Garou: Mark of the Wolves/Kim Dong Hwan

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KimDongHwan.PNG
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Introduction

To come.

Pros

-Lot of overhead options -good cancels -Excellent S-Power Follow up option

Cons

-Excessive use of Super Moves

Character Colors

Dongcolors.JPG

Gameplay Overview

Kim Dong Hwan is a character that is speciallized in aerial and anti air moves.

His normals are shorts but quick,but the main game will be about charge for his Aerial Super Move and attack the opponent with a overhead jump in and combo it and finishing with his anti aerial special.

He is a top-mid tier due that his speed is very fast and effective, and also he doesn't need feint cancel to make more damage, his weakness can be about long and middle range, due that his options are more about air overhead than rushdowns.

His main tool for low pokes will be his stomp specials, due that they had a good recovery to combo a normal in middle range combat or special in close combat.

And also he had a useful P-Power Only Move to rushdown but sadly its the only effective and useful one.

Move List

Normal Moves

Command Normal Moves

Super Jump: Press D.png, then U.png/U.png/Uf.png
Wall Jump: Jump towards a wall and then press the opposite direction to it
Ushiro-geri (BacKick): B.png+Snkc.gif in the air

Special Command Moves

Command Move Weak Damage Strong Damage
Qcb.png + Kick.gif Raimei Zan 19 22
Dp.png + Punch.gif Kuusa-jin 18 24
Dp.png + Punch.gif (Break) Kuusa-jin 5 8
air D.png + Kick.gif Hishou-kyaku 10-22 10-22
Qcf.png + Kick.gif Shiden-kyaku 10 12
Hcb.png + Snkc.gif Ashi Binta -- 28
Qcf.png, Qcf.png + Punch.gif (in air) Super Dong Hwan Kick 33 55
Qcf.png, Qcf.png + Kick.gif Raimei Dan 35 37/41/48
Qcf.png, Qcf.png, Qcf.png + Snkc.gif Ore-sama Hou'ou Kyaku -- 53

Frame Data

Source : http://www13.atwiki.jp/garoumow/pages/21.html

Move Startup Guard Adv. Hit Adv. GC Value Cancellation Remarks
Near Standing A 3 +6 +6 4 Chain / ◯
Near Standing B 4 +4 +4 4
Near Standing C 5 -5 -5 3,3 ※ ◯
Near Standing D 4 -6 -6 3,3 ※ ◯
Far Standing A 3 +6 +6 4
Far Standing B 4 0 0 4
Far Standing C 12 -10 -10 5
Far Standing D 13 -1 -1 5 × Note
Crouched A 5 +2 +2 4 Chain / ×
Crouched B 4 +6 +6 4 Chain / ◯
Crouched C 5 +4 +4 5
Crouched D 7 -8 down 5 ×
Jump A 5 4
Jump B 6 4
Jump C 6 5
Jump D 8 5
Upper avoid attack 10 +4 -2 6 1 ~ 5F upper body invincible
Lower avoid attack 25 +5 -1 6 ×
Kick back 4 9


Move Startup Guard Adv. Hit Adv. GC Value Remarks
Zan weak-thunder 19 -1 -1 3,3
Strength-thunder Zan 25 -2 -2 4,4
Weak-empty dust 4 -30 (-6) down 3,2 × 3 1 ~ 5F invincible
Strength-empty dust 4 -29 (-6) down 3,2 × 4,5 1 ~ 5F invincible
Weak-flying leg 7 0 or more 0 or more 2 × 4
Strength-flying leg 9 0 or more 0 or more 2 × 4
Weak-Shiden'ashi 22 +13 +13 7
Strength-Shiden'ashi 25 +9 down 8
Foot Face Slapping 7 -9 down 1 × 7
Rotation Don Juan 8 -9 down 2,3 × 4
Super Don Juan leg A 0 -39 down 5 × 6
Super Don Juan legs C 0 -69 down 10,7 × 7
Thunder bullet B 19 -5 down 20 1 ~ 13F invincible, missile decision
Thunder bullet D 17 +5 down 10,10,20,30 1 ~ 15F invincible, the final stage missile decision
I like Phoenix leg 0 -10 down 20 1F invincible

Hit Boxes and Frame Data

Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
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.
Command = the input for the attack.
Start Up = How many start up frames a move/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.


DongSCR.jpg

Standing, Crouching and Running


DongTaunt.jpg

Taunt


DongWallJump.jpg

Wall jump : Dong retain his air JD ability after wall jump => good tool to corner escape


DongSuperJump.jpg

Super Jump : Dong cannot JD during a superjump, allowing opponent to anti air


DongJump.jpg

Command Total Frames
Normal U.png 35


DongThrow.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif 9


DongFwdFeint.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif 10


DongDwnFeint.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif 10

Try to use this feint for Dong, it has less pushback.


DongCloseA.jpg

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


DongCloseB.jpg

Command Start Up Hit Guard
Close Snkb.gif 4 +4 +4


DongCloseC.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 -5 -5

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

DongCloseD.jpg

Command Start Up Hit Guard
Close Snkd.gif 4 -6 -6


DongStandA.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +6 +6

Amazing poke.

DongStandB.jpg

Command Start Up Hit Guard
Far Snkb.gif 4 0 0


DongStandC.jpg

Command Start Up Hit Guard
Far Snkc.gif 12 -10 -10


DongStandD.jpg

Command Start Up Hit Guard
Far Snkd.gif 13 -1 -1



DongDownA.jpg

Command Start Up Hit Guard
D.png + Snka.gif 5 +2 +2

Amazing poke.

DongDownB.jpg

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


DongDownC.jpg

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


DongDownD.jpg

Command Start Up Hit Guard
D.png + Snkd.gif 7 KD -8

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

DongJumpA.jpg

Command
U.png + Snka.gif


DongJumpB.jpg

Command
U.png + Snkb.gif


DongJumpC.jpg

Command
U.png + Snkc.gif


DongJumpD.jpg

Command
U.png + Snkd.gif


DongAB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 25 -1 +5


DongDwnAB.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 10 -2 +4


DongBackC.jpg

Command Start Up Hit Guard
Air B.png + Snkc.gif 29 KD -16


DongTOP.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 8 KD -9


Dong214B.jpg

Command Start Up Hit Guard
Qcb.png + Snkb.gif 19 -1 -1


Dong214D.jpg

Command Start Up Hit Guard
Qcb.png + Snkd.gif 27 -2 -2


DongDPAandC.jpg

Command Start Up Hit Guard
Dp.png + Snka.gif 4 KD -30
Dp.png + Snka.gif (Break) 4 KD -6
Dp.png + Snkc.gif 4 KD -29
Dp.png + Snkc.gif (Break) 4 KD -6


Dong236B.jpg

Command Start Up Hit Guard
Qcf.png + Snkb.gif 22 +13 +13


Dong236D.jpg

Command Start Up Hit Guard
Qcf.png + Snkd.gif 25 KD +9


DongDwnBandD.jpg

Command Start Up Hit Guard
air D.png + Snkb.gif 6 0, -5 0, -5
air D.png + Snkd.gif 9 0, -5 0, -5


Dong63214C.jpg

Command Start Up Hit Guard
Hcb.png + Snkc.gif 7 KD -9


DongjAsuper.jpg

Command Start Up Hit Guard
air Qcf.png, Qcf.png + Snka.gif 0 KD -39


DongjCsuper.jpg

Command Start Up Hit Guard
air Qcf.png, Qcf.png + Snkc.gif 0 KD -69


DongBsuper.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkb.gif 19 KD -5


DongDsuper.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkd.gif 17 KD +5


DongHiddenSuper.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png, Qcf.png + Snkc.gif 0 KD -10

Combos

Close range

- D xx 63214 C => highest non meter damage, however it is unsafe on block and requires very close range
- jA>C (air target) > D xx 214 B (less damage but safer if unsure about hit or guard)
- 236 B > run D xx 63214 C (You can skip the D if not close enough)
- 236 B > run A xx 623 A (You can skip the A if not close enough)
- A > 2C xx 6AC > 2D (More consistant on P2 where there is less pushback. You can also do a very short walk after the feint)

Far range

- far A > 2A
- 236 D > run > DP C (can cross under before the DP to switch sides)

Hop

- hop A/B/C/D > DP C

Landing Super

- 2B > 2C xx 236236B
- 2B > 2C xx 2AC 2362369 A (tigerknee air super)
- DP break 236236236 C
- D xx 2AC > jA 236236 A (only on standing)
- C xx 2AC > 2362369 A
- jA>C > jA 236236 A
- far A > cr A xx 236236236 C~A (kara cancelling the crA)
- unblockable after air reset : 2362369 A or 236236236 C
- j4C crossup (iori kick) > 2C xx 236236B
- Note : after air super, you can link another air super, followed by a DP (in the corner)

Overall Strategy

Kim Dong Hwan is a hit and run character. The advantage he has over other characters is his ability to easily attack his opponent no matter where he is or what he is doing. He has a special low and a special overhead allowing him to create some annoying mixups. Big damage comes when Dong has meter, but it is difficult for him to build meter. Be patient and find the time to throw in a safe special to build meter while playing keep away and unpredictably run or jump in when you need to create an opening.

Offensive Tools

  • st A It is quite positive on block/hit, allowing you to run back in after one and reapply pressure.
  • tick throws are viable with Dong, his clC goes up and option-selects against escape jumps. Don't forget to feint cancel your throws, just in case they didn't throw.
  • hops Can be confirmed into DP. Take advantage of his good air normals.
  • QCB+K Whether this hits or is guarded, you're at -1 frame. The safest thing to do is usually to JD or backdash. The double hit makes it annoying to jd + guard cancel, and when cancelled from a normal it is an annoying tool that prevents jump outs.
  • QCF+B This stomp is a strong rushdown tool, but you must be close for it to land. Try do cancel it from clD. You have a massive +13 frames on hit or block, you can run in a bit and remain in blockstring/combo. If they hold up, Dong will recover in time from the stomp to anti-air. Being a special move, it's a good counterhit tool against people randomly mashing during your pressure string.
  • QCF+D This has more range than the lk version, however it is slower and only gives +9 frames on block. use from time to time to catch people off guard.
  • Feint Feinting will take away the recovery of your normal and allow you more options. Generally it's used to allow you to get in closer again.
  • j b+C to cross up your opponent, when they roll toward you on their wakeup it can be very tricky. Use it on reaction, for example jump to chase a backdash, if they didn't backdash you will crossup and react with this, otherwise use another air move to land on the backdash recovery. React with this when people try to cross down.
  • Corner Dong has an infinite with D feint run D. He can use it to guard crush, however mashing A will likely crush fast enough without risking execution failure.
  • j.A>C target combo the prefered jumpin as it is double hit, preventing many guard cancels. The 2nd hit whiff on crouchers, but you can input j A>C~A, so that if the jC whiff you get a jA>stA blockstring.


Keep Away

You can probably forget about rushing, Dong is all about running away. He is notorious for his ability to run away. It is extra frustrating for the opponent as, at any moment, he can change his mind and attack. Here is a list of his most notable tools :

  • backdash very good, allows Dong to run away for free unless hard predicted.
  • walljump Dong retain his air JD ability when walljumping, a simple but efficient gameplan is to slowly run from a corner to another using this tool, letting the clock run down.
  • iori kick j b+C (hits behind him), allows you to punish people trying to cross you down.
  • air throw when someone jumps at Dong, simply do 8741+C, it will either air JD or airthrow, giving Dong good control over the air.
  • DP another anti-air... Also a "get off me" tool, but keep in mind it is unsafe even after break. The lp version of dp+p has more pushback than the hp version.
  • far A and cr A extremely fast and good range, to prevent ground approaches, or run in and poke with it.
  • 0f air super Dong can whiff punish anything when in the air with his air 0F, it is a very scary tool that will make the opponent think twice before chasing after an airborne Dong. Remember to build meter when possible with his qcfB stomp to get this ready.
  • 0f hidden super Have fun with the execution (qcf x3 + C) but it's still a 0F super, allowing many punishes.


Weaknesses

His most notable weakness would probably be his lack of damage output and his meter building ability is quite slow.

Unsafe Moves

  • Dp+p Even if you break this, you are at -6 frames. You can exploit it with the lp version (more pushback) against character who can't really punish hard from a distance, but that is very situational (say they can only punish with a lp, the risk/reward is in your favor)
  • Qcb+k Whether it's on hit or block you're at -1 frame, technically punishable by 0F supers => there is a way to escape this : Buffer an invincible move before the freeze, then press B+D so it doesn't come out. If you see a freeze, press your button for the invincible special to come out. (showcase : https://www.youtube.com/watch?v=YGg-PWL7gwc)
  • j.d+k Depending on where his last kick lands, you'll be at a greater or lesser disadvantage, +0 at best. Somewhat safe unless the opponent has a 0F super. Also negative if you hit someone in the air
  • Others His TOP, qcf,qcf+lk, j.qcf,qcf+p, and hcb+hp are all highly unsafe on block.

Matchup Strategies

To come.