Garou - Mark of the Wolves Character guide for Kim Jae Hoon v0.51 - 3-31-00. Minor update from last time. Added more things to the b, b + B move. This is unpublished, non-profit, copyrighted work by Brian Yip. Go ahead and distribute as much as you want, as long as you give me the proper credit and that you do not modify or make any profit from it. Any comments, corrections or additions, feel free to contact me. e-mail: night-dragon@geocities.com homepage: http://homepages.go.com/~ryuchun/ (not SNK related) Garou and Kim Jae Hoon and any other characters are copyrighted by by SNK. (http://www.neogeo.co.jp) Jae Hoon's bio and other info courtesy of James Kuroki. (orochi@ix.netcom.com) This FAQ is focused on the younger of the two sons of the legendary Kim Kap Hwan, Kim Jae Hoon. I am assuming you already know the game basics such as what button does what, and movement. If you aren't familiar with that, refer to the general FAQ on the Garou section of http://www.gamefaqs.com ======== Contents ======== - Why Jae Hoon? - Garou basics - Jae Hoon info - Jae Hoon's basics - Jae Hoon's special moves - Jae Hoon combos - Strats - Beating Kain - Ending - Conclusion and credits ============= Why Jae Hoon? ============= I play Jae Hoon cuz my favorite characters are the heroic ones. Kim Kap Hwan from KoF was one of my all my time fav guys (not to mention, he's a kickass striker in KoF '99). So I like Jae Hoon because he takes after his father in that he fights for justice. And obviously, his fighting style is very similar to Kim's which makes me like him over Dong Hwan. Plus he actually has a steady girlfriend, unlike his pretty boy brother who can't keep one! Reasons to play Jae Hoon: - Easily comboable moves and good direct damage. - A very good ticker. - He's just like Kim. 'Nuff said. - He has a kickass hairstyle! - He's honorable and fights for justice! - You want to show Dong Hwan who the better brother is! Reasons NOT to play Jae Hoon: - Not as effective at long range. - No 100% safe special moves except his TOP attack, and a breaked Hien Zan. - Can tend to be a little scrubby... - You hated Kim. - You hate heroes in general. - You're style is more show than substance, i.e. you're lazy like Dong Hwan! *barf* ============ Garou basics ============ dash forward - f, f dash backward - b, b quick hop - tap u recover roll forward - A (short) or C (far) recover roll backward - B (short) or D (far) feint move - f + AC or d + AC throw - when close, f or b + C throw escape - when thrown, f or b + C (like SF tech-hits) universal overhead - AB dodge attack - d + AB break move - AB immediately after perfoming breakable move TOP attack - CD when in TOP mode just defense - b right before moment of impact taunt - start Move notations (ones associated w/ Jae Hoon): qcf - d, df, f (fireball motion) qcb - d, db, b (hurricane kick motion) charge - hold direction for at least 2 secs (BR) - move is breakable Just defense: This is like SF3's parrying, where you hold back right before the moment of impact. This will give you a little life, not affect your guard meter and allow you to guard cancel. This is also the ONLY way to block in the air. Doing this can make the different between winning and losing. Breaking: Only the Hien Zan is breakable, so you just hit AB immediately after doing it. This will have Jae Hoon abort the move quickly (connected or not), so he can recover much faster. More on this later. Other notes: The super meter has two "levels", S and P. Think of S as being level 1, and P as being level 2. When using a super move, the A or B will only use 1 level while C or D will use 2 levels. Level 2 super of course does more damage. ============= Jae Hoon info ============= Age: 19 years old Height: 177 cm Weight: 72 kg Birthday: December 29 Bloodtype: A Nationality: South Korea Fighting Style: Tae Kwon Do Hobbies: Study Tae Kwon Do's history Specialty: Reciting Pi to the 27th decimal place Most Important: His family Most Unpleasant: Really sweet candy Likes: Small animals (rabbits, hamsters, pharrots, etc.) Dislikes: Evil people Favorite Food: Really hot Chi ge Favorite Music: Techno Best Sport: Mat exercises Entrance: "Ichi, ni, san, shi...shobu desu!" (One, two, three, four...I challenge you!) Jae Hoon stretches, then jumps up into fighting position. Entrance 2: (vs Dong Hwan) "Honki dashte kure yo, Niisan!" (Please be serious, Big Brother!" Jae Hoon points toward Dong. Entrance 3: (vs Freeman, Gato, Grant and Kain) Back to opponent "Aku wa, yurushimasen!" (Evil cannot be forgiven!) Turns around, foot on fire. Win: Jae Hoon snaps his fingers, and his girlfriend comes out with a kettle. Jae Hoon drinks the water, and the girl starts clapping Final Win 1: "Ii shobu deshta...!" (It was a good battle) Jae Hoon wipes his head with a towel. Final Win 2: "Okega wa arimasen ka?" (Are you injured?) Jae Hoon runs toward the fallen opponent, checking for injuries. Taunt: "Dame janai deska." (That's no good.) Jae Hoons turns around, shrugging his sholders. Post-Win Taunt 1: (f+start after win) Jae Hoon turns around for a seconds, "Hora!" (See!) Jae Hoon flashes a smile, teeth sparkling. Post-Win Taunt 2: (b+start after win) "Omigoto desu!" (Wonderful!) Jae Hoon claps. =============== Jae Hoon basics (note that Dong Hwan also has the exact same basic moves) =============== A : standing - does a standard punch. Fast and cancellable, although not too much on damage. jumping - a 45 degree angle kick. Don't rely on it too much... crouching - a low kick EXACLY like the Ryu/Ken/Akuma's SF3 c. forward kick! Unfortunately, only useful as a poke, and cannot be cancelled. close - same thing as standing. B : standing - side kick. Useful as a poke, but that's it. jumping - a jump kick where his leg is horizontal. Good reach and comes out fast. crouching - a quick low kick that uses the front foot. Cancellable into Hien Zan when close! close - a kick to the shin. Quick and good for keep away. C : standing - a spin hook kick. Slow, but semi-decent as anti-air. jumping - a jump kick where he kicks 45 degrees UPWARD. Good for air-to-air and okay as a jump-in while you're holding down to charge a Hien Zan to avoid doing a Hishou Kyaku. Otherwise, stick to jump D. crouching - his best crouching move IMO. Very good reach, and cancellable for his combos. Abuse. BREAD AND BUTTER! close - a two hit kick w/ the back foot. Good damage and very fast. The first hit is also cancellable, but you have to be quick. D : standing - a kick exactly like Kyo's standing D except he uses the other leg. Like Kyo's kick, invulerable to sweeps and will hit the opponent. Unfortunately it is also non-cancellable. jumping - his best jump-in. Slower to come out than others, but excellent priority and the best for starting combos. To use this kick while charging a Hien Zan and to avoid doing a Hishou Kyaku, land the kick in real deep. crouching - a sweep kick almost identical to the SF3 Shotokan sweep! A little slow, and cannot be cancelled. Only use if that's the only low attack you can think of at the moment. Otherwise, always stick to crouch C into a special. close - another two-hit kick like the close C, except w/ the front foot. Like the close C, the first hit is cancellable. AB : - jumping neri chagi (axe kick). Goes over low attacks with an overhead attack. Use for the high-low game. d + AB : - dodging side kick. Not too much use here, except to score a lucky counter attack. ====================== Jae Hoon special moves ====================== Chart Tai-otoshi : when close, f or b + C Shou-kyaku Hou : b, b + B Hien Zan (BR) : charge d, u + B/D -follow up > d + D after D Hien Zan Hangetsu Zan : qcb + B/D Hishou Kyaku : in air, d + B/D -follow up 1 > df + B/D after Hishou Kyaku -follow up 2 > qcb + B/D after Hishou Kyaku Ryusei Raku : qcf + B/D Shakku Shuu : qcf + A/C (hold) Houyoku Tensho Kyaku : qcf, qcf + A/C (C version can hold then let go) Hou'ou Kyaku : qcf, qcf + B/D Feint moves : f + AC - Shakka Shuu : d + AC - Hou'ou Kyaku TOP attack : CD - neri chagi In depth Tai-otoshi when close, f or b + C Jae Hoon will throw opponent over his shoulder and onto the ground. f will throw forward while b throws back. Use like any other throw. Shou-kyaku Hou b, b + B Jae Hoon back-dashes, then dashes forward with a high kick. A good surprise move that can be used as anti-air and is also cancellable. The best move to cancel w/ this is his D Hien Zan and finisher. A new thing I discovered that if this move connects, it does a launch which can be pretty much be followed with ANYTHING. Even a Hou'ou Kyaku. Hien Zan (BR) charge d, u + B/D (can follow up w/ d + D after D version) Kim's infamous kick but w/ a fire effect! Decent anti-air and the D version can be followed up w/ d + D for extra damage. However, its range has suffered, and is hard to combo off of, unless you are extremely close or in the corner. It is breakable, so if it is blocked, breaking will leave you less vulnerable, and if it connects, a breaked Hien Zan it can be followed up by another Hien Zan or even better... Hou'ou Kyaku!!! Hangetsu Zan qcb + B/D Another move Jae Hoon took after his father w/ fire! B version is comboable off his close C/D or crouch C. Both versions are also decent anti-air if the opponent is not too much above you. D version is good against an opponent that missed a move. Good block damage as well. Hishou Kyaku in air, d + B/D (can follow up w/ either df + B/D or qcb + B/D) Kim's Hishou Kyaku. If it connects, hold df, and tap B/D to get that finishing slide in! If blocked, do the qcb + B/D since it hits high. Either way, if it's blocked, you risk getting punished, so use the kick wisely. Ryusei Raku qcf + B/D Kim's Ryusei Raku, except Jae Hoon doesn't slide. The first hit hits low, and the second hit is an overhead. If ranged properly, it can be safe as a ticker, but try to reserve the move for combos. Always combo the D version off a connected close C/D or crouch C. This move also does the most damage out his specials that are comboed. Be careful... if opponent blocks the first hit, there is a small window of opportunity for them to counter before the second kick comes out! Shakka Shuu qcf + A/C (hold) Jae Hoon lifts his back leg up and dashes forward kicking 4 times. If you hold the button he keeps his leg up, and while in this position, he can guard against any high/middle hitting attacks, which makes as an effective counter. Initiate, wait, attack comes, let go of button. Not too bad! However, the guard point is not instant so you'll have to anticipate. This is another move that is comboable off close C/D and crouch C, and has the most range. Easiest to combo, and has the most range which makes it the most versatile. Also this move does good tick damage, so if ranged properly, this makes as an effective poke. Houyoku Tensho Kyaku qcf, qcf + A/C (C version can hold, then let go) Jae Hoon jumps forward quickly with a kick (overhead too!) then follows up with a MASSIVE Hien Zan! Must be done VERY close for maximum damage, and can effectively be used as anti-air. Always hold C when doing the C version, because if it connects, Jae Hoon will power up, and then when the opponent falls, let go of C at the right time and he will juggle with a follow up kick. If you connect w/ the follow up, it does more damage than the D Hou'ou Kyaku... You can ALSO follow up the C verion w/ a Hien Zan for flashiness, but it doesn't do as much damage as the proper follow up. Hou'ou Kyaku qcf, qcf + B/D Kim's Hou'ou Kyaku, but instead of a long jump, Jae Hoon dashes very fast towards the opponent. Good priority, and will usually beat out any move, but always save it when an opponent messes up a move. B version does the standard beat-em-up-then-finish-with-Hien-Zan. D version beats em up, then lifts em w/ a Kuu Sa Jin, then finishes w/ Hien Zan and finisher! Very good, solid damage. Also, it can be done after a breaked Hien Zan!!!!!!!!! TOP attack while in TOP mode, CD Neri chagi. An axe kick that is slow to come out, but it does do good damage if it hits, and does VERY good guard crush if blocked. Plus, it has no recovery time, so you are pretty much safe if it's blocked. Just don't use it on aggressive opponents. =============== Jae Hoon Combos =============== j - jump c - crouch s - stand Any cC can be substituted w/ a close C/D, although the close C/D must be cancelled off the first hit, thus making the cC more effective. Beginner/Intermediate: jD, cC, qcf + D - 4-hit, most damaging of the three... BREAD AND BUTTER! jD, cC, qcb + B - 4-hit, may not hit at certain range. jD, cC, qcf + C - 6-hit, most versatile due to range and easiness. jD, D Hien Zan, finisher - 5 hit, must be done in corner. cB, D Hien Zan, finisher - 5-hit, must be done close or in corner. jD, cB, D Hien Zan, finisher - 6-hit, must be done in corner. jD, Hishou Kyaku - flashy, but not too great on damage. b, b + B, D Hien Zan, finisher - 4-hit... flashy! b, b + B, qcf + A/C - 2-hit, nice looking juggle... but Hien Zan is still the best. b, b + B, qcb + B/D - 2-hit, same as above. b, b + B, Hou'ou Kyaku - 9/19-hit. Good surprise move and very easy! C Houyoku Tensho Kyaku, D Hien Zan, finisher - 13-hit. Flashy... but not as much damage than the standard super finisher. Just for looks. Advanced: jD, sA, D Hien Zan, finisher - 6-hit, corner. jD, close C/D, D Hien Zan, finisher - 6-hit, corner. Just like Guile's standing Flash Kick combos! Pretty difficult... Hien Zan, break (AB), D Hien Zan, finisher - 3-hit. Flashy! Hien Zan, break (AB), Hou'ou Kyaku - 9/19-hit. A connected breaked Hien Zan = free Hou'ou Kyaku! Excellent! jD, cB, B Hien Zan, break (AB), Hou'ou Kyaku - THE Jae Hoon combo! - 11/21-hit!!! Looks VERY flashy... but can only be done in the corner. This is possibly Jae Hoon's most damaging combo w/ D version (nearly puts opponent in TOP mode if his TOP is at the end). And if you land it, anyone watching will be wide-eyed for sure! The reason for the B Hien Zan is so that it can be comboed off the cB and breaked easier =P ====== Strats ====== I do not call myself a top-level Jae Hoon player... but there are general things a person will need to know to play this guy. - Just defended. Always do this every chance you get, such as against projectiles or air blocking anti-air. This can always make the difference between winning and losing. If you manage to just defend an anti-air, land, and then follow w/ cC, Ryusei Raku for easy punishable damage. - Range special attacks accordingly. You can get severely punished for doing a Shakka Shuu, Hangetsu Zan, or Ryusei Raku too close, so range them properly so that the edge of Jae Hoon's foot touches the opponent. You get the best block damage this way and staying safe from retaliation. - Play mind games. That is, use overheads (AB, Ryusei Raku, etc...) and low pokes at will to keep your opponent on his toes. This is also known as "footsie"... so ABUSE that crouch C! The crouch C has GREAT range for a crouch attack, and if connected, always follow up. - Shakka Shuu may be useful as counter attack, but only if you anticipate. Otherwise, you're dead. This move is most ideal for aggressive opponents and can always punish them due to its counter funtions. But against turtlers, use it at its max range as a poke and in combos. - When you have a level, get into the habit of breaking the Hien Zan. If the opponent blocks you will be safe. If you connect, you can land the Hou'ou Kyaku, which is MUCH more damage than a full Hien Zan and finisher... This makes as EXCELLENT wake-up. - The TOP attack is excellent at guard crush, plus it's pretty safe. It's just the startup that's very slow, so you just have to do it at the right time. Very effective if you know how to use it. - Remember, the Houyoku Tensho Kyaku is very effective at anti-air, and the startup move is an OVERHEAD! - Hou'ou Kyaku is VERY fast, so it can always get someone who missed a move. - The b, b + B move is good for surprises. It is also decent as anti-air. When connected it will ALWAYS do a launch. Follow up with D Hien Zan and finisher, or if you have a level... Hou'ou Kyaku! Almost like a breaked Hien Zan, except can't really be used as wake up. Although it can be used as surprise which makes it equally as good. Want to add something? ^^; Contact me, and I'll credit you! ============ Beating Kain ============ Beating Kain with Jae Hoon is actually not too difficult. Because of Jae Hoon's excellent range w/ his cC, he can easily punish Kain after almost anything he does! One of Kain's MAIN weaknesses is his reliance on his anti-air move. Just jump at him, and don't attack. Simply hold back right before landing, and he'll almost always do his anti-air. If he does it, you'll be awared w/ just defended, and once he lands, he'll be open. This is your chance do to a cC, Ryusei Raku. If you have a level, do a super move instead. Also, always do just defended against his fireball. Basically, the main retaliation to do against him is cC, Ryusei Raku. Just a few of these is enough to cause Kain to be counting stars. ====== Ending ====== BEFORE FIGHTING GRANT: Jae Hoon is at the alter... Jae Hoon: What is this place...? Grant: Tae kwon do? All that kicking's fine... But it's a sport that's no more than child's play. Jae Hoon: I may be green, but those who insult tae kwon do... ...I can in no way forgive! As my father's witness! AFTER DEFEATING GRANT: Grant: To think it'd come to this... Jae Hoon: Thanks, Pops. I knew it! Tae kwon do's the ultimate! Grant: Hmph. Earnest, to the last. Later, kid. Goodbye, Kain! Grant dies... and scene changes to Kain. Kain: To end decadence here... all the weak must die... The truth of humanity is found only in bloody battle! Jae Hoon: You must be Kain, right? Just what're you plotting? Kain: I have one goal. Picture, for me, a city... ruled by force. To think Grant lost... His power's the real thing... Or maybe? A truly free society! Jae Hoon: Say what, psycho? Whaddya babbling about? Kain: You don't want to face the undeniable reality? AFTER DEFEATING KAIN: Kain: To lose to you... is it possible...? Jae Hoon: You were wrong. That's why I won. Kain: Hmph. A direct viewpoint. To a direct fault... However you, blinded by youth, may believe you are right... But is your belief correct? Jae Hoon: What do you mean? Building starts to collapse... Kain: ...Don't forget... Justice... is easily twisted... Flash to the ending, w/ Jae Hoon and Dong Hwan on top of a grassy cliff... Jae Hoon: Gee, that was really close! Dong Hwan: That blonde freak... 'Undeniable reality' indeed! Jae Hoon: ...'Undeniable reality'? Dong Hwan: It's always freaks like him! Idleness makes them crazy. Hey you listening, Jae? Jae Hoon: Kain's raving rantings... My father's idea of justice. I've lost faith in my own judgment... Dong Hwan: Hey, Jae! Jae Hoon: ...Huh. Sorry, what? Dong Hwan starts to walk off. Dong Hwan: Hey, get off Cloud 9, Jae! Jae Hoon: Chill out, Dong Hwan! I'm listening to you! Jae Hoon follows behind. Dong Hwan: You're really hopeless! I'm out of here, Jae Hoon! Jae Hoon: I'm sorry, Dong Hwan. I said I was listening! View of the sky... Jae Hoon: There is only one reality. Now I understand... Father! ====================== Conclusion and Credits ====================== Pretty much everything such as moves and combos are concerned, have been devised by me, after playing around so long w/ this guy. All this stuff was pretty much done off the top of my head... except for the profile details of course. Anything you would like to give me any comments, add anything, etc., feel free to contact me at night-dragon@geocities.com This is the very first version of this FAQ, and possibly the last. I'll update if I find anything new, or if people supply me w/ new stuff. Just remember... abuse the crouch C! Thanks goes to: - GameFAQs for accepting my FAQs (such as my Tiberian Sun FAQ!) - http://www.gamefaqs.com - James Kuroki for his general Garou FAQ and letting me use his info from the Jae Hoon profile. - Everyone who's read this FAQ. End. Brian Yip Copyright (c) 2000