Difference between revisions of "Garou: Mark of the Wolves/Freeman"

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(Why freeman struggles)
('''Super Moves''')
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== '''Super Moves''' ==
 
== '''Super Moves''' ==
 
'''Full Blast''': ''QCFx2+P'' (C)<BR>
 
'''Full Blast''': ''QCFx2+P'' (C)<BR>
*This super can be delayed by holding P.
+
*Either ver. can be delayed by holding P.
 
*The S. Power version does 25% damage, and the P. Power does 38%.
 
*The S. Power version does 25% damage, and the P. Power does 38%.
*This first slash of the P. Power does less damage than the S. Power (19% damage).
+
*This first slash of the P. Power does less damage (19% damage) than the S. Power.
*If the S. Power counter hits, you can follow with another one.
+
*If the S. Power counter hits, the opponent is juggled.
 
'''Creeping Death''': ''QCFx2+K'' (CA)
 
'''Creeping Death''': ''QCFx2+K'' (CA)
 
*This super will only damage the opponent if Freeman is attacked WHILE WALKING.
 
*This super will only damage the opponent if Freeman is attacked WHILE WALKING.
 
*At the corner it's possible to combo a '''Crouching C''' after the S. Power version of this super.
 
*At the corner it's possible to combo a '''Crouching C''' after the S. Power version of this super.
 
*This super can reverse Jumping & Standing attacks.
 
*This super can reverse Jumping & Standing attacks.
 +
*The P. Power ver. does more damage than is stated in Training Mode (MAME ver. mostly).
  
 
=Attributes=
 
=Attributes=

Revision as of 11:16, 2 January 2008

Introduction

To come.

Gameplay Overview

To come.

Move List

Special Moves

Nightmare: QCF+P
Crow: QCB+K
Phobia: F, D, DF+P
V.O.D. QCB+P (x3)
Morbid Angel: HCF+K

Super Moves

Full Blast: QCFx2+P (C)

  • Either ver. can be delayed by holding P.
  • The S. Power version does 25% damage, and the P. Power does 38%.
  • This first slash of the P. Power does less damage (19% damage) than the S. Power.
  • If the S. Power counter hits, the opponent is juggled.

Creeping Death: QCFx2+K (CA)

  • This super will only damage the opponent if Freeman is attacked WHILE WALKING.
  • At the corner it's possible to combo a Crouching C after the S. Power version of this super.
  • This super can reverse Jumping & Standing attacks.
  • The P. Power ver. does more damage than is stated in Training Mode (MAME ver. mostly).

Attributes

To come.

Frame Data

To come.

Attack Notes

To come.

Combos

Anywhere:-
18- Jumping D-->Down+AB-->QCB+C (x3)
19- Jumping C-->Standing C-->QCF+A
20- Jumping C-->Standing C-->QCFx2+P
21- HCF+K, Break-->Standing C-Feint->Crouching C-->QCFx2+P

Corner only:-
22- Jumping C-->Standing C-->QCB+P (x3)
23- Jumping C-->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.

Overall Strategy

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 comboability, and lack of any sort of a jump-in stopper. The last one is the worst; he somewhat makes up for poor comboability with his powerful attacks, but since almost any character can jump in on him at will, there is little he can do on defence.

Matchup Notes

To come.

Advanced Tactics

To come.

Return to The Characters

Return to The Characters Menu