damage (even if you can't combo from it)
-Used in some counter hit juggle combos
-Used in chip kill scenarios
-Potentially useful as GC bait as well
A single hit usually also launches them high, a glance hit or the full thing also always does a hard knockdown, potentially useful for getting a second to breathe.
Has niche but numerous applications.

Throws

Ground Throw

Kyokugen Zu Tsuki
Headbutt
Close 4/6C
Garou Butt Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+64 - - - - -

Has good corner carry, standard throw that knocks down. Mainly for pressure.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Butt F.Taunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A.


Down Feint (2AC)
2A+C
Down Feint
Garou Butt D.Taunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Kohou (and its break version) or Kyokugen Kohou.


Special Moves

Ko-ou Ken (236P)

Ko-ou Ken
236A/C
The damage and guard crush values in parentheses are at short-range.

Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.

It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).

Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
A Damage Guard Startup Active Recovery Total
13(18) Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 7(8)
C Damage Guard Startup Active Recovery Total
14(22) Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 8(9)
Hien Shippu Kyaku (236K)

Hien Shippu Kyaku
236B/D
Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.
B Damage Guard Startup Active Recovery Total
8, 9 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 4, 3

Used as combo filler, most notably after a Kohou A break in the corner. The chip ain't half bad as a last resort kill sealer.

D Damage Guard Startup Active Recovery Total
8, 10 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - - 4, 4

Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.

Potentially decent as anti-air GC bait, but mind them going for an air JD as a response. The second hit will whiff on ALL crouching opponents on the ground, even Tizoc!

Kohou (623P)

Kohou
623A/C (Break OK)
A Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - - 7

Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky.

A Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +2 - - - 7

Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD.

C Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - - 7
C Break Damage Guard Startup Active Recovery Total
10 - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 7

A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. There's no I frames so as a DP it might trade, however you can guard cancel into it. You move more forward during the startup, giving more reach and being more risky than the A version.

Harai (214A/B)

Harai
214A/B
Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short.
A
Jou-dan (High/Mid)
Damage Guard Startup Active Recovery Total
15 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

The A version counters mid/high attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.

4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.

B
Ge-dan (Low)
Damage Guard Startup Active Recovery Total
15 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

The B version counters low attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter.

1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.

Ryuu-sen Ken ([C])

Ryuu-sen Ken
[C]
You need to hold C to charge this, so it's kinda risky and gimmicky.

You can't use all of the following:
-Your C fireball
-Your C DP
-C Haou Shoukou Ken
-Your ability to grab (you can still tech with D though)
-Feint
-Ryuuko Ranbu
-TOP attack

Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender.
Lvl.1 Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 7

Charge time is 120F (~2 seconds) or more.

Lvl.2 Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 8

Charge time is 240F (~4 seconds) or more.

Lvl.3 Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 9

Charge time is 480F (~8 seconds) or more.

Lv4 Damage Guard Startup Active Recovery Total
10, 10, 10 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 4×3

Charge time is 960F (~16 seconds) or more. Travels really far so sometimes a decent burst option or for a GC against projectiles

Ko-sen Kyaku ([D])

Ko-sen Kyaku
[D]
Requires holding down the D button to charge. Like his Ryuu-sen Ken, but way less risky to work with, you don't lose much outside of:
-Sweep
-A Great jump-in
-TOP attack
-Kyokugen Ko Hou
-And a situational special move

Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos.

Lvl.1 Damage Guard Startup Active Recovery Total
15 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 8

Charge time is 120F (~2 seconds) or more.

Lvl.2 Damage Guard Startup Active Recovery Total
18 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 8

Charge time is 240F (~4 seconds) or more.

Lvl.3 Damage Guard Startup Active Recovery Total
22 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 9

Charge time is 480F (~8 seconds) or more.

Lvl.4 Damage Guard Startup Active Recovery Total
10, 10, 10 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 4×3

Charge time is 960F (~16 seconds) or more.

Super Moves

Haou Shoukou Ken (236236P)

Haou Shoukou Ken
236236A/C
Eats through other projectiles that aren't Kain's balls so you can punish them with this.
A Damage Guard Startup Active Recovery Total
33 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 15

Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG.

1~7F full-body invincibility.

C Damage Guard Startup Active Recovery Total
14, 14, 14, 14 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 6×4

Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B, most easily done as a T.O.P. confirm.

1~9F full-body invincibility.


Kyokugen Kohou (236236K)

Kyokugen Kohou
236236B/D
B Damage Guard Startup Active Recovery Total
7×7 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -44 - - - 5×2, 3×5

Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air.

1~4F full-body invincibility.

D Damage Guard Startup Active Recovery Total
9×2, 7×8 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -56 - - - 10×2, 3×8

Similar in function to the B version, but does more damage. Typically used when you need the extra damage for the kill.

1~5F full-body invincibility.


Ryuuko Ranbu (236236236C)

Ryuuko Ranbu
236236236C
(Press C rapidly)
A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect.
Lvl.1 Damage Guard Startup Active Recovery Total
4×13 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -42 - - - 3×13

1~3F full-body invincibility.

No extra presses (C x1).

Lvl.2 Damage Guard Startup Active Recovery Total
4×19 Mid (Low on 7th hit) 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - - 3×19

1~3F full-body invincibility.

C x3-6 (2-5 extra button presses during blackout).

Lvl.3 Damage Guard Startup Active Recovery Total
4x16, 5x6 Mid (Low on the 7th hit) 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -48 - - - 3×22

Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions).

1~3F full-body invincibility.

C x7-9 (6-8 extra button presses during blackout).

Lvl.4 Damage Guard Startup Active Recovery Total
8×6, 6×5, 7 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -40 - - - 8×6, 5×6

The strongest super marco has, the fireballs disappear quickly and at a short range. 1~9F full-body invincibility.

C x10+ (9+ extra button presses during blackout).


Game Navigation

General
Controls
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System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant