Capcom vs SNK 2/Rock: Difference between revisions

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=Introduction=
== Introduction ==
 
{{CvS2 Character Subnav|char=Rock|short=Rock}}
<div>
Rock Howard is the main protagonist of Garou: Mark of the Wolves, the final entry in the Fatal Fury series (so far). The biological son of crime lord Geese Howard, Geese was absent during Rock's childhood, and Rock developed a deep resentment of him when Rock's mother, Marie Heinlein, died of an illness that Geese refused to help with. After Geese's death in Real Bout Fatal Fury, Rock is adopted by the man who defeated Geese, Terry Bogard. As Rock grew, Terry trained him in the art of street fighting. By the time Rock is an adult, a new King of Fighters tournament dubbed "King of Fighters: Maximum Mayhem" is announced, hosted by Kain R. Heinlein. Rock joins the tournament alongside Terry in order to find his life's path, as well as to get answers regarding his late mother from Kain, her brother.
Rock Howard is the main protagonist of Garou: Mark of the Wolves, the final entry in the Fatal Fury series (so far). The biological son of crime lord Geese Howard, Geese was absent during Rock's childhood, and Rock developed a deep resentment of him when Rock's mother, Marie Heinlein, died of an illness that Geese refused to help with. After Geese's death in Real Bout Fatal Fury, Rock is adopted by the man who defeated Geese, Terry Bogard. As Rock grew, Terry trained him in the art of street fighting. By the time Rock is an adult, a new King of Fighters tournament dubbed "King of Fighters: Maximum Mayhem" is announced, hosted by Kain R. Heinlein. Rock joins the tournament alongside Terry in order to find his life's path, as well as to get answers regarding his late mother from Kain, her brother.


Rock's fighting style is a mix of Geese and Terry's, with him inheriting the Reppuken, the Shinkuu Nage throw, the Raging Storm, and Deadly Rave from his biological father Geese, as well as the Rising Tackle and modified versions of Crack Shoot (Crack Counter), Burning Knuckle (Hard Edge), Power Dunk (Rage Run Type Dunk), and Buster Wolf (Shine Knuckle) from his adoptive father Terry.
Rock's fighting style is a mix of Geese and Terry's, with him inheriting the Reppuken, the Shinkuu Nage throw, the Raging Storm, and Deadly Rave from his biological father Geese, as well as the Rising Tackle and modified versions of Crack Shoot (Crack Counter), Burning Knuckle (Hard Edge), Power Dunk (Rage Run Type Dunk), and Buster Wolf (Shine Knuckle) from his adoptive father Terry.


[[File:Rock_CvS2_colors.png]]
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT WITH FRAME DATA IF THERE WAS ONE!!!'''


==Normal Moves==
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    =
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


<table style="width:600px;border:1px solid silver" cellborder="1">
=== <span class="invisible-header">5MP</span> ===
'''<tr>
{{MoveData
  <th>Button</th>
| name    = Far Strong
  <th>Position</th>
| input    = 5MP / Far MP
  <th>Buffers:</th>
| subtitle = Far Medium Punch
  <th>Itself</th>
| image    =
  <th>Specials</th>
| caption  =
  <th>Supers</th>
| linkname = 5MP
  <th>Hit</th>
| data  =
  <th>Block</th>
{{AttackData-CvS2
  <th>Startup</th>
   | version    = Far {{Icon-Capcom|MP}}
  <th>Active</th>
   | subtitle    =
  <th>Recovery</th>
   | damage      = -
  <th>Damage</th>
   | stun        = -
</tr>
   | cancel      = -
<tr>
   | guard      = -
  <td style="border:1px solid navy" rowspan=4>Jab</td>
   | parry      = -
  <td>Close</td>
   | startup    = -
  <td></td>
   | active      = -
  <td>y</td>
   | recovery    = -
  <td>y</td>
   | total      = -
  <td>y</td>
   | advHit      = -
  <td> 5</td>
   | advBlock    = -
  <td> 5</td>
   | invul      = -
  <td>3</td>
   | description = Placeholder
  <td>4</td>
}}
   <td>8</td>
}}
  <td>400</td>
</tr>
<tr>
  <td>Far</td>
   <td></td>
   <td>y</td>
   <td>y</td>
   <td>y</td>
   <td> 4</td>
   <td> 4</td>
   <td>3</td>
   <td>7</td>
   <td>4</td>
  <td>300</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>y</td>
  <td>y</td>
  <td>y</td>
  <td> 6</td>
  <td> 6</td>
  <td>4</td>
  <td>3</td>
  <td>6</td>
  <td>300</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>4</td>
  <td>20</td>
  <td>-</td>
  <td>500</td>
</tr>


<tr>
=== <span class="invisible-header">5HP</span> ===
  <td style="border:1px solid navy" rowspan=4>Strong</td>
{{MoveData
  <td>Close</td>
| name    = Far Fierce
  <td></td>
| input    = 5HP / Far HP
  <td>n</td>
| subtitle = Far Heavy Punch
  <td>y</td>
| image    =
  <td>y</td>
| caption  =
  <td> 4</td>
| linkname = 5HP
  <td> 4</td>
| data  =
  <td>3</td>
{{AttackData-CvS2
  <td>5</td>
   | version    = Far {{Icon-Capcom|HP}}
  <td>13</td>
   | subtitle    =
  <td>700</td>
   | damage      = -
</tr>
   | stun        = -
<tr>
   | cancel      = -
  <td>Far</td>
   | guard      = -
  <td></td>
   | parry      = -
  <td>n</td>
   | startup    = -
  <td>n</td>
   | active      = -
  <td>y</td>
   | recovery    = -
  <td>-1</td>
   | total      = -
  <td>-1</td>
   | advHit      = -
  <td>5</td>
   | advBlock    = -
  <td>7</td>
   | invul      = -
  <td>17</td>
   | description = Placeholder
  <td>800</td>
}}
</tr>
}}
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n/n</td>
  <td>y/n</td>
  <td>y/y</td>
  <td>-11</td>
  <td>-11</td>
  <td>3</td>
  <td>6?</td>
  <td>25</td>
  <td>700,600</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>8</td>
  <td>-</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-10</td>
  <td>-10</td>
  <td>4</td>
  <td>3</td>
  <td>31</td>
  <td>1100</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>-12</td>
  <td>-12</td>
  <td>7</td>
  <td>3</td>
  <td>33</td>
  <td>1300</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>-4</td>
  <td>-4</td>
  <td>8</td>
  <td>10</td>
  <td>22</td>
  <td>1200</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>6</td>
  <td>6</td>
  <td>-</td>
  <td>1100</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Short</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td> 2</td>
  <td> 2</td>
  <td>2</td>
  <td>6</td>
  <td>9</td>
  <td>500</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td> 1</td>
  <td> 1</td>
  <td>5</td>
  <td>7</td>
  <td>9</td>
  <td>400</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>y</td>
  <td>y</td>
  <td>y</td>
  <td> 6</td>
  <td> 6</td>
  <td>4</td>
  <td>4</td>
  <td>7</td>
  <td>200</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>19</td>
  <td>-</td>
   <td>600</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Forward</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-3</td>
  <td>-3</td>
  <td>2</td>
  <td>9</td>
  <td>16</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td> 1</td>
  <td> 1</td>
  <td>8</td>
  <td>6</td>
  <td>15</td>
  <td>700</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-6</td>
   <td>-6</td>
   <td>4</td>
  <td>8</td>
  <td>20</td>
  <td>800</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>5</td>
  <td>13</td>
  <td>-</td>
   <td>900</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-2</td>
   <td>-2</td>
   <td>4</td>
  <td>8</td>
  <td>20</td>
  <td>1200</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>-2</td>
   <td>-2</td>
   <td>8</td>
  <td>9</td>
  <td>19</td>
  <td>1300</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>down</td>
  <td>-9</td>
   <td>5</td>
  <td>3</td>
  <td>30</td>
  <td>1200</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>7</td>
  <td>8</td>
  <td>-</td>
   <td>1200</td>
</tr>
<tr>
  <td>'''Command Normals'''</td>
</tr>
<tr>
  <td style="border:1px solid green"> f Forward</td>
  <td></td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td> 2</td>
  <td> 2</td>
  <td>27</td>
  <td>3</td>
  <td>18</td>
  <td>900</td>
</tr>


</table>
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    =
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


==Special Moves==
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    =
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Reppuken - [[File:Qcf.png]] + [[File:Lp.png]] or [[File:Mp.png]]
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    =
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Double Reppuken - [[File:Qcf.png]] + [[File:Hp.png]]
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Hard Edge - [[File:Qcb.png]] + [[File:P.png]]
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Rising Tackle - (Hold) [[File:D.png]] Release [[File:U.png]] + [[File:P.png]]
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Shinkuu Nage (Evac Toss) - [[File:360.png]] + [[File:P.png]]
=== <span class="invisible-header">clLK</span> ===
       
{{MoveData
- Brake - During Shinkuu Nage, tap [[File:3p.png]]
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


- Raksasa - During Shinkuu Nage, hold [[File:3p.png]], then release.
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


- Rage Run, Dunk - [[File:Qcb.png]]+ [[File:Lk.png]]
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


- Rage Run, Stop - [[File:Qcb.png]] + [[File:Mk.png]]
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    =
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


- Rage Run, Shift - [[File:Qcb.png]] + [[File:Hk.png]]
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    =
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    =
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


- High Crack Counter - [[File:Qcf.png]] + [[File:Lk.png]]
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    =
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


- Mid Crack Counter [[File:Qcf.png]] + [[File:Mk.png]]
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    =
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
  }}
}}


- Low Crack Counter [[File:Qcf.png]] + [[File:Hk.png]]
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    =
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
  }}
}}


== Supers ==
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    =
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Raising Storm - [[File:Qcf.png]] + [[File:Qcf.png]] + [[File:P.png]]
=== <span class="invisible-header">j.MP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    =
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Shine Knuckle - [[File:Qcf.png]] + [[File:Qcf.png]] + [[File:K.png]]
=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    =
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Neo Deadly Rave* - [[File:Hcb.png]] + [[File:F.png]] + [[File:Lk.png]]
=== <span class="invisible-header">j.LK</span> ===
(after hit) [[File:Lp.png]] + [[File:Lp.png]] + [[File:Lk.png]] + [[File:Lk.png]] + [[File:Mp.png]] + [[File:Mk.png]] + [[File:Hp.png]] + [[File:Hk.png]] + [[File:Qcb.png]] [[File:Hp.png]]
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    =
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
  }}
}}


== Combos ==
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    =
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    =
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
== Command Normals ==
|+ Meterless Combos
=== <span class="invisible-header">X</span> ===
|-
{{MoveData
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| name    = Generic Command
|-
| input    = Generic Input
| cr.LK (x1-2), cr.MK xx qcb + HP || Any || 2625 (cr.LK x1), 2835 (cr.LK x2) || 25 (cr.LK x1), 27 (cr.LK x2) || Easy || While cr.LK x3 into cr.MK works on a good portion of characters, it does not work on everyone, and even then any version of Hard Edge may not connect depending on the character, if at all (further testing required). Stick to two cr.LKs at most.
| subtitle = Generic Name
|-
| image    =
| cr.LK, cl.HP xx qcb + HP || Any || 2940 || 28 || Easy || Link from crouching LK into close HP. Linking into close HK gives slightly more damage, but is a tighter link. Decent corner carry.
| caption =
|-
| linkname = X
| 360P xxx tap PPP, qcb + HP(1) || Any || 2310 || 10 || Easy || Combo from Shinkuu Nage break. Don't hold the buttons for too long or you'll get Rakshasa.
| data  =
|-
{{AttackData-CvS2
| 360P xxx hold PPP, cr.HK || Back to corner|| 3360 || 20 || Easy || Try to hit the Rakshasa as early as possible. Hitting it deep will let the opponent hit the ground before you can sweep them. You can use a Rising Tackle instead of a cr.HK, but the Rakshasa into Rising Tackle timing is even stricter, and does less damage since the Rising Tackle only seems to hit once.
  | version     = -
|-
  | subtitle    =
|}
  | damage     = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
=== <span class="invisible-header">X</span> ===
|+ Super Combos
{{MoveData
|-
| name    = Generic Throw Name
! Combo !! Groove !! Cost !! Position !! Damage !! Stun !! Difficulty !! Notes
| input    = Near Opponent, 4/6HK
|-
| subtitle = Kick Throw
| cr.LK xx cr.LP xx cr.LK, cr. MK xx qcfqcf + K (level 1) || Any || 1 Bar || Any || ~4023 || 15 || Intermediate || Crouching light confirm, linked into crouching MK and cancelled into Shine Knuckle.
| image    =
|}
| caption =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= The Basics =
== Colors ==
= Advanced Strategy =
[[File:Rock_CvS2_colors.png]]
== Reppu Ken Trap ==
 
In cases where you're sitting on a level 3 super, establish long range and look for an opportunity to safely throw a MP Reppu Ken. If your opponent rolls past or jumps any direction over the projectile, immediately input the command for Rock's Level 3 Shine Knuckle as you recover from the Reppu Ken to punish their evasive maneuver. If your opponent simply blocks the Reppu Ken, throw another MP Reppu Ken while they're still recovering from block stun. This effectively resets the same situation all over again, which may be repeated until your super meter expires.
 
Unfortunately, this tactic is not applicable against specific grooves and characters. Specifically, A Groove characters sitting on a full super bar can simply jump straight up over the projectile and look for the super attempt. If you initiate a level 3 Shine Knuckle, the defending player can simply activate Custom Combo Mode to safely pass through and punish your Level 3 Shine Knuckle. Additionally, P and K Groove characters can simply parry or Just Defend your onslaught of projectiles without having to worry about making risky decisions to avoid guard damage. There's also a long a list of special attacks that can punish Rock's Reppu Ken effortlessly.
 
Despite these problems, the Reppu Ken Trap is still effective regardless of whether or not your opponent takes the bait. In cases where your opponent knows you're looking for a jump and opts to block, parry, dodge, or Just Defend your projectiles, use the opportunity to throw a LP Reppu Ken. After its release, run behind it to safely, and effortlessly, establish semi-close range.
 
== Low Jump HK ==
Rock arguably has one of the best jump attacks in the game at his disposal. This attack happens to be jumping HK, which is extremely difficult to anti air properly when combined with a low jump. This is all due to the incredibly steep downward angle this attack posseses. After the initial low jump, it's possible to perform jumping HK at practically any moment just as you hit the peak of your jump without the risk of it missing. This allows you to adjust your timing and hit jumping HK just before you think your opponent may go for a normal attack anti air. Although special attacks with invulnerability will still cleanly beat this attack, low jumps in general are very difficult to reverse without directly looking for them.
 
Additionally, low jump HK can be used as an "instant overhead" against larger characters like Geese, Sagat, Todo, Zangief, Raiden, Chang, etc. In other words, stand directly next to your opponent, then perform a low jump any direction and immediately hit HK the second you leave the ground. This acts as a very quick overhead attack that's impossible to consistently react to. Since Rock is open to punishment after hitting HK that early during a low jump, it's generally better to low jump backwards before hitting HK to safely fly away from your opponent. However, there is a specific trick that takes advantage of the seemingly massive opening. Perform a forward instant low jump HK, then as you land, immediately cancel your low jump recovery into Rage Run Shift-->Shinkuu Nage. Because most players react slowly to the small opening present after a low jump done that early, they often go for what's usually considered the fastest and safest option available: the throw. Since throws in this situation are rarely timed correctly, you can pass through and punish the attempt with a quick Rage Run Shift, which will cause the throw to whiff as you teleport through them.
 
== Meaty LP Reppu Ken ==
 
If you manage to land a crouching HK and your opponent is scared to perform a quick recovery, immediately throw a LP Reppu Ken so that it meets your opponent just as they stand up. You should recover just before your projectile touches your opponent. Once you recover from the Reppu Ken, use the slight advantage gained from the blocked projectile to run forward and stage a basic 50/50 mix up. An early crouching HK, or a super late run up Shinkuu Nage are the more commonly used options in this situation.
 
In cases where you aren't willing to risk a direct wake up attack, use this option. Because of the projectile directly on top of your opponent as they stand up, this pattern acts as an effective reversal deterent.
 
== Commonly Used Shinkuu Nage Resets ==
All of the below patterns only work if you're throwing your opponent into a corner. Although these resets all start with Rock's Rage Run Shift, they very much still work if you land a stand-alone Shinkuu Nage while you're cornered yourself.
 
 
<b>#1)</b> Rage Run (Shift)--> Shinkuu Nage (Rasetsu), juggle with a late crouching MK canceled into another Rage Run Shift-->Shinkuu Nage.
 
<b>#2)</b> Rage Run (Shift)--> Shinkuu Nage (Rasetsu), juggle with a early close standing HP, canceled into a LK Crack Counter (whiffs). When you recover from the counter, initiate either a late Shinkuu Nage to grab your opponent as they land, or walk up and go for the combo of your choice. Against large characters, an instant low jump HK towards your opponent is also applicable.
 
<b>#3)</b> 2nd Player ONLY, Rage Run (Shift)--> Shinkuu Nage (Rasetsu), run into the corner and immediately juggle with a crouching MP. If done correctly, your opponent will flip over you and away from the corner. As they're still airborne, it's possible to walk under their falling body and dictate which side you're on before they land.  Use this moment to force your opponent to guess which direction to block and go for the combo of your choice.
 
== Counter Hit Set Ups ==
 
<b>Blocked crouching LK chained into a close standing LK</b>
 
After you recover, go for either a Shinkuu Nage right from where you're standing or a Counter Hit crouching LK linked into crouching HK. If you have super meter, swap out the crouching HK with a crouching MK canceled into a Lvl 1~3 Shine Knuckle. The crouching LK-->standing LK chain must be done from point blank range or you will not be in range for a Shinkuu Nage or a crouching LK. Just as you would with any counter hit set up, delay crouching LK--> crouching HK slightly if your opponent is delaying their counter attacks after the blocked chain.
 
If crouching LK--> close standing LK happens to hit your opponent, it's possible verify the hit and cancel the close standing LK into a level 1~3 Shine Knuckle. This is, however, exceedingly difficult.
 
Keep in mind that because of the poor frame advantage after Rock's close standing LK ( 2), this pattern is very difficult to impliment against characters with 2 frame normal attacks, such as M. Bison and Chun Li. Additionally, the lack of frame advantage makes it somewhat difficult to stop a player from jumping out of this pattern. Counter such attempts with an early jumping MK or crouching HP to keep them grounded.
 
'''Blocked crouching LK'''
Crouching LK leaves you with quite a bit more frame advantage then close standing LK, giving you the option of making your attack after it airtight if it needs to be. This makes it highly risky for your opponent to attempt a jump. After it's blocked, go for a delayed Shinkuu Nage, counter hit crouching LK--> crouching HK, or simply a standing HP canceled into a MP Reppu Ken.
 
Keep in mind that because of the increased frame advantage, it's very difficult to correctly time a Shinkuu Nage after a blocked crouching LK. Because of this, you may opt to use close standing LK against opponents where it's applicable (Characters without 2 frame normal attacks).


= Discussion =
http://www.shoryuken.com/forums/forumdisplay.php?f=59


{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Rock]]

Revision as of 02:58, 7 July 2022

Introduction

Rock Howard is the main protagonist of Garou: Mark of the Wolves, the final entry in the Fatal Fury series (so far). The biological son of crime lord Geese Howard, Geese was absent during Rock's childhood, and Rock developed a deep resentment of him when Rock's mother, Marie Heinlein, died of an illness that Geese refused to help with. After Geese's death in Real Bout Fatal Fury, Rock is adopted by the man who defeated Geese, Terry Bogard. As Rock grew, Terry trained him in the art of street fighting. By the time Rock is an adult, a new King of Fighters tournament dubbed "King of Fighters: Maximum Mayhem" is announced, hosted by Kain R. Heinlein. Rock joins the tournament alongside Terry in order to find his life's path, as well as to get answers regarding his late mother from Kain, her brother.

Rock's fighting style is a mix of Geese and Terry's, with him inheriting the Reppuken, the Shinkuu Nage throw, the Raging Storm, and Deadly Rave from his biological father Geese, as well as the Rising Tackle and modified versions of Crack Shoot (Crack Counter), Burning Knuckle (Hard Edge), Power Dunk (Rage Run Type Dunk), and Buster Wolf (Shine Knuckle) from his adoptive father Terry.

!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT WITH FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

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Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Rock CvS2 colors.png


CvS2 Wiki Navigation

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