Garou: Mark of the Wolves/Kevin Rian

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< Garou: Mark of the Wolves
Revision as of 16:42, 8 June 2024 by Guruslum (talk | contribs) (→‎Special Moves: Creeper and Abide Mine are separate moves even if they share the same motion, so I've decided to split them apart again)

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.
Standing/Taunting Crouching Dash Jumping
Garou Kevin Stand.png Garou Kevin Crouch.png Garou Kevin Dash.png Garou Kevin Jump.png
33F

Close Standing Normals

Close 5A

c.5A
Garou Kevin c5A.png
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.


Close 5B

c.5B
Garou Kevin c5B.png
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


Close 5C

c.5C
Garou Kevin c5C.png
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


Close 5D

c.5D
Garou Kevin 5D.png
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

Far 5A

f.5A
Garou Kevin f5A.png
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


Far 5B

f.5B
Garou Kevin f5B.png
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


Far 5C

f.5C
Garou Kevin f5C.png
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


Far 5D

f.5D
Garou Kevin 5D.png
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

2A
Garou Kevin 2A.png
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

2B
Garou Kevin 2B.png
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

2C
Garou Kevin 2C.png
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

2D
Garou Kevin 2D.png
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

jA

j.A
Garou Kevin jA.png
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


jB

j.B
Garou Kevin jB.png
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


jC

j.C
Garou Kevin jC.png
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.


jD

j.D
Garou Kevin jD.png
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)

Poli-Kick
6B
Garou Kevin 6B.png
Garou Kevin 6B 1.png
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

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Kevin 5AB.png
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.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Kevin 2AB.png
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.


T.O.P. Attack (5CD)

Blast Charge (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Kevin 5CD.png
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

Ground Throw

Poli-Throw
Close 4/6C
Garou Kevin Grab.png
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

Forward Feint (6AC)

6A+C
Forward Feint
Garou Kevin 6AC.png
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.


Down Feint (2AC)

2A+C
Down Feint
Garou Kevin 2AC.png
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 (214P)

Hell Rotor
214A/C
Garou Kevin 214A.png
A
Garou Kevin 214C.png
C
A Lvl.1 Damage Guard Startup Active Recovery Total
14 Mid 14 2 - -
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 2 - -
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 2 - -
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 3 - -
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 3 - -
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 3 - -
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 (41236P)

Hell Arrest
41236A/C
Garou Kevin 41236A.png
A
Garou Kevin 41236C.png
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)

Creeper
214B
Garou Kevin 214B.png
B Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Kevin advances forward with a low-profile crawl. Can be cancelled into 3 follow-ups.

B>A 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>B 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

B>C 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.


Abide Mine (214D)

Abide Mine
214D
Garou Kevin 214D.png
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 (623P)

Hell Snipe
623A/C
Garou Kevin 623A.png
A
Garou Kevin 623C.png
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 (236K)

Hell Trap
236B/D (Brake OK)
Garou Kevin 236B.png
B
Garou Kevin 236D.png
D
Garou Kevin 236K 1.png
Second hit
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

Second hit is a hitgrab that 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

The only brake move that hits low and can't be avoided by 2ABs.

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

Second hit is a hitgrab that 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 (236236P)

Lucky Strike
236236A/C
Garou Kevin 236236A.png
A
Garou Kevin 236236C.png
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 (236236K)

Gatling Freezer
236236B/D
Garou Kevin 236236B.png
B
Garou Kevin 236236D.png
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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