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

From SuperCombo Wiki
mNo edit summary
No edit summary
Line 976: Line 976:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2×10
   | Guard Crush Value = 2×10
   | description      =  
   | description      = Way less useful than just sending out kain's pair of blue balls. Has a few niche ways it's better but less damage, less guard crush value and less block stun overall.





Revision as of 17:56, 30 July 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
  • One of the best break moves in the game (invincible and very advantageous on block)
  • Best setplay/okizeme in the game which can lead to guaranteed guard crush setups
  • Good meter build
  • Seele bug can force the opponent from just defend to block, leading to checkmate scenarios
  • Higher guard crush gauge than average
  • Lacks faster damaging punishes
  • Must charge in order to guard cancel with a special move
MOTW Kain Art.png


Character Colors

Kaincolors.JPG

Move List

Frame Data Source : https://w.atwiki.jp/garoumow/pages/32.html and https://w.atwiki.jp/garoumow/pages/70.html

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

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

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

Damage "basic" damage -- unmodified damage values

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

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


Close Standing Normals

Cl. Kof.lp.png
Garou Kain s.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes/chainable Yes/chainable 4

Standing jab.


Cl. Kof.lk.png
Garou Kain s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 11 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 Yes Yes Yes 4


Cl. Kof.sp.png
Garou Kain cl.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 24 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 Yes Yes Yes 5


Cl. Kof.sk.png
Garou Kain s.D-1.jpg
Garou Kain s.D-2.jpg
Garou Kain s.D-3.jpg
Damage Guard Startup Active Recovery Total
5×3 Mid 9 1, 1, 3 30 44
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 No No No 3, 3, 3


Far Standing Normals

Far Kof.lp.png
Garou Kain s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes/chainable Yes/chainable 4


Far Kof.lk.png
Garou Kain s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 11 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 Yes Yes Yes 4


Far Kof.sp.png
Garou Kain s.C-1.jpg
Garou Kain s.C-2.jpg
Damage Guard Startup Active Recovery Total
8, 8 Mid 12 2, 1 23 38
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 Yes (1st hit) Yes (1st hit) Yes (1st hit) 3, 3


Far Kof.sk.png
Garou Kain s.D-1.jpg
Garou Kain s.D-2.jpg
Garou Kain s.D-3.jpg
Damage Guard Startup Active Recovery Total
6×3 HL 9 1, 1, 3 30 44
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 No No No 3, 3, 3


Crouching Normals

Cr. Kof.lp.png
Garou Kain cr.A.jpg
Cr. Kof.lp.png Damage Guard Startup Active Recovery Total
4 Mid 3 5 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No/chainable No/chainable 4
Cr. Kof.lp.png > Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
4, 5 Mid, Low 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No No 4, 4

Target combo from 2A.

Cr. Kof.lp.png > Cr. Kof.sp.png Damage Guard Startup Active Recovery Total
4, 8 Mid, Mid 7 3 19 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No No 4,5

Target combo from 2A.


Cr. Kof.lk.png
Garou Kain cr.B.jpg
Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
6 Low 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 No No/chainable No/chainable 4
Cr. Kof.lk.png > Cr. Kof.sp.png Damage Guard Startup Active Recovery Total
6, 8 Low, Mid 7 3 19 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No No 4, 5

Target combo from 2B.


Cr. Kof.sp.png
Garou Kain cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 7 3 19 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 No No No 5


Cr. Kof.sk.png
Garou Kain cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 11 5 21 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 No No No 5


Jumping Normals

Jump Kof.lp.png
Garou Kain j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 5 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - No No 4


Jump Kof.lk.png
Garou Kain j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 6 8 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - No No 4


Jump Kof.sp.png
Garou Kain j.C.jpg
Damage Guard Startup Active Recovery Total
10 High 9 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - No No 5


Jump Kof.sk.png
Garou Kain j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 8 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - No No 5

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


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Kain AB.jpg
Damage Guard Startup Active Recovery Total
6, 6 Overhead 23 3, 8 12 46
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 No No No 3, 3

Overhead.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Kain 2AB-1.jpg
Garou Kain 2AB-2.jpg
Garou Kain 2AB-3.jpg
Cr. Kof.lp.pngKof.lk.png Damage Guard Startup Active Recovery Total
10 Mid 8 4 27 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -6 Yes (on hit) Yes No 6

1~6F upper-body invincibility

Cr. Kof.lp.pngKof.lk.png > St. Kof.sp.png Damage Guard Startup Active Recovery Total
10, 10 Mid 6 1 36 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 Yes Yes Yes 6, 3

Target combo from 2AB (on both hit and block). Make 2AB safe on block by feint canceling the C follow-up. (Kain is the only character that can do this.)


Schwarze Stoß (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Garou Kain CD.jpg
Damage Guard Startup Active Recovery Total
23 (with 1.25x damage modifier) 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

Schwarze Mond
Close B.png/F.png + Kof.sp.png
Garou Kain Grab.jpg
Damage Guard Startup Active Recovery Total
7×3 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+78 - - - - -

Kain's normal throw.


Feints

F.png + Kof.lp.pngKof.sp.png
Forward Feint
Garou Kain ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Schwarz Panzer D and its break.


D.png + Kof.lp.pngKof.sp.png
Down Feint
Garou Kain DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Himmlisch Atem.


Special Moves

Schwarze Flamme
Charge B.png~F.png + Kof.lp.png/Kof.sp.png
All versions are impossible to just defend at 0-pixel health bar.

B.png~F.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - - 8
B.png~F.png + Kof.sp.png Damage Guard Startup Active Recovery Total
15 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-14 -14 - - - 8, 5


Schwarze Panzer
Charge B.png~F.png + Kof.lk.png/Kof.sk.png
All versions are impossible to just defend at 0-pixel health bar.

B.png~F.png + Kof.lk.png Damage Guard Startup Active Recovery Total
18 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 7
B.png~F.png + Kof.sk.png Damage Guard Startup Active Recovery Total
9, 9, 9 Mid 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - - 2×3, 3
B.png~F.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9, 9 Mid 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 2×3


Schwarze Lanze
Charge D.png~U.png + Kof.lk.png/Kof.sk.png
All versions are impossible to just defend at 0-pixel health bar.

D.png~U.png + Kof.lk.png Damage Guard Startup Active Recovery Total
7, 6 Mid, Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -4 - - - 7, 5, 7

1~6F full-body invincibility

D.png~U.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
7 Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - - 7

1~6F full-body invincibility

D.png~U.png + Kof.sk.png Damage Guard Startup Active Recovery Total
5, 3, 3, 8, 6 Mid, Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 8, 5×2, 7

1~5F full-body invincibility

D.png~U.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
5 Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - - 8

1~5F full-body invincibility


Super Moves

Himmlische Seele
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
Both versions are:
Impossible to just defend at 0-pixel health bar
Have 1~4F full-body invincibility
And GUARANTEED to go through their entire startup and come out
Qcf.pngQcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
5×7 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +34 - - - 2×7

Especially useful as a strong pressure option during okizeme

Qcf.pngQcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
5×10 - 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +46 - - - 2×10

Way less useful than just sending out kain's pair of blue balls. Has a few niche ways it's better but less damage, less guard crush value and less block stun overall.

Himmlische Atem
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
Both versions are:
Impossible to just defend at 0-pixel health bar
Have 1~6F full-body invincibility
And GUARANTEED to go through their entire startup and come out
Qcf.pngQcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
28 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +8 - - - 15

Few hit confirms outside of counter hits, the opponent can also move during the black screen. Ignore this outside of scenarios you'll know it'll land.

Qcf.pngQcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
28, 16, 16 - 2 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +34 - - - 15, 8×2

The damage is HUGE but you'll have to be in a place to land all 3 shots. Two confirms are

Lanze break counter hit > lanze break > C Atem

2AB5C > C Atem


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