Garou: Mark of the Wolves/Kim Jae Hoon

From SuperCombo Wiki
< Garou: Mark of the Wolves
Revision as of 02:46, 26 December 2022 by Dnalsi (talk | contribs) (Removed strategy section and other remaining sections to put in separate pages)
Jae.PNG

Introduction

Kim Jae Hoon is the younger brother of Kim Dong Hwan, both of them together are the sons of Taekwondo Master, Kim Kaphwan. Unlike his older brother, Kim Jae Hoon is much more serious with Taekwondo and believes firmly in his fathers ideals of justice. Jae Hoon uses many of the same techniques his father before him used, such has the Hangetsu Zan and Hou'ou Kyaku, with a bit of an original spin of his own, adding his element of fire to his attacks to amplify the power behind his blows.

Jae Hoon enters the Maximum Mayhem tournament with his older brother Dong Hwan after their father, whom was visiting the newly re-built Second South, was attacked by an very strong oppenent and was injured. Jae Hoon swears to avenge his fathers defeat, and so, dragging Dong Hwan with him, the two compete in the Maximum Mayhem tournament with hope that one of them will be able to face the monster that defeated their father.

Gameplay

Jae is an "honest" type of character. His main gameplan is to pressure the opponent with his great normals and hit confirm into damaging combos. His secondary gameplan is to use his great normals pressure to threaten with basic mix: high/low mix with jump/hop attacks; cross-up; throw; hienzan break; or even his other unsafe and risky moves.

Strengths Weaknesses
  • Great set of normals for all purposes of a match, variety of excellent pokes and plus/FCable normals.
  • Solid meterless damage, and great damage in the corner - even has an infinite in the corner
  • Good left right mixups anywhere on screen, especially ambogious in the corner
  • Most special moves are bad or hard to use
  • Some of the slowest meter gain
MOTW Jae Art.png



Character Colors

Jaecolors.JPG

Move List

Frame Data Source : https://w.atwiki.jp/garoumow/pages/82.html and https://w.atwiki.jp/garoumow/pages/22.html and Howard's Arena

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 Kim cl.A.jpg
Damage Guard Startup Active Recovery Total
4 HL 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes/chainable Yes/chainable 4

Pretty much the same as far A, but in proximity form - which means its great, and a primary tool for pressure, combos and poking

Cl. Kof.lk.png
Garou Kim cl.B.jpg
Damage Guard Startup Active Recovery Total
6 HL 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes Yes 4

outdone by cl.A in most situation, but in the corner you could link into standing A and get a combo after

Cl. Kof.sp.png
Garou Kim cl.C-1.jpg
Garou Kim cl.C-2.jpg
Damage Guard Startup Active Recovery Total
5, 5 HL/HL 5 1, 4 22 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 Yes (1st hit) Yes (1st hit) Yes (1st hit) 3, 3

Solid move for pressure after FCing it, mostly in the corner

Cl. Kof.sk.png
Garou Kim cl.D-1.jpg
Garou Kim cl.D-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 HL/HL 4 1 (5) 3 24 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 Yes (1st hit) Yes (1st hit) Yes (1st hit) 3, 3

You can insert the first hit in some punish combos, its best used is in his corner infinite using its big advantage on FC. Cant be JDed crouching.

Far Standing Normals

Far Kof.lp.png
Garou Kim s.A.jpg
Damage Guard Startup Active Recovery Total
5 HL 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes/chainable Yes/chainable 4

Very big hitbox for a jab, amazing speed and advantage on block, its good for pressure and basic antiairing/jabbing. Used a lot for safe poking and pressure - its so plus on block you can microwalk in the corner after hitting this move and still link a second one as a true combo.

Far Kof.lk.png
Garou Kim s.B.jpg
Damage Guard Startup Active Recovery Total
7 HL 4 3 12 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 0 Yes Yes Yes 4

An okay poke at far range

Far Kof.sp.png
Garou Kim s.C.jpg
Damage Guard Startup Active Recovery Total
14 HL 12 3 28 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 Yes (on block) No Yes 5

Too slow to be a reliable anti air, despite the hitbox. don't use this move

Far Kof.sk.png
Garou Kim s.D.jpg
Damage Guard Startup Active Recovery Total
14 HL 13 2 22 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 No No No 5

Will go over low pokes but its not rewarding and very slow

Crouching Normals

Cr. Kof.lp.png
Garou Kim cr.A.jpg
Damage Guard Startup Active Recovery Total
4 L 5 4 8 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 No No/chainable No/chainable 4

Would be so good if you could cancel. you can chain 3 of these midscreen and it's plus on block. thanks to its plus frames and how fast your kick super is, though, you can still potentially link it afterwards for a combo. Even without the cancel its just generally a crazy poke that stacks up damage over time.

Cr. Kof.lk.png
Garou Kim cr.B.jpg
Damage Guard Startup Active Recovery Total
6 L 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

The core of your pressure, poking and many combos. Low, fast, self chains and links into many normals including 2c, 5a and 5b

Cr. Kof.sp.png
Garou Kim cr.C.jpg
Damage Guard Startup Active Recovery Total
10 HL 5 3 17 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 Yes Yes Yes 5

Great normal, as its fast, damaging, plus on block, and has decent range. used in many combos, poking, pressure (very plus if FCed), etc.

Cr. Kof.sk.png
Garou Kim cr.D.jpg
Damage Guard Startup Active Recovery Total
10 L 7 4 25 36
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 No No No 5

Typical sweep, which means it aint that good. heavy knockdown is nice and the range is nice but its quite unsafe on block with no cancel options

Jumping Normals

Jump Kof.lp.png
Garou Kim j.A.jpg
Damage Guard Startup Active Recovery Total
5 H 6 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 4

Probably your best jump in due to its good active frames, great speed and hitbox. the hitstun aint that long so its hard to get significany advantage after, the key is to hit it right before landing. Also your only crossup.

Jump Kof.lk.png
Garou Kim j.B.jpg
Damage Guard Startup Active Recovery Total
6 H 6 8 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 4

An alternative option, has a worse hitbox for jumping ins but instead is very active and reaches further. also a great air to air potentially, and is also a crossup option, albeit a harder one

  • For a hop (small jump) B, the startup is 7F and is active for 6F.

Jump Kof.sp.png
Garou Kim j.C.jpg
Damage Guard Startup Active Recovery Total
9 H 6 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 5

Hits above Jae Hoon.

  • Good as an air-to-air
  • Use it to hit when you're closer to the ground. You'll have more advantage

Jump Kof.sk.png
Garou Kim j.D.jpg
Damage Guard Startup Active Recovery Total
10 H 8 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 5

Your best heavy jump in and with massive range and an exceptional air poke. Hopped j.D compliments his ground low pokes really well

Command Normals

St. Kof.lp.pngKof.lk.png
Garou Kim AB.jpg
Damage Guard Startup Active Recovery Total
10 H 25 1 19 45
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - No No 6
  • airborne from the 1st frame.
  • on the ground at the last 16 frames.

Cr. Kof.lp.pngKof.lk.png
Garou Kim 2AB-1.jpg
Garou Kim 2AB-2.jpg
Garou Kim 2AB-3.jpg
Garou Kim 2AB-4.jpg
Damage Guard Startup Active Recovery Total
10 HL 11 2 20 33
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 +3 Yes Yes No 6

Decent range and its cancelable, along with its excellent hitbox. Decent for occasional poking and you get a combo with ease.

  • 1-5F upper body invincible
  • 18F hitstun on hit, 24F blockstun on block.

T.O.P. Attack
Kof.sp.pngKof.sk.png
Neri Chagi (Axe Kick)
Damage Guard Startup Active Recovery Total
17 H 30 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - - 25

Very slow startup overhead, but nearly instant recovery. However it doesn't hit overhead if canceled into and might not knockdown at further ranges. Bad.

  • 17 basic damage. 21 damage with default 1.25x TOP.

After 30F startup, active 1, 1. 26 recovery. Total recovery 58F. No hitstop/blockstop, goes immediately to hitstun/blockstun.

  • Normally, the 1st hit will be blocked. The total recovery will be 27F. Blockstun will be 26F. Block adv. will be -1.
  • If only the 2nd hit reaches and is blocked, there will be a total recovery of 26F. Blockstun will be 26F. Block adv. will be +0.
  • If only the 2nd hit reaches and hits, there is no knockdown. Total recovery is 26F. Hitstun is 24F. Hit adv. becomes -2.

Shou-Kyaku Hou
"Rising Leg Cannon" or "Phoenix Cannon"
B.png,B.png+Kof.lk.png
Garou Kim bbB.jpg
Damage Guard Startup Active Recovery Total
12 HL 23 5 25 53
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 Yes Yes Yes 9

Weird move - you backdash, then lunge forward with a launching kick. rewarding on hit and the backdash might let you dodge some shit but its too slow, stubby and unsafe to be useful.

  • Launches opponent into the air on hit.
  • You can kara cancel the startup, usually done with hienzan D break or 236K

Throws

Close B.png/F.png+Kof.sp.png
Normal Throw
Garou Kim Grab.jpg
Body Throw ("Karada Otoshi" or "体落とし")
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
34 - - - - -

Basic throw damage, but the sdvantage and distance let Jae Moon set solid left right mixups midscreen with jump a (microwalk slightly more to get a crossup), and very ambiguous ones in the corner (microwalk j.a will crossup, microwalk j.b wont).

Feints

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
Garou Kim 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 236[P] being held slightly.

  • Minimum feint frames = 10F
  • Full feint animation = 33F

1-12F beginning, 13-14F leg held up (2 frames), 15-33F the rest of the animation (19 frames)

~1-20F is the leg going up and down. Similar to the animation of 236[P] being held and released at the start.

Uses:

  • Can fake a 236[P]. Use that threat to move forward.
    • Forward feint cancel into dash ("6AC, 6") is convenient.
    • In neutral, "2, 6AC" is more convincing of 236[P] being buffered than only doing 6AC.

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

Does the start of 236(x2)K

  • Minimum feint frames = 10F
  • Full feint animation = 43F

1-32F is the super animation when going dark. 33-43F is the rest of animation.

16-32F of that is when the arms are down.

Uses:

  • Down feint cancel makes it easier to go into down direction attacks or go straight to charging hienzan.
  • Fake out a super

Special Moves

Shakka-shuu
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
19 HL 19 1 (3) 1 (3) 1 (4) 4 39 75
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 1(x3), 2
Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
19 - 19 1 (3) 1 (3) 1 (4) 4 39 75
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 1(x3), 2

Kick flurry series. Slow, so they don't combo from lights, but are an okay combo finisher.

Unsafe on block, can hold the button for a window to be in a guardpoint stance that absorbs mids and highs.

No difference in frame data or damage and C version goes further.

Offers much more corner carry but you get no mixups.

Aside from prioritizing corner carry snd GCing fireballs, dont use this.


Basic damage = 5, 5, 5, 8

236A/C 1-10F, 11-12F (pre-raised leg), 13-19F (7 frames) rest of startup. 9-12F was leg being raised.

There is upper body guard point at 11-12F, but when the charging button is held, the maximum length of GP ends as far as at 60F:

236[A]/[C]

  • [A] -- max 13-44F (32 frames) leg is fully raised and can be held for GP, 45-51F (7 frames) rest of startup.
  • [C] -- max 13-50F (48 frames) leg is fully raised and can be held for GP, 51-57F (7 frames) rest of startup.

Ryusei Raku
Qcf.png+Kof.lk.png/Kof.sk.png
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
21 L/HL 14 3 (28) 4 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 3, 4

The initial kick in the B version is extremely stubby, its very hard to make it land. never use this
Basic Damage: 11, 12

Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
24 L/HL 16 3 (28) 4 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 4, 4

Sweep forward, then an overhead (visually, its a mid) flame kick. Your most damaging ender and almost always your best way to finish combos on the ground, meterlessly. Gives you decent oki as well. Best used in combos.
Basic Damage: 11, 15

Hangetsu-zan
Qcb.png+Kof.lk.png/Kof.sk.png
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
24 HL 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 2, 2, 4

Your shittiest ground combo ender. Very inconsistent at range due to the first hit being very vertical and not comboing from range. the second hit may sometimes connect but only if you do a single normal point blank first. No other use for this move.

Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
24 HL 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 3, 3, 5

Even slower and with not much utility otherwise.

Hishou-kyaku
Divekick
Air D.png+Kof.lk.png/Kof.sk.png
Air D.png+Kof.lk.png Damage Guard Startup Active Recovery Total
5-18 HL 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 or more -5 or more - - - 2(×4)

The divekick. does up to 4 kicks in a row while diving forward. comboable from all air normals. punishable on hit at best, and can be even worse depending on how it hits. Pretty bad.

Basic Damage: 5, 6, 6, 6

Air D.png+Kof.sk.png Damage Guard Startup Active Recovery Total
5-18 HL 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 or more -5 or more - - - 2(×4)

Basic Damage: 5, 6, 6, 6

Ashi Binta
Divekick Followup
Air Qcb.png+Kof.lk.png/Kof.sk.png Damage Guard Startup Active Recovery Total
15 H - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 or more - - - 7

Its too slow to combo and insanely unsafe in block. don't use this

Air Df.png+Kof.lk.png/Kof.sk.png Damage Guard Startup Active Recovery Total
10 L - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 2

Hold 3 and spam D during divekick combos from the dive and knocks down, but insanely unsafe. Dont use this. Basic Damage: 15

Hien-zan
Charge D.png ~ U.png + Kof.lk.png
D.png ~ U.png + Kof.lk.png Damage Guard Startup Active Recovery Total
16 HL 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 4, 4

1-2f of full body invulnerability
Basic Damage: 9, 8

D.png ~ U.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
9 HL 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - - 4

1-2f of full body invulnerability. + on block semi-dp. its neat, since it leads to juggles more consistently then [2]8dBR and is plus on block, though still just as small and not invul all the way through startup. Used in some optimal punishes, more than D DP, and is your best move for passive meter building, also slowish snd hard to spam.

Hien-zan
Charge D.png ~ U.png + Kof.sk.png
D.png ~ U.png + Kof.sk.png Damage Guard Startup Active Recovery Total
20 HL 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -37 - - - 4, 4

1-4f of full body invul. Very fast and deals decent damage. The only issue is that its bad at anti airing and the hitbox is so small it whiffs beyond point blank on the ground. Still better of a reversal than B version, though you have no reason to just do a raw reversal.

Basic Damage: 9, 7, 7 (and another 7 for air 2D follow-up)

D.png ~ U.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9 HL 4 2 15+8=23 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 4

1-4F of full body invul. 0 on block and leads to a juggle into super or another flashkick on hit, while still being a true reversal. the only limitation is the small hitbox which is bad for anti airing and is stubby, but this move is still neat to have. can be used for some optimal punishes and your guard cancel of choice.

Empty break must be done during 2-7F.

12F of hitstop/blockstop. 24F blockstun on block.

Super Moves

Houyoku Tenshou-kyaku
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
34 H 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -52 - - - 5(×7)

1-11F full body invulnerability. Stubby range and slow startup time, can make this a very inconsistent and risky reversal and combo tool. Generally it would be useless, but it does have one utility - you can juggle into 236236b anywhere on screen afterwards, massive damage for 2 bars. Used in optimal punishes when you have the meter - just make sure you're close

Basic Damage: 10, 8, 5, 5, 5, 5, 5 (basic 43, correct 34)

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
43/61 (Full charge C) H 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -28 - - - 10(×10)

1-14F full body invulnerability. Deals more damage, obviously. Still a very inconsistent move, though its oddly enough mearly twice as safer as the A version (still -26 on block). You do get a juggle after this as well, but its usually into something like [2]8D. No real reason to ever use this.

Basic Damage: 236(x2)C 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 (basic 60, correct 43)

Basic Damage: 236(x2)[C]]C[ 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 27 (basic 87, correct 61)


Hou'ou-kyaku
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
36 HL 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - - 15

Your better super. Great range, 0 startup, great damage. its very easy to combo into, to the point you can link into it from plus on hit normals for an easy hitconfirm. Also great for punishing anything minus, tho keep in mind it doesn't travel too far in an instant.

Basic Damage: 236(x2)B 8 hits 15, 3, 3, 3, 5, 13, 13, 13 (basic 68, correct 36)

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
54 HL 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -25 - - - 30

1F full body invulnerability. A more consistent way to burn 2 bars for damage, it still keeps all the great qualities of B super. Overloads and slows the game hilariously, though this has no real practical implication. Goes further faster and reachrd fullscreen.

Basic Damage: 236(x2)D 18 hits 13, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 18 (basic 107, correct 54)


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