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

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(Add cancel data into MoveData templates)
(Remove original table for cancel info)
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'''"Advancing D Dance Cancel"<br>
'''"Advancing D Dance Cancel"<br>
D, cancel with C (can only be done approximately 1/4+ screen from opponent)
D, cancel with C (can only be done approximately 1/4+ screen from opponent)
=Attributes=
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"
|-
| '''Command''' || '''Cancel on Hit''' || '''Cancel on Block''' || '''Feint Cancel'''
|-
| Far [[File:Snka.gif]] || X || O || X
|-
| Far [[File:snkb.gif]] || X || O || X
|-
| Far [[File:Snkc.gif]] || X || X || X
|-
| Far [[File:Snkd.gif]] || X || O || O (on block)
|-
| Close [[File:Snka.gif]] || X || O || X
|-
| Close [[File:snkb.gif]] || X || O || X
|-
| Close [[File:Snkc.gif]] || O || O || O
|-
| Close [[File:Snkd.gif]] || O || X || X
|-
| [[File:d.png]] [[File:Snka.gif]] || X || X || X
|-
| [[File:d.png]] [[File:snkb.gif]] || X || X || X
|-
| [[File:d.png]] [[File:Snkc.gif]] || O || O || O
|-
| [[File:d.png]] [[File:Snkd.gif]] || X || X || X
|-
| jump [[File:Snka.gif]] || NA || NA || NA
|-
| jump [[File:snkb.gif]] || NA || NA || NA
|-
| jump [[File:Snkc.gif]] || NA || NA || NA
|-
| jump [[File:Snkd.gif]] || NA || NA || NA
|-
| hop [[File:Snka.gif]] || NA || NA || NA
|-
| hop [[File:snkb.gif]] || NA || NA || NA
|-
| hop [[File:Snkc.gif]] || NA || NA || NA
|-
| hop [[File:Snkd.gif]] || NA || NA || NA
|-
| [[File:Snka.gif]] + [[File:snkb.gif]] || NA || NA || NA
|-
| [[File:d.png]] + [[File:Snka.gif]] + [[File:snkb.gif]] || O || X || O
|-
| [[File:f.png]] + [[File:snka.gif]] || X || X || X
|}


=Hit Boxes and Frame Data=
=Hit Boxes and Frame Data=

Revision as of 22:02, 24 May 2022

Marco.PNG
MOTW Logo.png

Introduction

To come.

Pros

Cons

Character Colors

Marcocolors.JPG

Gameplay Overview

Kushnood 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.
Kushnood's main drawback is his randomness. Brake'ing 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.

Move List

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

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

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

Damage "basic" damage -- unmodified damage values

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

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

Close Standing Normals

Cl. Kof.lp.png
Kof.lp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No Yes -

Standing jab.

Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Kof.lp.png>Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cl. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No Yes -

Cl. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes Yes -

Cl. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No Yes No -

Far Standing Normals

Far Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No Yes -

Far Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No Yes -

Far Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No No -

Far Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - Yes (on block) No Yes -

Crouching Normals

Cr. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No No -

Cr. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No No -

Cr. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes Yes -

Cr. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No No -

Jumping Normals

Jump Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Command Normals

Kyokugen Hiji
F.png + Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - No No No -

St. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - Yes Yes No -

T.O.P. Attack
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Throws

Close B.png/F.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Feint Cancels

F.png+Kof.lp.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

D.png+Kof.lp.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Special Moves

Ko'ou-Ken
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
13 (18) - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
14 (22) - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Hien Shippu-Kyaku
Qcf.png+Kof.lk.png/Kof.sk.png
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
16 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
17 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Kohou
Dp.png + Kof.lp.png
Dp.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Dp.png + Kof.lp.png Break Damage Guard Startup Active Recovery Total
10 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Kohou
Dp.png + Kof.sp.png
Dp.png + Kof.sp.png Damage Guard Startup Active Recovery Total
10 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Dp.png + Kof.sp.png Break Damage Guard Startup Active Recovery Total
10 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Harai
Qcb.png+Kof.lp.png/Kof.lk.png
Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
15 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
N/A - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Sen
Ch. Kof.sp.png/Kof.sk.png
Lv1 Damage Guard Startup Active Recovery Total
15 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Lv2 Damage Guard Startup Active Recovery Total
18 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Lv3 Damage Guard Startup Active Recovery Total
22 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Lv4 Damage Guard Startup Active Recovery Total
27 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Super Moves

Haou Shoukou Ken
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
33 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
48 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -


Kyokugen Kohou
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
35 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
51 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Ryuuko Ranbu
Qcf.png,Qcf.png,Qcf.png + Kof.sp.png (Press Kof.sp.png rapidly)
Lv1 Damage Guard Startup Active Recovery Total
31 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Lv2 Damage Guard Startup Active Recovery Total
43 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Lv3 Damage Guard Startup Active Recovery Total
55 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Lv4 Damage Guard Startup Active Recovery Total
61 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Command Normal Moves

"Advancing D Dance Cancel"
D, cancel with C (can only be done approximately 1/4+ screen from opponent)

Hit Boxes and Frame Data


Standing, Crouching and Running



Taunt


Command Total Frames
Normal U.png 35


Garou Butt Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif 9


Garou Butt F.Taunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif 10


Garou Butt D.Taunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif 14


Garou Butt cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


Garou Butt cl.B.jpg

Command Start Up Hit Guard
Close Snkb.gif 5 +4 +4


Garou Butt cl.C-1.jpgGarou Butt cl.C-2.jpg

Command Start Up Hit Guard
Close Snkc.gif 11 -5 -5


Garou Butt cl.D.jpg

Command Start Up Hit Guard
Close Snkd.gif 11 -9 -9


Garou Butt s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +4 +4


Garou Butt s.B.jpg

Command Start Up Hit Guard
Far Snkb.gif 5 -4 -4


Garou Butt s.C.jpg

Command Start Up Hit Guard
Far Snkc.gif 11 -5 -5


Garou Butt s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -7 -7



Garou Butt cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 4 +6 +6


Garou Butt cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 4 +5 +5


Garou Butt cr.C-1.jpgGarou Butt cr.C-2.jpg

Command Start Up Hit Guard
D.png Snkc.gif 5 -5 -5


Garou Butt cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 8 KD -5


Garou Butt j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 5 ? ?


Garou Butt j.B.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 9 ? ?


Garou Butt j.C.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 12 ? ?


Garou Butt j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 9 ? ?



Garou Butt AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 24 0 +6


Garou Butt 2AB-1-re.jpgGarou Butt 2AB-2-re.jpgGarou Butt 2AB-3-re.jpgGarou Butt 2AB-4-re.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 9 -6 0


Garou Butt f.A.jpg

Command Start Up Hit Guard
F.png + Snka.gif 15 +6 +6



Command Start Up Hit Guard
Qcf.png + Punch.gif 9 KD -5


Command Start Up Hit Guard
air Qcf.png + Snkb.gif 10 KD -7


Command Start Up Hit Guard
air Qcf.png + Snkd.gif 8 KD -7



Command Start Up Hit Guard
Dp.png + Snka.gif 4 KD -19
Dp.png + Snka.gif Break 4 KD +2



Command Start Up Hit Guard
Dp.png + Snkc.gif 4 KD -29
Dp.png + Snkc.gif Break 4 KD 0


Garou Butt qcb.A.jpg

Command Start Up Hit Guard
Qcb.png + Snka.gif 2 KD -N/A


Garou Butt qcb.B.jpg

Command Start Up Hit Guard
Qcb.png + Snkb.gif 1 KD N/A


Command Start Up Hit Guard
Qcb.png + Snkb.gif 13 KD -19
Qcb.png + Snkb.gif Break 13 KD +12


Command Start Up Hit Guard
Qcb.png + Snkd.gif 13 KD -19
Qcb.png + Snkd.gif break 13 KD +12


Command Start Up Hit Guard
Qcf.png + Snkd.gif 9 KD


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snka.gif 6 KD -51


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkc.gif 6 KD -14


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkb.gif 0 KD -33


Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkd.gif 0 KD -32


Command Start Up Hit Guard
Close Snka.gif 4 +6 +6
Close Snkb.gif 4 +4 +4
Close Snkc.gif 7 -4 -4
Close Snkd.gif 5 -9 -9
Far Snka.gif 3 +4 +4
Far Snkb.gif 5 -4 -4
Far Snkc.gif 11 -5 -5
Far Snkd.gif 11 -7 -7
D.png Snka.gif 4 +6 +6
D.png Snkb.gif 4 +5 +5
D.png Snkc.gif 5 -5 -5
D.png Snkd.gif 8 KD -5
Snka.gif + Snkb.gif 24 0 +6
D.png + Snka.gif + Snkb.gif 9 -6 0
F.png + Snka.gif 15 +6 +6
Qcf.png + Snka.gif 9 KD -5
Qcf.png + Snkc.gif 9 KD -5
Qcf.png + Snkb.gif 10 KD -8
Qcf.png + Snkd.gif 7 KD -7
Qcb.png + Snka.gif 2 KD N/A
Qcb.png + Snkb.gif 3 KD N/A
Dp.png + Snka.gif 4 KD -19
Dp.png + Snka.gif (Break) 4 KD +2
Dp.png + Snkc.gif 4 KD -29
Dp.png + Snkc.gif (Break) 4 KD 0
ch. Snkc.gif lv1 12 KD -9
ch. Snkc.gif lv2-3 14 KD -9
ch. Snkc.gif lv4 11 KD -11
ch. Snkd.gif 14 KD -8
ch. Snkd.gif lv4 14 KD -6
Snkc.gifSnkd.gif 10 KD -24
Qcf.png, Qcf.png + Snka.gif 17 KD -16
Qcf.png, Qcf.png + Snkc.gif 8 KD -24
Qcf.png, Qcf.png + Snkb.gif 0 KD -44
Qcf.png, Qcf.png + Snkd.gif 0 KD -56
Qcf.png, Qcf.png, Qcf.png + Snkc.gif lv1 0 KD -42
Qcf.png, Qcf.png, Qcf.png + Snkc.gif lv2-3 0 KD -48
Qcf.png, Qcf.png, Qcf.png + Snkc.gif lv4 3 KD -40

Data from Howard's Arena

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.
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.
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).
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.
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.
The frame advantage on his AB overhead attack is very important. On block, you have massive advantage, and Kushnood is one of the only two characters with a safe overhead even on hit (+0, even frame advantage). This also means that any AB overhead that hits as a meaty will link to a kick super or hidden C super (lvl 1-3). So after a knock down, get in close and time a very meaty AB overhead. If you time it to whiff, you can bait wake up anti-air supers from Hotaru, B. Jenet, Gato, and other Kushnoods for sure. If you time it as a very meaty hit, you will have massive frame advantage if blocked, and a free super if hit.

Combos

Anywhere

j.Snkd.gif,s.Snkd.gif,QCF+Snkb.gif
j.Snkd.gif,s.Snkd.gif,QCFx2+P (Recommended as his Kick super might not connect)
s.Snkd.gif or cr.Snkc.gif or cr.Snka.gif Snkb.gif,QCFx2+Snka.gif

Corner only

j.Snkd.gif,s.Snkd.gif,F, D, DF+P, Snka.gif Snkb.gif,QCF+HP

j.Snkd.gif,s.Snkd.gif,F, D, DF+Snka.gif, Snka.gif Snkb.gif,QCF+Snkb.gif,QCFx2+K

Even though it looks like the kick super won't connect; it will so long as you input it as Butt is recovering from the QCF+Snkb.gif.

T.O.P. Notes

Butt's T.O.P. attack is the traditional Kyokugenryu Zanretsuken. It's the most damaging non-super followup to a braked Snkc.gif DP. If done immediately after a braked Snka.gif DP the last hit will whiff and leave the opponent in a super slow floating state that is extremely easy to combo into Super.

Overall Strategy

In-depth video lecture on Marco. Please use the timestamps to navigate the topics.

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.
Pros:

  • Very fast, full screen punishment of slow whiffs
  • Amazing damage
  • Super easy Guard Cancels
  • Combo'able from any cancel move or juggle


Cons:

  • Lose C attacks.
  • Lose feints.


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.

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

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 made sure it wasn't wasted, and after getting hit by it just once, your opponent will know it's waiting to strike.
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.

Game Navigation

General
Controls
HUD
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