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

From SuperCombo Wiki
(Removed button icons from normals sections)
(Removed button icons from specials section and consolidated some specials in the same template to match other pages.)
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|image2=Garou_Kevin_6B-2.jpg
|image2=Garou_Kevin_6B-2.jpg
|name=Poli-Kick
|name=Poli-Kick
|input={{Motion|6}}+{{Icon-SNK|B}}
|input=6B
|subtitle=
|subtitle=
|caption=
|caption=
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{{MoveData
{{MoveData
|image=Garou_Kevin_AB.jpg
|image=Garou_Kevin_AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=5A+B
|subtitle=Lower-body evasion attack
|subtitle=Lower-body evasion attack
|caption=
|caption=
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|image2=Garou_Kevin_2AB-2.jpg
|image2=Garou_Kevin_2AB-2.jpg
|image3=Garou_Kevin_2AB-3.jpg
|image3=Garou_Kevin_2AB-3.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=2A+B
|subtitle=Upper-body evasion attack
|subtitle=Upper-body evasion attack
|caption=
|caption=
Line 594: Line 594:
|image3=Garou_Kevin_CD-3.jpg
|image3=Garou_Kevin_CD-3.jpg
|name=Blast Charge (T.O.P. Attack)  
|name=Blast Charge (T.O.P. Attack)  
|input={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. Only)
|subtitle=
|subtitle=
|caption=
|caption=
Line 624: Line 624:
|image=Garou_Kevin_Grab.jpg
|image=Garou_Kevin_Grab.jpg
|name=Poli-Throw
|name=Poli-Throw
|input='''Close''' {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|input='''Close''' 4/6C
|subtitle=
|subtitle=
|caption=
|caption=
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{{MoveData
{{MoveData
|image=Garou_Kevin_ForwardTaunt.jpg
|image=Garou_Kevin_ForwardTaunt.jpg
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=6A+C
|subtitle=Forward Feint
|subtitle=Forward Feint
|caption=
|caption=
Line 680: Line 680:
{{MoveData
{{MoveData
|image=Garou_Kevin_DownTaunt.jpg
|image=Garou_Kevin_DownTaunt.jpg
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=2A+C
|subtitle=Down Feint
|subtitle=Down Feint
|caption=
|caption=
Line 710: Line 710:
|image=
|image=
|name=Hell Rotor  
|name=Hell Rotor  
|input= {{Motion|214}}+{{Icon-SNK|A}}
|input=214A/C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}} Lv 1
  |version=A Lvl.1
  |Damage=14
  |Damage=14
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 731: Line 731:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+ Hold {{Icon-SNK|A}} Lv 2
  |version=[A] Lvl.2
  |Damage=20
  |Damage=20
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 747: Line 747:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+ Hold {{Icon-SNK|A}} Lv 3
  |version=[A] Lvl.3
  |Damage=26
  |Damage=26
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 762: Line 762:
  |description= Charge held past 29 frames of startup, between the window of 30~61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.)  
  |description= Charge held past 29 frames of startup, between the window of 30~61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.)  
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Hell Rotor
|input= {{Motion|214}}+{{Icon-SNK|C}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}} Lv 1
  |version=C Lvl.1
  |Damage=15
  |Damage=15
  |Guard=<span style="color:#ff0000;">Overhead</span>
  |Guard=<span style="color:#ff0000;">Overhead</span>
Line 792: Line 779:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+ Hold {{Icon-SNK|C}} Lv 2
  |version=[C] Lvl.2
  |Damage=19
  |Damage=19
  |Guard=<span style="color:#ff0000;">Overhead</span>
  |Guard=<span style="color:#ff0000;">Overhead</span>
Line 808: Line 795:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+ Hold {{Icon-SNK|C}} Lv 3
  |version=C Lvl.3
  |Damage=23
  |Damage=23
  |Guard=<span style="color:#ff0000;">Overhead</span>
  |Guard=<span style="color:#ff0000;">Overhead</span>
Line 824: Line 811:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
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|image=
|image=
|name=Hell Arrest
|name=Hell Arrest
|input= {{Motion|41236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= 41236A/C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|41236}}+{{Icon-SNK|A}}
  |version=A
  |Damage=10, 10
  |Damage=10, 10
  |Guard=
  |Guard=
Line 853: Line 838:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|41236}}+{{Icon-SNK|C}}
  |version=C
  |Damage=12, 12
  |Damage=12, 12
  |Guard=
  |Guard=
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|image=
|image=
|name=Creeper
|name=Creeper
|input= {{Motion|214}}+{{Icon-SNK|B}}
|input= 214B/D
|subtitle=
|subtitle=
|caption=
|caption=
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  {{AttackData-Garou
  {{AttackData-Garou
  |header=no
  |header=no
  |version= {{Motion|214}}+{{Icon-SNK|B}}
  |version= B
  |Damage=
  |Damage=
  |Guard=
  |Guard=
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= --- {{Icon-SNK|A}}
  |version= --- A
  |subtitle= (Follow-up)
  |subtitle= (Follow-up)
  |Damage=20
  |Damage=20
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= --- {{Icon-SNK|B}}
  |version= --- B
  |subtitle= (Follow-up)
  |subtitle= (Follow-up)
  |Damage=20
  |Damage=20
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= --- {{Icon-SNK|C}}
  |version= --- C
  |subtitle= (Follow-up)
  |subtitle= (Follow-up)
  |Damage=0
  |Damage=0
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  |description=Cancels Creeper.  
  |description=Cancels Creeper.  
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Abide Mine
|input= {{Motion|214}}+{{Icon-SNK|D}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|D}}
  |version=D
  |Damage=0
  |Damage=0
  |Guard=
  |Guard=
Line 979: Line 951:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
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|image=
|image=
|name=Hell Snipe
|name=Hell Snipe
|input= {{Motion|623}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= 623A/C
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|A}}
  |version=A
  |Damage=15
  |Damage=15
  |Guard=Mid
  |Guard=Mid
Line 1,008: Line 978:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|623}}+{{Icon-SNK|C}}
  |version=C
  |Damage=16
  |Damage=16
  |Guard=Mid
  |Guard=Mid
Line 1,032: Line 1,002:
|image=
|image=
|name=Hell Trap
|name=Hell Trap
|input= {{Motion|236}}+{{Icon-SNK|B}}
|input= 236B/D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|236}} + {{Icon-SNK|B}}
  |version= B
  |Damage=9, 12
  |Damage=9, 12
  |Guard=<span style="color:#ff0000;">Low, Mid</span>
  |Guard=<span style="color:#ff0000;">Low, Mid</span>
Line 1,053: Line 1,023:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|236}} + {{Icon-SNK|B}} Break
  |version= B Break
  |Damage=9
  |Damage=9
  |Guard=<span style="color:#ff0000;">Low</span>
  |Guard=<span style="color:#ff0000;">Low</span>
Line 1,068: Line 1,038:
  |description=
  |description=
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Hell Trap
|input= {{Motion|236}}+{{Icon-SNK|D}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|236}} + {{Icon-SNK|D}}
  |version= D
  |Damage=9, 12
  |Damage=9, 12
  |Guard=<span style="color:#ff0000;">Low, Mid</span>
  |Guard=<span style="color:#ff0000;">Low, Mid</span>
Line 1,098: Line 1,055:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|236}} + {{Icon-SNK|D}} Break
  |version= D Break
  |Damage=9
  |Damage=9
  |Guard=<span style="color:#ff0000;">Low</span>
  |Guard=<span style="color:#ff0000;">Low</span>
Line 1,114: Line 1,071:
  }}
  }}
}}
}}


===Super Moves===
===Super Moves===
Line 1,124: Line 1,079:
|image =
|image =
|name  =Lucky Strike
|name  =Lucky Strike
|input  ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
|input  =236236A/C
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
  |version = A
  |Damage=3, 3, 11, 11, 11
  |Damage=3, 3, 11, 11, 11
  |Guard=Mid
  |Guard=Mid
Line 1,145: Line 1,100:
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
  |version =C
  |Damage=2, 2, 10, 10, 10, 32
  |Damage=2, 2, 10, 10, 10, 32
  |Guard=Mid
  |Guard=Mid
Line 1,169: Line 1,124:
|image =
|image =
|name  =Gatling Freezer
|name  =Gatling Freezer
|input  ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
|input  =236236B/D
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}
  |version = B
  |Damage=21
  |Damage=21
  |Guard=Mid
  |Guard=Mid
Line 1,190: Line 1,145:
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version =D
  |Damage=7, 8, 9, 10, 11
  |Damage=7, 8, 9, 10, 11
  |Guard=Mid
  |Guard=Mid

Revision as of 23:40, 29 May 2024

Introduction

Kevin Rian

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

>Still Top 1

>Bingo!

Gameplay

TBD

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


Character Colors

Kevincolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.html


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

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

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

Damage "basic" damage -- unmodified damage values

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

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


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

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

Standing jab.


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


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


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


Far Standing Normals

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


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


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


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


Crouching Normals

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


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


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


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


Jumping Normals

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


j.B
Garou Kevin 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
- - - X X 4


j.C
Garou Kevin 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
- - - X X 5

Small Jump C has 9 damage.


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

Small Jump D has 9 damage.


Command Normals

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


Universal Moves

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

Overhead.


2A+B
Upper-body evasion attack
Garou Kevin 2AB-1.jpg
Garou Kevin 2AB-2.jpg
Garou Kevin 2AB-3.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 22 33
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 0 X 6

1~8F upper-body invincibility

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


Blast Charge (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Kevin CD-1.jpg
Garou Kevin CD-2.jpg
Garou Kevin CD-3.jpg
Damage Guard Startup Active Recovery Total
7x3 (base damage) Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 9×3


Throws

Poli-Throw
Close 4/6C
Garou Kevin 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
+48 - - - - -

Normal throw.


Feints

6A+C
Forward Feint
Garou Kevin 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 Hell Rotor.


2A+C
Down Feint
Garou Kevin DownTaunt.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 cl.5C or f.5C.


Special Moves

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

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

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

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

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

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

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

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

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

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

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

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

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


Creeper
214B/D
B Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Advance forward with a low-profile crawl.

--- A
(Follow-up)
Damage Guard Startup Active Recovery Total
20 Low 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 7

Low follow-up

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

Overhead follow-up

--- C
(Follow-up)
Damage Guard Startup Active Recovery Total
0 - - - - 7
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cancels Creeper.

D Damage Guard Startup Active Recovery Total
0 - - - - 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

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

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

1~4F full-body invincibility.

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

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


Hell Trap
236B/D
B Damage Guard Startup Active Recovery Total
9, 12 Low, Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -22 - - - 7

Follow-up is a hitgrab that whiffs or is blocked after guarding the first hit. The follow-up can be air JDed.

B Break Damage Guard Startup Active Recovery Total
9 Low 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +11 - - - 7
D Damage Guard Startup Active Recovery Total
9, 12 Low, Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - - 8

Follow-up is a hitgrab that whiffs or is blocked after guarding the first hit. The follow-up can be air JDed.

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

Super Moves

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

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

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

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


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

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

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

1F full-body invincibility.


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