Garou: Mark of the Wolves/Freeman

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< Garou: Mark of the Wolves
Revision as of 22:20, 1 April 2022 by RadMadDad (talk | contribs) (Adding MoveData for Special Move)
Freeman.PNG

Introduction

A Criminal in Second South that had a similar look about a fusion of Iori and Benimaru.

Later,in KOF 12 Iori based his new non-flame moveset about him.

Pros Cons
  • Fast low attacks
  • Lack of BR Potentials
  • Low Defense Ratio

Character Colors

Freemancolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.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
Damage Guard Startup Active Recovery Total
- - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes Yes -

Standing jab.

Cl. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes Yes -

Cl. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 Yes Yes Yes -

Cl. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 Yes (1st hit) Yes (1st hit) Yes (1st hit) -

Far Standing Normals

Far Kof.lp.png
Damage Guard Startup Active Recovery Total
- - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 Yes Yes Yes -

Far Kof.lk.png
Damage Guard Startup Active Recovery Total
- - 5 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 Yes Yes Yes -

Far Kof.sp.png
Damage Guard Startup Active Recovery Total
- - 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 No No No -

Far Kof.sk.png
Damage Guard Startup Active Recovery Total
- - 8 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 Yes (on Block) No Yes -

Crouching Normals

Cr. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - 5 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes Yes -

Cr. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes Yes -

Cr. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes Yes -

Cr. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 No No No -

Jumping Normals

Jump Kof.lp.png
Damage Guard Startup Active Recovery Total
- - 4 - - -
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
- - 5 - - -
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
- - 9 - - -
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
- - 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Command Normals

St. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
- - 21 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - - - -

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

Feint Cancels

Special Moves

V.O.D.
Qcb.png + Kof.lp.png * 3
Qcb.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
- - - - - -
Qcb.png+Kof.lp.png > Qcb.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
- - - - - -
Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png > Qcb.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
- - - - - -


V.O.D.
Qcb.png + Kof.sp.png * 3
Qcb.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
- - - - - -
Qcb.png+Kof.sp.png > Qcb.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
- - - - - -
Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png > Qcb.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
- - - - - -




Command Move Weak Damage Strong Damage
Qcb.png + Punch.gif V.O.D 8 8
---Qcb.png + Punch.gif V.O.D 8 8
-----Qcb.png + Punch.gif V.O.D 8 8
Qcf.png + Punch.gif Nightmare 17 21
Qcb.png + Kick.gif Crow 17 19
Dp.png + Punch.gif Phobia 18 22
Hcf.png + Kick.gif Morbid Angel 21 21
Hcf.png + Kick.gif (Break) Morbid Angel 0 0
Qcf.png, Qcf.png + Punch.gif Full Blast 33 46
Qcf.png, Qcf.png + Kick.gif Creeping Death 33 44

Super Moves

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.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X X X
Far Snkd.gif X O O (on block)
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O (1st hit) O (1st hit) O (1st hit)
D.png Snka.gif O O O
D.png Snkb.gif O O O
D.png Snkc.gif O O O
D.png Snkd.gif X X X
jump Snka.gif NA NA NA
jump Snkb.gif NA NA NA
jump Snkc.gif NA NA NA
jump Snkd.gif NA NA NA
hop Snka.gif NA NA NA
hop Snkb.gif NA NA NA
hop Snkc.gif NA NA NA
hop Snkd.gif NA NA NA
Snka.gif + Snkb.gif NA NA NA
D.png + Snka.gif + Snkb.gif O X O
Close Snka.gif, Snka.gif X X X
Close Snka.gif, Snka.gif, Snka.gif X X X

Frame Data

Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ 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.

Command Start Up Hit Guard
Close Snka.gif 4 +6 +6
Close Snkb.gif 3 +6 +6
Close Snkc.gif 7 -7 -7
Close Snkd.gif 4 -2 -2
Far Snka.gif 4 -1 -1
Far Snkb.gif 5 -5 -5
Far Snkc.gif 9 +1 +1
Far Snkd.gif 8 -2 -2
D.png Snka.gif 5 +4 +4
D.png Snkb.gif 4 +4 +4
D.png Snkc.gif 6 +4 +4
D.png Snkd.gif 10 KD -10
Snka.gif + Snkb.gif 8 -1 +5
D.png + Snka.gif + Snkb.gif 21 +1 +7
Snka.gif, Snka.gif, Snka.gif -5 -5
Qcf.png + Snka.gif 18 KD -6
Qcf.png + Snkc.gif 26 KD -6
Qcb.png + Snka.gif 9 +1 +1
---Qcb.png + Snka.gif 0 0
-----Qcb.png + Snka.gif KD -24
Qcb.png + Snkc.gif 14 -5 -5
---Qcb.png + Snkc.gif -12 -12
-----Qcb.png + Snkc.gif KD -1
Qcb.png + Snkb.gif 29 KD -22
Qcb.png + Snkd.gif 41 +1 +1
Dp.png + Snka.gif 17 -9 -9
Dp.png + Snkc.gif 20 -1 -1
Hcf.png + Snkb.gif 25 KD
Hcf.png + Snkb.gif (Break) 25 +10
Hcf.png + Snkd.gif 27 KD
Hcf.png + Snkd.gif (Break) 27 +10
Qcf.png, Qcf.png + Snka.gif 11 KD -7
Qcf.png, Qcf.png + Snkc.gif 12 KD -7
Qcf.png, Qcf.png + Kick.gif 13 KD

Data from Howard's Arena

Hitboxes

Garou Freeman Grab.jpg

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


Garou Freeman ForwardTaunt.jpg

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



Garou Freeman DownTaunt.jpg

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


Garou Freeman cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 4 +6 +6


Garou Freeman cl.B.jpg

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


Garou Freeman cl.C.jpg

Command Start Up Hit Guard
Close Snkc.gif 7 -7 -7


Garou Freeman cl.D-1.jpgGarou Freeman cl.D-2.jpg

Command Start Up Hit Guard
Close Snkd.gif 4 -2 -2


Garou Freeman s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 4 -1 -1


Garou Freeman s.B.jpg

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


Garou Freeman s.C-1.jpgGarou Freeman s.C-2.jpg

Command Start Up Hit Guard
Far Snkc.gif 9 +1 +1


Garou Freeman s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 8 -2 -2



Garou Freeman cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 5 +5 +5


Garou Freeman cr.B.jpg

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


Garou Freeman cr.C.jpg

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


Garou Freeman cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 10 KD -10


Garou Freeman j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 4 ? ?


Garou Freeman j.B.jpg

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


Garou Freeman j.C.jpg

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



Garou Freeman j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 10 ? ?


Garou Freeman AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 21 -1 +5

Attack Notes

His dash is different from the rest of the cast, if you maintain forward (forward neutral forward+hold) his dash will travel more distance.


You can alternate between rekka C and A, therefore it is recomended to always use the A version for the 3rd rekka as it is the safest one, and prefer the A version as well as 2nd since it hits low and has the best frame advantage.

Also note that if you are out of range, you can whiff cancel rekkas (karacancel), for example 2C > rekka A(whiff) karacancel 2nd rekka A (will combo with the 2C). It is also a blockstring on block.

A simple pressure string would be rekka A > rekka A > 2C > rekka A karacancel into rekka A.

You can make your opponent guess by delaying your rekkas or doing something else (mainly after the 2nd rekka A).


Other than his rekkas, his special moves are either unsafe or can be reacted to easily so it is not recommended to use them.


His far C is an amazing poke as it covers the air very well.


He is one of the few characters able to confirm his super via 3 lights midscreen : clB 2B stA Super (use the 2B 236AD 236A shortcut for easy execution).

Combos

Basic Combos

Crouching B 1~3 times (at least one if not at corner)-->QCB+A (x3)

Jumping C or D-->Down+AB-->QCB+C (x3)

Jumping C or D-->Standing C-->QCF+A

Jumping C or D-->Standing C-->QCFx2+P

Crouching B 1~3 times (at least one if not at corner)-->QCFx2+P

Advanced Combos

Jumping C or D-->Down+AB-Feint->Crouching C-->QCFx2+P (Better chance of working at the corner)
HCF+K, Break-->Standing C-Feint->Crouching C-->QCFx2+P

T.O.P. Notes

Freeman's TOP move is a barrier that surrounds his body. Recovery on the move is ok, but be cautious.

Basic Strategy

Freeman is a pure ground rushdown character based on quick and speedyful combos, your main objetive in far combat is to use your grab and break and in close combat to use your rekkas for pressure.

He is a bottom tier along with Tizoc due that his Break Shot and Feint Moves are more a tactic than a combo adding.

Freeman is a bit of an odd character. On paper, he looks fantastic, with decent speed, good damage behind his attacks, and invincibility frames on a lot of his specials. However, he suffers three crippling flaws: worst brake move in the game, terrible combo-ability, and lack of any sort of a jump-in stopper. The last one is the worst; he somewhat makes up for poor combo-ability with his powerful attacks, but since almost any character can jump in on him at will, there is little he can do on defense.

Advanced Tactics

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


Matchup Notes

To come.

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Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
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Kevin Rian
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