Garou: Mark of the Wolves/Kim Dong Hwan

From SuperCombo Wiki

Introduction

To come.


Gameplay

To come.


Strengths Weaknesses
  • Best character at hit & run play
  • Very versatile 0f air super move that can be used to punish from the air
  • Has an air throw
  • Has both a super jump and wall jump
  • Reliant on meter for more damaging combos and punish opportunities
  • Break move is unsafe on block
MOTW Kim Art.png


Character Colors

Dongcolors.JPG


Move List

Frame Data Source : http://www13.atwiki.jp/garoumow/pages/21.html and https://w.atwiki.jp/garoumow/pages/72.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.
  • For P-Power Raimei Dan 236(x2)D, the last hit, for every level, is impossible to just defend at 0-pixel health bar.


Standing, Crouching and Running Taunt Jumping (35 total frames)
DongSCR.jpg DongTaunt.jpg DongJump.jpg


Super Jump: Press D.png, then U.png/U.png/Uf.png Dong cannot JD during a superjump, allowing opponents to anti air

Wall Jump: Jump towards a wall and then press the opposite direction to it. Dong retains his air JD ability after wall jump. It is a good tool to escape the corner.


Close Standing Normals

Cl. Kof.lp.png
DongCloseA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Cl. Kof.lk.png
DongCloseB.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 4


Cl. Kof.sp.png
DongCloseC.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 5 1, 4 22 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 3, 3

It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo.


Cl. Kof.sk.png
DongCloseD.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 4 1, 《5》, 3 24 37
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 3, 3


Far Standing Normals

Far Kof.lp.png
DongStandA.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4


Far Kof.lk.png
DongStandB.jpg
Damage Guard Startup Active Recovery Total
7 Mid 4 3 12 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 0 4


Far Kof.sp.png
DongStandC.jpg
Damage Guard Startup Active Recovery Total
14 Mid 12 3 28 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 X 5


Far Kof.sk.png
DongStandD.jpg
Damage Guard Startup Active Recovery Total
14 Mid 13 2 20 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X X 5

Note: It's possible to reduce the move's overall recovery by canceling its landing recovery.


Crouching Normals

Cr. Kof.lp.png
DongDownA.jpg
Damage Guard Startup Active Recovery Total
4 Low 5 4 9 18
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X X / ∞ X / ∞ 4


Cr. Kof.lk.png
DongDownB.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4


Cr. Kof.sp.png
DongDownC.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 3 14 22
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5


Cr. Kof.sk.png
DongDownD.jpg
Damage Guard Startup Active Recovery Total
10 Low 7 4 25 36
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 X X X 5

One of the best sweep in the game. Can be punished with supers or when not spaced properly.


Jumping Normals

Jump Kof.lp.png
DongJumpA.jpg
Damage Guard Startup Active Recovery Total
5 High 5 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Can beat out upper-body evasion attacks, and can crossup

Jump Kof.lk.png
DongJumpB.jpg
Damage Guard Startup Active Recovery Total
6 High 6 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4


Jump Kof.sp.png
DongJumpC.jpg
Damage Guard Startup Active Recovery Total
9 High 6 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5


Jump Kof.sk.png
DongJumpD.jpg
Damage Guard Startup Active Recovery Total
9 High 8 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5


Command Normals

Ushiro-geri (Back Kick)
Air B.png+Kof.sp.png
DongBackC.jpg
Damage Guard Startup Active Recovery Total
10 High 4 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 9

Can beat out upper-body evasion attacks.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
DongAB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 25 1 19 45
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X X 6
  • airborne from the 1st frame.
  • on the ground at the last 16 frames.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
DongDwnAB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 10 2 19 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 +4 X 6

1~5F upper-body invincibility.


Kaiten Dong Hwan (T.O.P. Attack)
Rotating Don Juan
Kof.sp.pngKof.sk.png
DongTOP.jpg
Damage Guard Startup Active Recovery Total
10, 3×4 (base damage) Mid 8 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 2, 3×4


Throws

Tai Otoshi
Body Throw
Close B.png/F.png+Kof.sp.png
DongThrow.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+34 - - - - -

Normal throw.


Tai Hineri
Body Twisting Throw
Air Close D.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
16 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+40 - - - - -

Air throw.


Feints

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
DongFwdFeint.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 Shiden-kyaku B (front stomp).


D.png+Kof.lp.png+Kof.sp.png
Down Feint
DongDwnFeint.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 Shiden-kyaku D (back stomp). Try to use this feint for Dong, it has less pushback.


Special Moves

Raimei Zan
Qcb.png+Kof.lk.png/Kof.sk.png
Dong214B.jpg
First hit whiffs on crouching opponents.

Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
10, 10 Overhead 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 3, 3
Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
12, 12 Overhead 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4, 4


Hishou Kyaku
Air D.png+Kof.lk.png/Kof.sk.png
DongDwnBandD.jpg
Can beat out upper-body evasion attacks.

Air D.png+Kof.lk.png Damage Guard Startup Active Recovery Total
10, 5×3 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 or more (up to -4) 0 or more (up to -4) - - - 2×4

B version travels slower.

Air D.png+Kof.sk.png Damage Guard Startup Active Recovery Total
10, 5×3 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 or more (up to -4) 0 or more (up to -4) - - - 2×4

D version travels faster, such that there are usually 3 hits, rather than 4 hits.


Shiden Kyaku
Qcf.png+Kof.lk.png/Kof.sk.png
Dong236B.jpg
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
10 Low 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+13 +13 - - - 7
Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
12 Low 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +9 - - - 8


Ashi Binta
Hcb.png+Kof.sp.png
Dong63214C.jpg
Hcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
5×6, 8 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 1×7


Kuu Sa Jin
Dp.png+Kof.lp.png
DongDPAandC.jpg
1~5F full-body invincibility

Dp.png + Kof.lp.png Damage Guard Startup Active Recovery Total
5, 6×3 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -30 - - - 3, 2×3
Dp.png + Kof.lp.png Break Damage Guard Startup Active Recovery Total
5 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 3


Kuu Sa Jin
Dp.png+Kof.sp.png
DongDPAandC.jpg
1~5F full-body invincibility

Dp.png + Kof.sp.png Damage Guard Startup Active Recovery Total
8, 4×4, 8 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - - 3, 2×4, 5
Dp.png + Kof.sp.png Break Damage Guard Startup Active Recovery Total
8 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 3


Super Moves

Super Dong Hwan Kyaku
Air Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
DongjCsuper.jpg
Can beat out upper-body evasion attacks.

Air Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
15, 5×5 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -39 - - - 5×6
Air Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
18, 6×6, 18 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -69 - - - 10, 7×7


Raimei Dan
Qcf.png,Qcf.png + Kof.lk.png
DongDsuper.jpg
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
35 Mid 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 20

1~13F full-body invincibility. Has a projectile hitbox/hurtbox.


Raimei Dan
Qcf.png,Qcf.png + Kof.sk.png
DongDsuper.jpg
The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D).
1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox.

Qcf.png,Qcf.png + Kof.sk.png Lv 1 Damage Guard Startup Active Recovery Total
6, 35 Overhead, Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 10, 30

Lv 1 done without holding D, or D let go within 1~13F after exiting blackout.

Qcf.png,Qcf.png + Hold Kof.sk.png Lv 2 Damage Guard Startup Active Recovery Total
6, 8, 35 Overhead, Overhead, Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 10, 10, 30

Lv 2 done holding D for a moment, within 14~18F after exiting blackout.

Qcf.png,Qcf.png + Hold Kof.sk.png Lv 3 Damage Guard Startup Active Recovery Total
6, 8, 9, 35 Overhead, Overhead, Overhead, Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 10, 10, 20, 30

Max Lv 3 done holding D even longer, from 19~23F after exiting blackout.


Ore-sama Houou Kyaku
Qcf.png,Qcf.png,Qcf.png + Kof.sp.png
DongHiddenSuper.jpg
Qcf.png,Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
9, 4×7, 3×3, 9×5 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - - 20

1F full-body invincibility.


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