Difference between revisions of "Garou: Mark of the Wolves/Kim Dong Hwan"

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==Introduction==
+
[[File:KimDongHwan.PNG|right]]
 +
 
 +
{{GarouHeader}}
  
 
= Introduction =
 
= Introduction =
 
To come.
 
To come.
 +
 +
==Pros==
 +
-Lot of overhead options
 +
-good cancels
 +
-Excellent S-Power Follow up option
 +
==Cons==
 +
-Excessive use of Super Moves
 +
 +
== Character Colors ==
 +
 +
<center>
 +
[[File:Dongcolors.JPG‎]]
 +
</center>
  
 
=Gameplay Overview=
 
=Gameplay Overview=
To come.
+
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=
 
=Move List=
  
 
== '''Normal Moves''' ==
 
== '''Normal Moves''' ==
{| border="1" cellpadding="5" cellspacing="0"
+
 
|'''Input'''||'''Damage'''||'''Startup'''||'''Block'''||'''Hit'''||'''Cancel'''||'''Guard'''||'''Description'''
+
== '''Command Normal Moves''' ==
 +
'''Super Jump''': Press [[File:d.png]], then [[File:u.png]]/[[File:u.png]]/[[File:uf.png]]<BR>
 +
'''Wall Jump''': Jump towards a wall and then press the opposite direction to it<br>
 +
'''Ushiro-geri''' ('''BacKick'''): [[File:b.png]]+[[File:Snkc.gif]] in the air<br>
 +
 
 +
== '''Special Command Moves''' ==
 +
<center>
 +
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
|-
|'''far A'''||5||3||+6||+6||Yes||Mid||Jab, cancels into itself as well
+
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
 
|-
 
|-
|'''far B'''||7||4||0||0||Yes||Mid||Mid Kick
+
| [[File:qcb.png]] + [[File:kick.gif]] || '''Raimei Zan''' || 19 || 22
 
|-
 
|-
|'''far C'''||14||12||-10||-10||Yes||Mid||45*angle spin kick, cancellable during startup frames or on block only
+
| [[File:dp.png]] + [[File:punch.gif]] || '''Kuusa-jin''' || 18 || 24
 
|-
 
|-
|'''far D'''||14||13||-1||-1||No||Mid||Spinning mid kick
+
| [[File:dp.png]] + [[File:punch.gif]] (Break) || '''Kuusa-jin''' || 5 || 8
 
|-
 
|-
|'''close A'''||4||3||+6||+6||Yes||Mid||Jab
+
| air [[File:d.png]] + [[File:kick.gif]] || '''Hishou-kyaku''' || 10-22 || 10-22
 
|-
 
|-
|'''close B'''||6||4||+4||+4||Yes||Mid||Ankle Kick
+
| [[File:qcf.png]] + [[File:kick.gif]]|| '''Shiden-kyaku''' || 10 || 12
 
|-
 
|-
|'''close C'''||6,6=11||5||-5||-5||Yes||Mid, Mid||Verticle Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable
+
| [[File:hcb.png]] + [[File:snkc.gif]] || '''Ashi Binta''' || -- || 28
 
|-
 
|-
|'''close B'''||6,6=11||4||-6||-6||Yes||Mid, Mid|| Mid-High Double Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable
+
| [[File:qcf.png]], [[File:qcf.png]] + [[File:punch.gif]] (in air) || '''Super Dong Hwan Kick''' || 33 || 55
 
|-
 
|-
|'''A+B'''||10||25||+5||-1||No||Overhead||Jumping Axe Kick, Evades lows
+
| [[File:qcf.png]], [[File:qcf.png]] + [[File:kick.gif]] || '''Raimei Dan''' || 35 || 37/41/48
 
|-
 
|-
|'''C+D'''||10,3,3, 3,3=20||8||-9||KDN||No||Mid-All Hits||Spinning Drop Kick. Damage and input only when in TOP
+
| [[File:qcf.png]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkc.gif]] || '''Ore-sama Hou'ou Kyaku''' || -- || 53
 +
|}
 +
</center>
 +
 
 +
=Frame Data=
 +
Source : http://www13.atwiki.jp/garoumow/pages/21.html
 +
<table  border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" >
 +
<tr>
 +
<!--0-0--><td style=""><font><font>'''Move'''</font></font></td>
 +
<!--0-1--><td style=""><font><font class="">'''Startup'''</font></font></td>
 +
<!--0-2--><td style=""><font><font>'''Guard Adv.'''</font></font></td>
 +
<!--0-3--><td style=""><font><font>'''Hit Adv.'''</font></font></td>
 +
<!--0-4--><td style=""><font><font>'''GC Value'''</font></font></td>
 +
<!--0-5--><td style=""><font><font>Cancellation</font></font></td>
 +
<!--0-6--><td style=""><font><font>'''Remarks'''</font></font></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_2"> <!--1-0--><td style=""><font><font class="">Near Standing A</font></font></td>
 +
<!--1-1--><td style=""><font><font>3</font></font></td>
 +
<!--1-2--><td style=""><font><font>+6</font></font></td>
 +
<!--1-3--><td style=""><font><font>+6</font></font></td>
 +
<!--1-4--><td style=""><font><font>4</font></font></td>
 +
<!--1-5--><td style=""><font><font>Chain / ◯</font></font></td>
 +
<!--1-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_3"> <!--2-0--><td style=""><font><font>Near Standing B</font></font></td>
 +
<!--2-1--><td style=""><font><font>4</font></font></td>
 +
<!--2-2--><td style=""><font><font>+4</font></font></td>
 +
<!--2-3--><td style=""><font><font>+4</font></font></td>
 +
<!--2-4--><td style=""><font><font>4</font></font></td>
 +
<!--2-5--><td style=""><font><font>◯</font></font></td>
 +
<!--2-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_4"> <!--3-0--><td style=""><font><font>Near Standing C</font></font></td>
 +
<!--3-1--><td style=""><font><font>5</font></font></td>
 +
<!--3-2--><td style=""><font><font>-5</font></font></td>
 +
<!--3-3--><td style=""><font><font>-5</font></font></td>
 +
<!--3-4--><td style=""><font><font>3,3</font></font></td>
 +
<!--3-5--><td style=""><font><font>※ ◯</font></font></td>
 +
<!--3-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_5"> <!--4-0--><td style=""><font><font>Near Standing D</font></font></td>
 +
<!--4-1--><td style=""><font><font>4</font></font></td>
 +
<!--4-2--><td style=""><font><font>-6</font></font></td>
 +
<!--4-3--><td style=""><font><font>-6</font></font></td>
 +
<!--4-4--><td style=""><font><font>3,3</font></font></td>
 +
<!--4-5--><td style=""><font><font>※ ◯</font></font></td>
 +
<!--4-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_6"> <!--5-0--><td style=""><font><font>Far Standing A</font></font></td>
 +
<!--5-1--><td style=""><font><font>3</font></font></td>
 +
<!--5-2--><td style=""><font><font>+6</font></font></td>
 +
<!--5-3--><td style=""><font><font>+6</font></font></td>
 +
<!--5-4--><td style=""><font><font>4</font></font></td>
 +
<!--5-5--><td style=""><font><font>◯</font></font></td>
 +
<!--5-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_7"> <!--6-0--><td style=""><font><font>Far Standing B</font></font></td>
 +
<!--6-1--><td style=""><font><font>4</font></font></td>
 +
<!--6-2--><td style=""><font><font>0</font></font></td>
 +
<!--6-3--><td style=""><font><font>0</font></font></td>
 +
<!--6-4--><td style=""><font><font>4</font></font></td>
 +
<!--6-5--><td style=""><font><font>◯</font></font></td>
 +
<!--6-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_8"> <!--7-0--><td style=""><font><font>Far Standing C</font></font></td>
 +
<!--7-1--><td style=""><font><font>12</font></font></td>
 +
<!--7-2--><td style=""><font><font>-10</font></font></td>
 +
<!--7-3--><td style=""><font><font>-10</font></font></td>
 +
<!--7-4--><td style=""><font><font>5</font></font></td>
 +
<!--7-5--><td style=""><font><font>△</font></font></td>
 +
<!--7-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_9"> <!--8-0--><td style=""><font><font>Far Standing D</font></font></td>
 +
<!--8-1--><td style=""><font><font>13</font></font></td>
 +
<!--8-2--><td style=""><font><font>-1</font></font></td>
 +
<!--8-3--><td style=""><font><font>-1</font></font></td>
 +
<!--8-4--><td style=""><font><font>5</font></font></td>
 +
<!--8-5--><td style=""><font><font>× Note</font></font></td>
 +
<!--8-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_10"> <!--9-0--><td style=""><font><font>Crouched A</font></font></td>
 +
<!--9-1--><td style=""><font><font>5</font></font></td>
 +
<!--9-2--><td style=""><font><font>+2</font></font></td>
 +
<!--9-3--><td style=""><font><font>+2</font></font></td>
 +
<!--9-4--><td style=""><font><font>4</font></font></td>
 +
<!--9-5--><td style=""><font><font>Chain / ×</font></font></td>
 +
<!--9-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_11"> <!--10-0--><td style=""><font><font>Crouched B</font></font></td>
 +
<!--10-1--><td style=""><font><font>4</font></font></td>
 +
<!--10-2--><td style=""><font><font>+6</font></font></td>
 +
<!--10-3--><td style=""><font><font>+6</font></font></td>
 +
<!--10-4--><td style=""><font><font>4</font></font></td>
 +
<!--10-5--><td style=""><font><font>Chain / ◯</font></font></td>
 +
<!--10-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_12"> <!--11-0--><td style=""><font><font>Crouched C</font></font></td>
 +
<!--11-1--><td style=""><font><font>5</font></font></td>
 +
<!--11-2--><td style=""><font><font>+4</font></font></td>
 +
<!--11-3--><td style=""><font><font>+4</font></font></td>
 +
<!--11-4--><td style=""><font><font>5</font></font></td>
 +
<!--11-5--><td style=""><font><font>◯</font></font></td>
 +
<!--11-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_13"> <!--12-0--><td style=""><font><font>Crouched D</font></font></td>
 +
<!--12-1--><td style=""><font><font>7</font></font></td>
 +
<!--12-2--><td style=""><font><font>-8</font></font></td>
 +
<!--12-3--><td style=""><font><font>down</font></font></td>
 +
<!--12-4--><td style=""><font><font>5</font></font></td>
 +
<!--12-5--><td style=""><font><font>×</font></font></td>
 +
<!--12-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_14"> <!--13-0--><td style=""><font><font>Jump A</font></font></td>
 +
<!--13-1--><td style=""><font><font>5</font></font></td>
 +
<!--13-2--><td style=""></td>
 +
<!--13-3--><td style=""></td>
 +
<!--13-4--><td style=""><font><font>4</font></font></td>
 +
<!--13-5--><td style=""><font><font>◯</font></font></td>
 +
<!--13-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_15"> <!--14-0--><td style=""><font><font>Jump B</font></font></td>
 +
<!--14-1--><td style=""><font><font>6</font></font></td>
 +
<!--14-2--><td style=""></td>
 +
<!--14-3--><td style=""></td>
 +
<!--14-4--><td style=""><font><font>4</font></font></td>
 +
<!--14-5--><td style=""><font><font>◯</font></font></td>
 +
<!--14-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_16"> <!--15-0--><td style=""><font><font>Jump C</font></font></td>
 +
<!--15-1--><td style=""><font><font>6</font></font></td>
 +
<!--15-2--><td style=""></td>
 +
<!--15-3--><td style=""></td>
 +
<!--15-4--><td style=""><font><font>5</font></font></td>
 +
<!--15-5--><td style=""><font><font>◯</font></font></td>
 +
<!--15-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_17"> <!--16-0--><td style=""><font><font>Jump D</font></font></td>
 +
<!--16-1--><td style=""><font><font>8</font></font></td>
 +
<!--16-2--><td style=""></td>
 +
<!--16-3--><td style=""></td>
 +
<!--16-4--><td style=""><font><font>5</font></font></td>
 +
<!--16-5--><td style=""><font><font>◯</font></font></td>
 +
<!--16-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_18"> <!--17-0--><td style=""><font><font>Upper avoid attack</font></font></td>
 +
<!--17-1--><td style=""><font><font>10</font></font></td>
 +
<!--17-2--><td style=""><font><font>+4</font></font></td>
 +
<!--17-3--><td style=""><font><font>-2</font></font></td>
 +
<!--17-4--><td style=""><font><font>6</font></font></td>
 +
<!--17-5--><td style=""><font><font>▽</font></font></td>
 +
<!--17-6--><td style=""><font><font>1 ~ 5F upper body invincible</font></font></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_19"> <!--18-0--><td style=""><font><font>Lower avoid attack</font></font></td>
 +
<!--18-1--><td style=""><font><font>25</font></font></td>
 +
<!--18-2--><td style=""><font><font>+5</font></font></td>
 +
<!--18-3--><td style=""><font><font>-1</font></font></td>
 +
<!--18-4--><td style=""><font><font>6</font></font></td>
 +
<!--18-5--><td style=""><font><font>×</font></font></td>
 +
<!--18-6--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_20"> <!--19-0--><td style=""><font><font>Kick back</font></font></td>
 +
<!--19-1--><td style=""><font><font>4</font></font></td>
 +
<!--19-2--><td style=""></td>
 +
<!--19-3--><td style=""></td>
 +
<!--19-4--><td style=""><font><font>9</font></font></td>
 +
<!--19-5--><td style=""><font><font>◯</font></font></td>
 +
<!--19-6--><td style=""></td></tr>
 +
</table>
 +
 
 +
<br>
 +
 
 +
<table  border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" >
 +
<tr>
 +
<!--0-0--><td style=""><font><font>'''Move'''</font></font></td>
 +
<!--0-1--><td style=""><font><font class="">'''Startup'''</font></font></td>
 +
<!--0-2--><td style=""><font><font>'''Guard Adv.'''</font></font></td>
 +
<!--0-3--><td style=""><font><font>'''Hit Adv.'''</font></font></td>
 +
<!--0-4--><td style=""><font><font>'''GC Value'''</font></font></td>
 +
<!--0-6--><td style=""><font><font>'''Remarks'''</font></font></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_2"> <!--1-0--><td  ><font><font>Zan weak-thunder</font></font></td>
 +
<!--1-1--><td style=""><font><font>19</font></font></td>
 +
<!--1-2--><td style=""><font><font>-1</font></font></td>
 +
<!--1-3--><td style=""><font><font>-1</font></font></td>
 +
<!--1-4--><td style=""><font><font>3,3</font></font></td>
 +
<!--1-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_3"> <!--2-0--><td  ><font><font>Strength-thunder Zan</font></font></td>
 +
<!--2-1--><td style=""><font><font>25</font></font></td>
 +
<!--2-2--><td style=""><font><font>-2</font></font></td>
 +
<!--2-3--><td style=""><font><font>-2</font></font></td>
 +
<!--2-4--><td style=""><font><font>4,4</font></font></td>
 +
<!--2-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_4"> <!--3-0--><td ><font><font>Weak-empty dust</font></font></td>
 +
<!--3-1--><td style=""><font><font>4</font></font></td>
 +
<!--3-2--><td style=""><font><font>-30 (-6)</font></font></td>
 +
<!--3-3--><td style=""><font><font>down</font></font></td>
 +
<!--3-4--><td style=""><font><font>3,2 × 3</font></font></td>
 +
<!--3-5--><td style=""><font><font>1 ~ 5F invincible</font></font></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_5"> <!--4-0--><td ><font><font>Strength-empty dust</font></font></td>
 +
<!--4-1--><td style=""><font><font>4</font></font></td>
 +
<!--4-2--><td style=""><font><font>-29 (-6)</font></font></td>
 +
<!--4-3--><td style=""><font><font>down</font></font></td>
 +
<!--4-4--><td style=""><font><font>3,2 × 4,5</font></font></td>
 +
<!--4-5--><td style=""><font><font>1 ~ 5F invincible</font></font></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_6"> <!--5-0--><td ><font><font>Weak-flying leg</font></font></td>
 +
<!--5-1--><td style=""><font><font>7</font></font></td>
 +
<!--5-2--><td style=""><font><font>0 or more</font></font></td>
 +
<!--5-3--><td style=""><font><font>0 or more</font></font></td>
 +
<!--5-4--><td style=""><font><font>2 × 4</font></font></td>
 +
<!--5-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_7"> <!--6-0--><td ><font><font>Strength-flying leg</font></font></td>
 +
<!--6-1--><td style=""><font><font>9</font></font></td>
 +
<!--6-2--><td style=""><font><font>0 or more</font></font></td>
 +
<!--6-3--><td style=""><font><font>0 or more</font></font></td>
 +
<!--6-4--><td style=""><font><font>2 × 4</font></font></td>
 +
<!--6-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_8"> <!--7-0--><td style=""><font><font>Weak-Shiden'ashi</font></font></td>
 +
<!--7-1--><td style=""><font><font>22</font></font></td>
 +
<!--7-2--><td style=""><font><font>+13</font></font></td>
 +
<!--7-3--><td style=""><font><font>+13</font></font></td>
 +
<!--7-4--><td style=""><font><font>7</font></font></td>
 +
<!--7-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_9"> <!--8-0--><td style=""><font><font>Strength-Shiden'ashi</font></font></td>
 +
<!--8-1--><td style=""><font><font>25</font></font></td>
 +
<!--8-2--><td style=""><font><font>+9</font></font></td>
 +
<!--8-3--><td style=""><font><font>down</font></font></td>
 +
<!--8-4--><td style=""><font><font>8</font></font></td>
 +
<!--8-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_10"> <!--9-0--><td style=""><font><font>Foot Face Slapping</font></font></td>
 +
<!--9-1--><td style=""><font><font>7</font></font></td>
 +
<!--9-2--><td style=""><font><font>-9</font></font></td>
 +
<!--9-3--><td style=""><font><font>down</font></font></td>
 +
<!--9-4--><td style=""><font><font>1 × 7</font></font></td>
 +
<!--9-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_11"> <!--10-0--><td style=""><font><font>Rotation Don Juan</font></font></td>
 +
<!--10-1--><td style=""><font><font>8</font></font></td>
 +
<!--10-2--><td style=""><font><font>-9</font></font></td>
 +
<!--10-3--><td style=""><font><font>down</font></font></td>
 +
<!--10-4--><td style=""><font><font>2,3 × 4</font></font></td>
 +
<!--10-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_12"> <!--11-0--><td style=""><font><font>Super Don Juan leg A</font></font></td>
 +
<!--11-1--><td style=""><font><font>0</font></font></td>
 +
<!--11-2--><td style=""><font><font>-39</font></font></td>
 +
<!--11-3--><td style=""><font><font>down</font></font></td>
 +
<!--11-4--><td style=""><font><font>5 × 6</font></font></td>
 +
<!--11-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_13"> <!--12-0--><td style=""><font><font>Super Don Juan legs C</font></font></td>
 +
<!--12-1--><td style=""><font><font>0</font></font></td>
 +
<!--12-2--><td style=""><font><font>-69</font></font></td>
 +
<!--12-3--><td style=""><font><font>down</font></font></td>
 +
<!--12-4--><td style=""><font><font>10,7 × 7</font></font></td>
 +
<!--12-5--><td style=""></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_14"> <!--13-0--><td ><font><font>Thunder bullet B</font></font></td>
 +
<!--13-1--><td style=""><font><font>19</font></font></td>
 +
<!--13-2--><td style=""><font><font>-5</font></font></td>
 +
<!--13-3--><td style=""><font><font>down</font></font></td>
 +
<!--13-4--><td style=""><font><font>20</font></font></td>
 +
<!--13-5--><td style=""><font><font>1 ~ 13F invincible, missile decision</font></font></td></tr>
 +
<tr class="atwiki_tr_odd atwiki_tr_15"> <!--14-0--><td ><font><font>Thunder bullet D</font></font></td>
 +
<!--14-1--><td style=""><font><font>17</font></font></td>
 +
<!--14-2--><td style=""><font><font>+5</font></font></td>
 +
<!--14-3--><td style=""><font><font>down</font></font></td>
 +
<!--14-4--><td style=""><font><font>10,10,20,30</font></font></td>
 +
<!--14-5--><td style=""><font><font>1 ~ 15F invincible, the final stage missile decision</font></font></td></tr>
 +
<tr class="atwiki_tr_even atwiki_tr_16"> <!--15-0--><td style=""><font><font>I like Phoenix leg</font></font></td>
 +
<!--15-1--><td style=""><font><font>0</font></font></td>
 +
<!--15-2--><td style=""><font><font>-10</font></font></td>
 +
<!--15-3--><td style=""><font><font>down</font></font></td>
 +
<!--15-4--><td style=""><font><font>20</font></font></td>
 +
<!--15-5--><td style=""><font><font>1F invincible</font></font></td></tr>
 +
</table>
 +
 
 +
=Hit Boxes and Frame Data=
 +
 
 +
Legend:<BR>
 +
<FONT COLOR="#FF0000">Hit Box</FONT>: Area that will hit the opponent<BR>
 +
<FONT COLOR="#7777FF">Hurt Box</FONT>: Area where you can get hit. A move is invincible if the <FONT COLOR="7777FF">Hurt Box</FONT> is absent.<BR>
 +
<FONT COLOR="#FFAA00">Throw Box/Range</FONT>: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.<BR>
 +
<FONT COLOR="#FF66FF">Projectile Box</FONT>: Hit box on a projectile attack<BR>
 +
<FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>: The Guard Box or Counter Box. This appears when blocking or using a counter move.<BR>
 +
<FONT COLOR="#00FF00">Push Box</FONT>: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.<br>
 +
'''Command''' = the input for the attack.<BR>
 +
'''Start Up''' = How many start up frames a move/attack has. <BR>
 +
'''Hit''' = When the attack hits. <BR>
 +
'''Block''' = When the attack is blocked. <BR>
 +
'''+''' signifies how many advantage frames the attacker has. <BR>
 +
'''-''' signifies how many disadvantage frames the attacker has. <BR>
 +
'''KD''' means the attack will knock the opponent down.
 +
<br>
 +
 
 +
<center>
 +
 
 +
 
 +
[[File:DongSCR.jpg]]
 +
 
 +
'''Standing, Crouching and Running'''
 +
 
 +
<br>
 +
 
 +
[[File:DongTaunt.jpg]]
 +
 
 +
'''Taunt'''
 +
 
 +
<br>
 +
 
 +
[[File:DongWallJump.jpg]]
 +
 
 +
'''Wall jump''' : Dong retain his air JD ability after wall jump => good tool to corner escape
 +
 
 +
<br>
 +
 
 +
[[File:DongSuperJump.jpg]]
 +
 
 +
'''Super Jump''' : Dong cannot JD during a superjump, allowing opponent to anti air
 +
 
 +
<br>
 +
 
 +
[[File:DongJump.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
|-
|'''c.A'''||4||5||+2||+2||No||Low||Low Kick
+
| '''Command''' || '''Total Frames'''
 
|-
 
|-
|'''c.B'''||6||4||+6||+6||Yes||Low||Low Kick
+
| Normal [[file:u.png]] || '''35'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongThrow.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
|-
|'''c.C'''||10||5||+4||+4||Yes||Mid||Crouching Mid Kick
+
| '''Command''' || '''Total Frames'''
 
|-
 
|-
|'''c.D'''||10||7||-8||KDN||No||Low||Sweep
+
| Close [[File:b.png]]/[[File:f.png]] + [[File:snkc.gif]] || '''9'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongFwdFeint.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
|-
|'''c.A+B'''||10||10||+4||-1||Yes||Mid||Spinning Mid Kick, Evades Upper level attacks. Cancellable on startup frames or on hit only.
+
| '''Command''' || '''Total Frames'''
 
|-
 
|-
|'''j.A'''||5
+
| [[File:f.png]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''10'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongDwnFeint.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
|-
|'''j.B'''||6
+
| '''Command''' || '''Total Frames'''
 
|-
 
|-
|'''j.C'''||9
+
| [[File:d.png]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''10'''
 +
|}
 +
Try to use this feint for Dong, it has less pushback.
 +
 
 +
<br>
 +
 
 +
[[File:DongCloseA.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
|-
|'''j.D'''||9
+
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 
|-
 
|-
 +
| '''Close [[File:snka.gif]]''' || '''3''' || '''+6''' || '''+6'''
 
|}
 
|}
*Strange math is due to damage scaling in combos
 
  
== '''Command Normal Moves''' ==
+
<br>  
'''Air Throw''': Press '''Forward'''/'''Backwards'''+'''c''' next to opponent in the air<br>
+
'''Super Jump''': Press '''Down''', then '''U/UF/UB'''<BR>
+
'''Wall Jump'''<br>
+
'''Ushiro-geri''' ('''BacKick'''): Back+'''C''' in the air<br>
+
  
== '''Special Command Moves''' ==
+
[[File:DongCloseB.jpg]]
'''Raimei Zan''' ('''Thunder Slice'''): ''QCB+K''<br>
+
'''Kuusa-jin''' ('''Sand Blaster'''): ''F, D, DF+P''<br>
+
'''Hishou-kyaku''' ('''Flying Kick'''): ''Down+K in the air''<br>
+
'''Shiden-kyaku''' ('''Thunder Stamp'''): ''QCF+K''<BR>
+
'''Ashi Binta''' ('''Scolding Kick'''): ''HCB+C''<BR>
+
  
== '''Super Moves''' ==
+
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
'''Super Dong Hwan Kick''': ''QCFx2+P in the air''
+
|-
*S. Power will juggle the opponent.
+
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
*P. Power version of this super is the most damaging of his P. Power supers.
+
|-
*Can be comboed into from '''QCF+K''' or a '''Jumping D'''.
+
| '''Close [[File:snkb.gif]]''' || '''4''' || '''+4''' || '''+4'''
*Can be performed from the ground.
+
|}
*At the corner, you can follow the S. Power the SDHK with another SDHK.
+
'''Raimei Dan''' ('''Thunder Slash'''): ''QCFx2+K''
+
*P. Power version is rarely ever used (maybe NEVER in fact), as the it only does 10% or so extra damage than the S. Power. That and that to get the most damage you need to hold '''D''' for a second or 2.
+
*Long story short: Only use the S. Power version of this super. The next 2 points are for the S. Power version of this super.
+
*This move is also an anti-air.
+
*Combo-able into from a '''Crouching C''' or from '''QCF+K'''.
+
'''Ore-sama Hou'ou Kyaku''' ('''Dong Hwan Flattener'''): ''QCFx3+C''
+
*This super is VERY fast.
+
*When performed, Dong runs across the whole screen.
+
  
=Attributes=
+
<br>
To come.
+
  
=Frame Data=
+
[[File:DongCloseC.jpg]]
To come.
+
  
=Attack Notes=
+
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
'''Ushiro-geri''' ('''BacKick'''): This move is best used when you're jumping and attempting to switch sides with your opponent. When performed Dong will move his foot back in an attempt to kick his opponent. It is possible to combo from this move, but that's a bit difficult.<br>
+
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''Close [[File: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.
 +
<br>
 +
 
 +
[[File:DongCloseD.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''Close [[File:snkd.gif]]''' || '''4''' || '''-6''' || '''-6'''
 +
|}
 +
 
 +
<br>  
 +
 
 +
[[File:DongStandA.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''Far [[File:snka.gif]]''' || '''3''' || '''+6''' || '''+6'''
 +
|}
 +
Amazing poke.
 
<br>
 
<br>
'''Raimei Zan''' ('''Thunder Slice'''): Dong performs his own version of Kim's '''Crescent Moon Slice'''. This move is very slow & can be EASILY hit out of by a '''Standing A''', for example. This move is an overhead though. '''D''' version travels farther than the '''B''' and is slower. The player should try not to use this move a lot.<br>
+
 
 +
[[File:DongStandB.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''Far [[File:snkb.gif]]''' || '''4''' || '''0''' || '''0'''
 +
|}
 +
 
 
<br>
 
<br>
'''Kuusa-jin''' ('''Sand Blaster'''): One of Dong's best attacks which comes out fairly quick & is Break-able. Most players Break this move so they can combo into his '''Dong Hwan Flattener'''. Be careful if this move whiffs as you'll be open to attacks. This move can be used as an anti-air, but at times not all hits will connect.<br>
+
 
 +
[[File:DongStandC.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''Far [[File:snkc.gif]]''' || '''12''' || '''-10''' || '''-10'''
 +
|}
 +
 
 
<br>
 
<br>
'''Hishou-kyaku''' ('''Flying Kick'''): Another one of Dong's best attacks. Dong does a dive kick at an angle. The '''D''' version has him dive farther than the '''B''' version. This move is very fast & can snuff a few attacks.<br>
+
 
 +
[[File:DongStandD.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''Far [[File:snkd.gif]]''' || '''13''' || '''-1''' || '''-1'''
 +
|}
 +
 
 +
 
 
<br>
 
<br>
'''Shiden-kyaku''' ('''Thunder Stamp'''): One may consider this Dong's version of his father's ''''Spirit of Conquest' Kick''' from KoF 98+. Dong kicks the ground & will either stun the opponent for a short period of time ('''B''' version), or juggle them ('''D''' version). This move is GREAT for starting combos & must be blocked low. The only major downside to this move is that it's slow ('''D''' version being more slower than the '''B''' version).<BR>
+
 
 +
[[File:DongDownA.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''[[File:d.png]] + [[File:snka.gif]]''' || '''5''' || '''+2''' || '''+2'''
 +
|}
 +
Amazing poke.
 
<br>
 
<br>
'''Ashi Binta''' ('''Scolding Kick'''): Dong does a flurry of kicks infront of him. This move lacks range & if it misses you'll be open for attack. This moves does a good deal of damage & is best used either:-<br>
 
1- After a '''Crouching/Standing A or B'''<BR>
 
2- After his '''QCF+B'''<br>
 
3- As a guard cancel (if Dong Just Defended)<br>
 
Other than that, it's best to be careful when using this move.<br>
 
  
=Combos=
+
[[File:DongDownB.jpg]]
The design of Dong Hwan makes him shy away from the run of the mill 'normal cancelled into special' combos. However he has some that could be called bread'n'butter but he needs at least one full meter to execute them. As this is a detailed breakdown, scroll down to the bottom of this section if you just want full fledged examples.
+
==Bread'n'Butter==
+
Crouching '''B''' '''''OR''''' Standing '''A'''-->Crouching '''C'''-->QCFx2+'''B''' <br>
+
This his main damage dealer. Trying to land this is a general strategy for Dong.<br>
+
==Other Combos==
+
Anywhere:<br>
+
1) QCF+'''B'''-->HCB+'''C'''<br>
+
2) QCF+'''B'''-->Standing '''B'''-->'''TOP Attack'''<br>
+
3) QCF+'''K'''-->QCFx2+'''P''' in the air '''''OR''''' QCFx3+'''C'''<br>
+
4) QCF+'''D'''-->QCFx2+'''B'''<br>
+
5) Jumping '''D'''-->Crouching '''C'''-->QCFx2+'''B''' '''''OR''''' QCFx3+'''C'''<br>
+
  
Corner only:<BR>
+
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
6) Jumping '''D''' '''''OR''''' QCF+'''B'''-->Crouching '''B''', Crouching '''C'''-->QCFx2+'''B'''<br>
+
|-
7) Jumping '''D''' '''''OR''''' QCF+'''B'''-->Standing '''B'''xxF, D, DF+'''C''', Break-->QCFx3+'''C''' <br>
+
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
8) QCF+'''D'''-->QCFx2+'''A''' in the air-->QCFx2+'''A''' in the air-->F, D, DF+'''C'''<br>
+
|-
'''<nowiki>*Timed correctly this combo gives you 18 hits total</nowiki>'''<br>
+
| '''[[File:d.png]] + [[File:snkb.gif]]''' || '''4''' || '''+6''' || '''+6'''
9) Jumping '''D''' '''OR''' QCF+'''B'''-->Standing '''D''' (1 hit)xxQCB+'''B'''<br>
+
|}
==Chains and Links==
+
The following are Dong's links & chains which you can use for pressure and snuffing out attacks. (Note that ''Standing'' means performing the move close to your opponent).<br>
+
*Jumping '''A''' or '''B'''-->Jumping '''C''' ('''C''' links in the air)<br>
+
*Far '''A'''
+
**Far '''A''' or '''B'''
+
**Crouching '''A''' or '''B'''
+
*Close ''''A'''
+
**Standing '''P''' or '''K'''
+
**Crouching '''P''' or '''B'''
+
**Far '''A''' or '''B'''
+
*Standing '''B'''-->Far '''A'''
+
*Crouching '''B'''
+
**Standing/Crouching '''P''' or '''B'''
+
**Far '''A''' or '''B'''
+
*Crouching '''A'''-->Crouching '''A'''
+
*Crouching '''B'''-->Crouching '''C'''
+
  
==The Good Stuff==
+
<br>
Here's where the juicy combos lie.<br>
+
===Main Jump Ins===
+
Best way to jump in and start a combo. All of his jump in can cancel into j.d+K or j.qcfx2+P and will combo if they hit.<br>
+
*'''j.B'''<br>
+
*'''j.D'''<br>
+
*'''j.AC air chain'''<br>
+
===Normal Cancels===
+
Special cancelled normals that combo.
+
*'''A c.C qcfx2+B''' bread 'n' butter<br>
+
*'''close D qcb+B''' only way to combo qcb+B on normal hit<br>
+
*'''close D hcb+C''' good punisher<br>
+
*'''c.B hcb+C''' risky low combo<br>
+
*'''c.B c.B C+D''' easier to land low combo, no need for meter<br>
+
*'''close C dp+P''' obvious<br>
+
===Others===
+
*'''qcf+B'''
+
**'''c.C'''
+
**'''close D'''
+
**'''qcfx3+C'''
+
*'''qcf+D'''
+
**'''dp+C''' if you dont have any meter
+
**'''hcb+C''' silly
+
**'''C+D''' more silliness
+
**'''qcfx2+B''' use the most, big damage
+
**'''j.qcfx2+P''' stylin' use it instead of qcfx2+B if you have two meters or are near a wall.
+
**'''Basically all supers and specials'''
+
*'''j.qcfx2+A'''
+
**'''j.qcfx2+A'''
+
**'''dp+C''' near a wall
+
**'''j.qcrx2+A dp+C''' Dong's Signature Combo
+
  
===Counterhit===
+
[[File:DongDownC.jpg]]
Combos and juggles that need to start with a counterhit.<br>
+
'''Grounded'''
+
*'''CH c.A+B''' best way to land a grounded CH
+
**'''canceled into qcf+D'''
+
**'''canceled into qcb+D'''
+
  
'''Air'''
+
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
*'''CH dp+P (braked)''' launches even if it hits a grounded opponent
+
|-
**'''dp+P'''
+
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
**'''qcfx3+C'''
+
|-
**'''j.qcfx2+P'''
+
| '''[[File:d.png]] + [[File:snkc.gif]]''' || '''5''' || '''-4''' || '''-4'''
Other launchers on air counter hit. The above work for these starters too
+
|}
*'''qcb+K''' one hit only
+
*'''j.d+K''' one hit only
+
*'''hcb+C''' last hit only
+
A Braked dp+P can be added after any will combo in to the above as well.Thus the famous...
+
*'''CH dp+P (braked) dp+P (braked) j.qcfx2+A j.qcfx2+A dp+C''
+
Basically if you land an air counter, if the move has time to hit, it will.
+
  
===Special===
+
<br>
qcf+D and j.A have some interesting combos.<br>
+
*'''CH qcf+D'''
+
**'''Any low air CH combo'''
+
**'''qcf+D''' Relaunch, baby!
+
  
*'''close D d+A+C c.C d+A+C j.A qcfx2+P''' Ground to air combo, semi famous. Very flashy.
+
[[File:DongDownD.jpg]]
  
===Examples===
+
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
'''j.D c.B c.C qcfx2+B''' bread 'n' butter, yo <br>
+
|-
'''j.B c.B hcb+C''' good damge for no meter<br>
+
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
'''j.A j.C close D d+A+C j.A j.d+K''' up and down
+
|-
'''c.B C+D''' great for cross ups<br>
+
| '''[[File:d.png]] + [[File:snkd.gif]]''' || '''7''' || '''KD''' || '''-8'''
'''close D d+A+C close D d+A+C c.C qcfx2+B'''<br>
+
|}
'''dp+P (braked) qcfx3+P''' no need for a ch!<br>
+
One of the best sweep in the game. Can be punished with supers or when not spaced properly.
'''CH c.A+B qcf+D dp+C'''<br>
+
<br>
'''CH qcf+D qcf+D qcfx2+B''' QCF!<br>
+
'''CH dp+P (braked) dp+P (braked) j.qcfx2+A j.qcfx2+A dp+C''' The For Real Deal<br>
+
  
===Tips===
+
[[File:DongJumpA.jpg]]
Help for executing these.
+
'''j.qcfx2+P'''
+
Sometimes referred to as 'tiger knee-ing' from the execution of Sagat's  move. Instead of jumping then inputting, buffer the qcf with the jump. Thus-d,d/f,f,uf.<br>
+
Specifically d,d/f,f,uf,d,d/f,f+P. Or if you need to cancel off of j.A. Do-d,d/f,f,u/f+A,d,d/f,f+A.
+
Another method is to rotate 1 and 1/4 circle starting with down. This method is much slower, but may help. However it can be more quick if done on a joystick.
+
'''dp+P'''
+
The input to brake this move is immediate. So do dp+P A+B in quick succession. For using this in juggles, the first hit (his knee) needs to connect. Waiting until the last moment is key for combos like-CH dp+P (braked) dp+p (braked) j.qcfx2+A j.qcfx2+A dp+C. Especially if you want all the hits to connect and maximize damage.<br>
+
When feinting generally stick to d+A+C instead of f+A+C as the pushback is much less. However, as his super jump is inputed by presss d,N,u, it can be advantageous to use f+A+C if you intend on doing a jump or short jump after your feint. Often players will go for closeD d+A+C u/f, but a super jump will come out when they wanted a short jump.
+
  
=T.O.P. Notes=
+
{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
8 frame startup. KDN on hit (last hit only i believe). -9 on block. 5 hits-21 damage total with TOP 1/3.<br>
+
|-
Normally Dong needs meter to do any decent combo easily as hcb+C and qcb+B only combo when cancelled off of a close move or on CH. His TOP move lets him combo more easily as it has decent range and speed. It's not too safe, but it's easy to use when you know it'll hit.
+
| '''Command'''
Combos off all cancelable moves except far C (only cancels on block anyway).<br>
+
|-
Example Combos...<br>
+
| [[File:u.png]] + [[File:snka.gif]]
j.b+C C+D Easy combo for cross up kick<br>
+
|}
j.D c.C C+D Big damage.<br>
+
 
c.A+B C+D Increase evade move damage.<br>
+
<br>
c.B c.B C+D Low and hit confirmable.<br>
+
 
short jump+C c.B C+D Quick mixups.<br>
+
[[File:DongJumpB.jpg]]
You still have to be fairly close for these to land. Max range c.C and c.A+B canceled into C+D will not work.<br>
+
 
Its range allows you to catch back dashers and cross up techrollers. It's meatiness, input (C and D), and air properties help it beat throws.<br>
+
{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
Example setups...<br>
+
|-
c.D or Throw-run up, opponent techs, run past C+D. This works well as you can stay close while they tech to make in ambiguous plus it works nice against throws. Or you can run kinda far and make them think it's safe.<br>
+
| '''Command'''
uf+A C (air chain while ascending), then C+D as you land.
+
|-
One of the most powerful TOP attacks in the game, but not on paper. One of it's strongest point's is that it's a deadly GCL.<br>
+
| [[File:u.png]] + [[File:snkb.gif]]
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongJumpC.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command'''
 +
|-
 +
| [[File:u.png]] + [[File:snkc.gif]]
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongJumpD.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="10%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command'''
 +
|-
 +
| [[File:u.png]] + [[File:snkd.gif]]
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongAB.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''[[File:snka.gif]] + [[File:snkb.gif]]''' || '''25''' || '''-1''' || '''+5'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongDwnAB.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''[[File:d.png]] + [[File:snka.gif]] + [[File:snkb.gif]]''' || '''10''' || '''-2''' || '''+4'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongBackC.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| ''' Air [[File:b.png]] + [[File:snkc.gif]]''' || '''29''' || '''KD''' || '''-16'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongTOP.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| '''[[File:snkc.gif]] + [[File:snkd.gif]]''' || '''8''' || '''KD''' || '''-9'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:Dong214B.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcb.png]] + [[File:snkb.gif]] || '''19''' || '''-1''' || '''-1'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:Dong214D.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcb.png]] + [[File:snkd.gif]] || '''27''' || '''-2''' || '''-2'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongDPAandC.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:dp.png]] + [[File:snka.gif]] || '''4''' || '''KD''' || '''-30'''
 +
|-
 +
| [[File:dp.png]] + [[File:snka.gif]] (Break) || '''4''' || '''KD''' || '''-6'''
 +
|-
 +
| [[File:dp.png]] + [[File:snkc.gif]] || '''4''' || '''KD''' || '''-29'''
 +
|-
 +
| [[File:dp.png]] + [[File:snkc.gif]] (Break) || '''4''' || '''KD''' || '''-6'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:Dong236B.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcf.png]] + [[File:snkb.gif]] || '''22''' || '''+13''' || '''+13'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:Dong236D.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcf.png]] + [[File:snkd.gif]] || '''25''' || '''KD''' || '''+9'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongDwnBandD.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| air [[File:d.png]] + [[File:snkb.gif]] || '''6''' || '''0, -5''' || '''0, -5'''
 +
|-
 +
| air [[File:d.png]] + [[File:snkd.gif]] || '''9''' || '''0, -5''' || '''0, -5'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:Dong63214C.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:hcb.png]] + [[File:snkc.gif]] || '''7''' || '''KD''' || '''-9'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongjAsuper.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| air [[File:qcf.png]], [[File:qcf.png]] + [[File:snka.gif]] || '''0''' || '''KD''' || '''-39'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongjCsuper.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| air [[File:qcf.png]], [[File:qcf.png]] + [[File:snkc.gif]] || '''0''' || '''KD''' || '''-69'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongBsuper.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcf.png]], [[File:qcf.png]] + [[File:snkb.gif]] || '''19''' || '''KD''' || '''-5'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongDsuper.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcf.png]], [[File:qcf.png]] + [[File:snkd.gif]] || '''17''' || '''KD''' || '''+5'''
 +
|}
 +
 
 +
<br>
 +
 
 +
[[File:DongHiddenSuper.jpg]]
 +
 
 +
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
 +
|-
 +
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
 +
|-
 +
| [[File:qcf.png]], [[File:qcf.png]], [[File:qcf.png]] + [[File:snkc.gif]] || '''0''' || '''KD''' || '''-10'''
 +
|}
 +
</center>
 +
 
 +
=Combos=
 +
 
 +
==Close range==
 +
- D xx 63214 C => highest non meter damage, however it is unsafe on block and requires very close range<br>
 +
- jA>C (air target) > D xx 214 B (less damage but safer if unsure about hit or guard)<br>
 +
- 236 B > run D xx 63214 C (You can skip the D if not close enough) <br>
 +
- 236 B > run A xx 623 A (You can skip the A if not close enough) <br>
 +
- 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 <br>
 +
- 236 D > run > DP C (can cross under before the DP to switch sides)<br>
 +
==Hop==
 +
- hop A/B/C/D > DP C <br>
 +
 
 +
==Landing Super==
 +
- 2B > 2C xx 236236B<br>
 +
- 2B > 2C xx 2AC 2362369 A (tigerknee air super)<br>
 +
- DP break 236236236 C<br>
 +
- D xx 2AC > jA 236236 A (only on standing)<br>
 +
- C xx 2AC > 2362369 A<br>
 +
- jA>C > jA 236236 A<br>
 +
- far A > cr A xx 236236236 C~A (kara cancelling the crA)<br>
 +
- unblockable after air reset : 2362369 A or 236236236 C<br>
 +
- j4C crossup (iori kick) > 2C xx 236236B<br>
 +
- Note : after air super, you can link another air super, followed by a DP (in the corner)<br>
  
 
=Overall Strategy=
 
=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 interesting 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 run or super jump in when you create an opening. Dong has a lot of weaknesses but he can be the most unpredictable character in the game and can train his opponents many ways as well. Mix it up and kick your way to victory!
+
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.
  
=Advanced Tactics=
 
Specific strategies for methods of attack and defense.
 
==Dealing Damage==
 
==Rushdown==
 
===Getting In===
 
An easy way to get in is obviously to jump in. Know that he can super jump as well to quickly get in from long distances. His dive kick (Air d+K) is another important tool. It allows him to attack any spot that is in front of his jumping arc.<br>
 
The other, slightly less obvious, way of getting in is to run in. It is imortant to use standing Low Punch often when doing this. It is safe, fast, and allows you to judge your distance from the opponent. Additionally you can cancel into a special or feint if need be.<br>
 
Don't forget you can wait for your opponent to come to you. Stand, short jump, or crouching guard to stay in a generally area. Try not to walk back or you'll end up in a corner. Creating openings is explained in the Keep Away section.
 
===Rushing===
 
Once you're inside DP+lp is going to be your best friend, especially when you brake it (lp version is 1 frame faster than hp). This move has awesome speed and priority. Use it to make your opponent fear any interruptions. Remember that it is punishable on block even if braked. Once they start to guard go for bigger damage. Usually this will happen after any of his other specials (exluding hcb+C because it's unsafe on block and knocks down on hit). You will see dive kick into braked dp a lot.<br>
 
Once they do start to get defensive force mixups. Use short jump a lot into a bread and butter combo. If short jump attack is guarded cancel a normal into his low or overhead special or a feint.<br>
 
*'''QCB+K''' Whether this hits or is guarded, you're at -1 frame. The safest thing to do is backdash, but if they fear the DP continue attacking. This is also important if your opponent likes to jump out of your rushdown.
 
*'''QCF+LK''' This is a strong rushdown tool, but you must be close for it to land. You have a massive +13 frames on hit or block. All of his close standing or crouching normals are uninterruptible if qcf+lk guarded or will land if it hit. This means all three of his supers are guaranteed afterward. If it's guarded, it is important to run up a bit because you have such a large opportunity to stay close which doesn't happen often for Dong.
 
*'''QCF+HK''' This has more range than the lk version, is slower and only gives +9 frames on block. But that's still a giant frame advantage and on hit it launches the opponent. The range makes it way easier to land than the lk version. Know that when guarded the opponent cannot interrupt his crouching HP, crouching HK or crouch A+B. This is important because these three normals are the only way to reach the opponent when qcf+HK is guarded from afar. Crouching HK is good as it can be cancelled into another qcf+HK or a feint and is fast. Crouching A+B has great range, but you can only cancel on hit. Once they are defensive because of this run or short jump in to keep attacking. With either the LK or HK version, the opponent will have to guard low, jump, or backdash. Qcb+K covers ducking and jumping and if they're in the corner: backdashing as well.
 
*'''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. It also allows you to create new jumping mixups. Most characters have to stick to short jumping afterward, but Dong can attack in many directions allowing him to shine here.<br>
 
So get in, feint, then try jumping backwards. If the opponent continues to be defensive run or short hop in and force another mixup. If the back jump is used when the opponent has been defensive for a while, they will likely used the opportunity to escape. If this happens try dive kicking (air d+k) this will catch the opponent. Even if they continue gaurding use Dp+lp to keep them pressured.<br>
 
Now try jumping upwards. You can dive kick, or use j.lp, j.hp, or j.lk to hit three different directions in front of you. Further you have j.b+hp. This will kick behind you use this if they run under you. Air throw (j.f+HP) if they jump as well.<br>
 
You can also jump forward, then use j.b+hp. If they guard low you'll jump over them, if they guard mid, then you will land in front of them. Getting them to guard low is key, then jump over them and use j.b+hp.<br>
 
After a feint it's a good idea to do LEM (lp+hp). On block it gives you a frame advantage and it's an overhead.<br>
 
Because his braked Dp has so much priority you can use backdashing and jumping as well after any of his specials is guarded or hits. Create your own unique rush!
 
*'''Corner''' Everyone has a great advantage when their opponent is in the corner. Dong has some nice strings for keeping them there for forcing a lock down and eventually a guard crush.<br>
 
Qcf+k will be used a lot here. When in the corner there is way less push back so you can stay close.<br>
 
*'''ff+close HK, f+A+C, ff+close HK f+A+C...''' This is the keystone of Dong's corner lockdown. It will lock down the opponent, but it can be difficult to guard crush with just this string. f+A+C has more push back than d+A+C, but f+A+C allows for the cancel into the run more quickly. This is important when several frames makes all the difference.<br>
 
*'''ff+close HK, qcf+K, ff+close HK, qcf+K...''' This has openings due to the startup of qcf+k, but forces the opponent to crouch and gives giant frame advantages. It's also interesting to note that qcf+HK has zero pushback. This means, that if your opponent is afraid of a quick followup do several qcf+HK in succession.<br>
 
*'''j.A j.C string''' Number of hits is just as important as strength of the hits. When the opponent is defensive and you get pushed back, jump in and do this.<br>
 
*'''A+B''' This has evasive properties, closes distance, is an overhead, and provides nice guard damage.<br>
 
*'''LP LP LP''' Three quick jabs when close. Does surprising guard damage, prevents backdashing, and is simple.<br>
 
*'''c.LK, c.LK, c.LK or ff+c.LK, f+A+C, ff+c.LK, f+A+C...''' Multiple low kicks can work well to easily keep your opponent pinned and does surprising guard damage as well.<br>
 
*'''Qcf, Qcf+K''' The HK version is obvious. When charged fully it almost guarantees a guard crush, and recovers faster than the LK version allowing you to continue attacking. The LK version does a great deal of guard damage itself and can be used to finish off guard crush strings.<br>
 
*'''Lock Down Strings'''
 
**j.LP j.HP c.HP qcf+HK j.LP j.HP c.CHP qcf+HK qcf,qcf+LK -Try to get close when you finish with the super so you have more options. Your frame advantage is kind of small when you guard crush them because of the lag on qcf,qcf+lk.
 
**j.A j.C c.HP f+A+C A+B j.A j.C c.HP f+A+C A+B qcf,qcf+LK -Similar to the above string and allows you to force a mixup with the two.
 
**closeHK f+A+C closeHK f+A+C closeHK qcf+LK... -Serious lockdown, but is difficult to guard crush with.
 
**ff+closeHK qcf+K ff+closeHK qcf+K... -More openings, but can be easy to perform and has decent guard crush potential. Either HK or LK version works or change them up depending on your distance.
 
  
 
==Keep Away==
 
==Keep Away==
Dong is notorious for his ability to run away. It is extra frustrating for the opponent as, at any moment, he can change his trajectory and attack. He has a backdash, short jump, regular jump, super jump, and wall jump. All of these help him in his hit and run tactics.
+
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.
  
==Wake Up==
 
==Air==
 
==Throwing==
 
==Resets==
 
==Weaknesses==
 
Dong has several weaknesses; places in gameplay where he does not perform well. Whether you're deciding on using Dong, going up against him, or need to improve your game, this is a vital part of his breakdown.
 
  
'''Comboability'''<br>
 
One of his largest, his lack of combos makes him use more poking than almost any other character. He requires meter for the ones that deal decent damage. Along these lines, one of the biggest asset for any character is his or her c.A+B. While his isn't bad in itself, his qcf,qcf+LK super will not combo out of it on regular hit, it requires a counter hit. However qcf,qcf+HK will combo on regular hit but is a lot of meter for nearly the same damage as the LK version and Dong cant afford meter.  However you can also use c.A+B qcf,qcf,qcf+HP which will land on normal hit. Further, if you feint, j.LP, qcf,qcf+P you can combo on normal hit. This is very difficult however as the input is complex, a slight mistake can result in a dp+P, and is way more work than most of the other characters.
 
*'''VS'''
 
**Needs meter or TOP for easy damage
 
**Difficult for him to build meter
 
**Stay out of range of his c.HP
 
*'''Candidate'''
 
**If you're looking for fancy combos, you're actually in luck. He has some impressive ones, but actual match use is more difficult.
 
*'''Cover Up'''
 
**Find ways to sneak in meter building with qcf+lk, braked dp if you can do the whiff version, and low j.d+k.
 
**A benefit is that he maximizes damage with lower version (S power) supers. Qcf,qcf+HK is only slightly stronger than LK version and if you land j.qcf,qcf+lp anywhere on screen you can combo into another one. This means he need not risk more meter for higher damage as the second j.qcf,qcf+lk is confirmed by the previous one if it landed.
 
**Know that he lacks combo potential and learn to poke and mix up.
 
  
'''Backdashers'''<br>
+
==Weaknesses==
Dong has no projectile and no long range meaty move. Catching backdashers can be a hassle for Dong and going up against a good backdasher can really limit his game. Another huge drawback is that because he has limited combo potential, resorting to mixups with qcf+K and qcb+K is often necessary. However, these have very slow startup and can be backdashed out of even if the cancelled normal hit.<br>
+
His most notable weakness would probably be his lack of damage output and his meter building ability is quite slow.
Two of his greatest assets against backdashing, however is his super jump (d,N,ub_u_uf) and his run. While characters with a short front dash can rush down better, characters with a run can maneuver about the stage more easily. Running means you will be able to meet the backdasher at the end of their backdash where they are vulnerable. Super jumping allows you to tag the backdasher no matter where they are. With j.b+C, any jumping normal (though J.C is the least useful), or the special (j.d+K) or super (j.qcf,qcf+p) version of his dive kick. His dive kick is the meatiest move he has especially j.d+lk as it is slower and stays on screen longer. Find when they like to back dash and run up or super jump in. Even if you don't catch them during the backdash, you have closed some distance nicely.
+
*'''VS'''
+
**Abuse this against him
+
**Be wary and don't put yourself in a spot where he creates an ambiguous jumping trajectory or you'll eat a cross up or false cross up
+
**Dont run too much from him or he'll get meter which you dont want
+
*'''Candidate'''
+
**If you hate backdash abusers, don't use Dong
+
**He has the tools, but know it can be a bit of work
+
*'''Cover Up'''
+
**Be patient
+
**Know that Dong is good at running away too so build meter if they run
+
**Use keep away strategies to corner them
+
**Know when it's safe to run up (ff)
+
**Super jump a lot and when they backdash wait for the moment to release j.qcf,qcf+p.
+
**Use Feinting in place of cancelling into qcb+k or qcf+k so that you can run up or jump in and continue attacking.
+
  
 
'''Unsafe Moves'''<br>
 
'''Unsafe Moves'''<br>
While Dong has his dp+p to discourage interruption, many of his moves are still punishable even on hit.
+
*'''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)
*'''Dp+p''' Even if you brake this, you are at -6 frames
+
*'''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)
*'''Qcb+k''' Whether it's on hit or block you're at -1 frame
+
*'''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
*'''j.d+k''' Depending on where his last kick lands, you'll be at a greater or lesser disadvantage
+
*'''Others''' His TOP, qcf,qcf+lk, j.qcf,qcf+p, and hcb+hp are all highly unsafe on block.
*'''close j.f+C Air Throw''' Out of all the air throw characters, (Jenet, Hokutomaru, Hotaru) Dong's has the least priority. Partly because of his jump trajectories and partly because his is simply lacking in priority.
+
*'''Others''' His TOP, qcf,qcf+lk, j.qcf,qcf+p, and hcb+hp are all unsafe on block.
+
 
+
*'''VS'''
+
**If you have a zero frame super be ready to punish many of Dong's specials
+
**If you're close, you can often times simply throw him
+
**Braked dp+p is at -6 on block so punish with a c.lk or lp combo
+
 
+
*'''Cover Up'''
+
**The lp version of dp+p is faster and has more pushback than the hp version. This makes in almost always the version of choice. If your opponent tends to get really defensive, you may use the hp version.
+
**Don't worry about qcb+k unless they have meter. Then worry and stick to A+B.
+
**Use c.A+B specials so you know that they will hit.
+
**Try not to rely on your air throw against the other air throw characters unless you're positive it will land, else there's will likely land.
+
  
 
=Matchup Strategies=
 
=Matchup Strategies=
 
To come.  
 
To come.  
 +
<br>
  
=Return to The Characters=
+
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+
 
+
  
 
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Latest revision as of 17:20, 11 September 2018

KimDongHwan.PNG
Garou: Mark of the WolvesGarouLogo.gif

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.