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| data = | | data = All versions are impossible to just defend at 0-pixel health bar. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}} | | version = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}} | ||
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1~4F full-body invincibility, attack guaranteed to go through entire startup and come out. | 1~4F full-body invincibility, attack guaranteed to go through entire startup and come out. | ||
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{{AttackData-Garou | {{AttackData-Garou | ||
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Revision as of 15:27, 27 April 2023
Introduction
Kain R. Heinlein is the final boss in Garou. He is uncle to Rock Howard, and runs the family business after Geese's death.
Gameplay
TBD
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source : https://w.atwiki.jp/garoumow/pages/32.html and https://w.atwiki.jp/garoumow/pages/70.html
Data Help | |
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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. |
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
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 | Yes | Yes/chainable | Yes/chainable | 4 |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 11 | 20 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+0 | +0 | Yes | Yes | Yes | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 8 | 3 | 24 | 35 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-6 | -6 | Yes | Yes | Yes | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5×3 | Mid | 9 | 1, 1, 3 | 30 | 44 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-12 | -12 | No | No | No | 3, 3, 3 |
Far Standing Normals
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 | Yes | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 11 | 20 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+0 | +0 | Yes | Yes | Yes | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
8, 8 | Mid | 12 | 2, 1 | 23 | 38 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-3 | -3 | Yes (1st hit) | Yes (1st hit) | Yes (1st hit) | 3, 3 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6×3 | HL | 9 | 1, 1, 3 | 30 | 44 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-12 | -12 | No | No | No | 3, 3, 3 |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 7 | 3 | 19 | 29 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-1 | -1 | No | No | No | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -5 | No | No | No | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | No | No | 4 |
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 |
- | - | - | No | No | 4 |
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 |
- | - | - | No | No | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | No | No | 5 |
Small jump D can beat out upper-body evasion attacks. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Overhead | 23 | 3, 8 | 12 | 46 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-1 | +5 | No | No | No | 3, 3 |
Overhead. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
19 | Mid | 18 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -13 | - | - | - | 25 |
Kain's top move travels forward, covering a fair amount of distance and is good for one hit that knocks down your opponent. Besides doing a super, this is one of the most damaging moves you can finish a combo with. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7×3 | - | 1 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+78 | - | - | - | - | - |
Kain's normal throw. |
Feints
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 Schwarz Panzer D and its break. |
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 Himmlisch Atem. |
Special Moves
Super Moves