GigaTempest (talk | contribs) No edit summary |
GigaTempest (talk | contribs) No edit summary |
||
Line 573: | Line 573: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=25 | |Guard Crush Value=25 | ||
|description= | |description=Can be used as an optimal meterless follow-up to his Shinkuu Nage break midscreen. Generally not used outside of that because the move has very slow startup and is very unsafe on block. | ||
}} | }} | ||
}} | }} | ||
Line 692: | Line 692: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = | | description = Rock's fireball is s great way of controlling ground space and is a good check against runs/dashes in the mid-range. It allows him to contest other characters with fireballs and keep slower characters away. It being a grounded fireball makes it easier to avoid than a traditional fireball, so it is important to be wary of your spacing in case your opponent tries to jump or hop over it. | ||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 713: | Line 713: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 4, 4 | | Guard Crush Value = 4, 4 | ||
| description = | | description = Used as a combo ender and to apply pressure in close range, usually in the corner, as it is safe on block. | ||
C version first does a point-blank projectile, then sends out a second projectile. | |||
Either (1) both projectiles hit as a point-blank, 2-hit ground projectile; or | Either (1) both projectiles hit as a point-blank, 2-hit ground projectile; or | ||
(2) the first projectile dissipates and the second projectile travels out. | (2) the first projectile dissipates and the second projectile travels out. | ||
The single hit of the second projectile will do less damage than his regular Reppuken. | |||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 751: | Line 754: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = | | description = The B version is a counter move against mid & high attacks. You can use this to bet against certain attacks on defense or as an anti-air. Not used much as it has a long recovery on whiff and is overall very risky. | ||
4~19F upper-body counter, counterattack activates with a 6F startup after hitting. | 4~19F upper-body counter, counterattack activates with a 6F startup after hitting. | ||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 774: | Line 776: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 8 | | Guard Crush Value = 8 | ||
| description = | | description = The D version is a counter move against low attacks. Like the B version, it can be used on defense (still risky) but its primary use is to build meter in neutral, as it recovers relatively quickly. | ||
4~19F lower-body counter, counterattack activates with a 9F startup after hitting. | 4~19F lower-body counter, counterattack activates with a 9F startup after hitting. | ||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 828: | Line 829: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 6, 6 | | Guard Crush Value = 6, 6 | ||
| description = C has him follow | | description = C version has him follow up with a punch (highly unsafe). Used mainly in meterless punish combos. | ||
Correct damage = 18 | Correct damage = 18 | ||
Line 861: | Line 862: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = B version has him dash then | | description = B version has him dash up to the opponent then perform an overhead punch. This move is somewhat risky as the punch has some startup delay after the dash and is slightly unsafe on block. Best used in close range as it would be less telegraphed from the dash. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 879: | Line 880: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = D Version will make Rock disappear in front of his | | description = D Version will make Rock disappear in front of his opponent then reappear behind his opponent. After "shifting" behind the opponent, you are able to cancel into Shinkuu Nage. Fairly risky and is somewhat reactable, but can used sparingly to catch your opponent off guard. | ||
opponent | |||
}} | }} | ||
}} | }} | ||
Line 934: | Line 933: | ||
1~6F full-body invincibility | 1~6F full-body invincibility | ||
Functions as an invincible reversal and anti-air, but is fairly risky as Rock has to commit to this move and can't break it. The C version move him forward more than the A version, so it may potentially whiff if an opponent jumps in from close range right above Rock. It also deals the most damage out of Rock's specials so it's his best combo ender for metered juggle combos. | |||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 966: | Line 965: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = Command | | description = Command grab that is break-able with AB. Just doing 360+C will have Rock throw his opponent to the opposite side of the screen. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 984: | Line 983: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = Breaking the move with AB will allow Rock to follow up with a special move or super. | | description = Breaking the move with AB will allow Rock to follow up with a special move or super for more damage. Rock normally throws the opponent far away, but if cancelled into from his Rage Run Shift, he will throw them closer to himself instead, allowing for different follow-ups. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 1,002: | Line 1,001: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = Holding AB during the | | description = Holding AB during the Shinkuu Nage break will have Rock charge up his fist for an energy blast called Rasetsu. To do this follow-up, continue holding AB after the break and then release. The timing is strict to get this follow-up to connect. He has more optimal follow-ups from breaking his Shinkuu Nage, so this move is largely useless. | ||
To do this follow-up, continue holding AB after break and then release. The timing is strict to get this follow-up to connect. | |||
}} | }} | ||
}} | }} | ||
Line 1,036: | Line 1,034: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 15 | | Guard Crush Value = 15 | ||
| description = 1~9F full-body invincibility. Has a projectile hitbox/hurtbox. | | description = Can be comboed into from a Rage Run Shift > Shinkuu Nage break or from a 2AB. Has limited use overall since it has slow startup and generally isn't effective as an anti-air (the opponent will have a lot of time to react with an air JD and the move will often get hit out of its startup too). | ||
1~9F full-body invincibility. Has a projectile hitbox/hurtbox. | |||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 1,056: | Line 1,056: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 10×4 | | Guard Crush Value = 10×4 | ||
| description = | | description = Like the A version, it can be comboed into from a Rage Run Shift > Shinkuu Nage break. However, it has even more limited use due to its slower startup. | ||
You can hold C at the beginning and release to delay | You can hold C at the beginning and release to delay the startup of the super. | ||
1~11F full-body invincibility. Has a projectile hitbox/hurtbox. | |||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 1,091: | Line 1,093: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 3×5 | | Guard Crush Value = 3×5 | ||
| description = | | description = Character-defining super. Has 1f startup and travels a far distance. Very easy to combo into as a hit confirm, as it can essentially be linked into from anything that's plus on hit. The range of the move also let's Rock punish a lot of things other characters would not be able to in neutral. In general, you should try to have at least an S-Power stocked whenever possible. It is possible to combo into the B version from an air reset juggle if timed correctly. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 1,109: | Line 1,111: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 30 | | Guard Crush Value = 30 | ||
| description = | | description = Similar function to the B verison, but has 0f startup and can be even more easily linked into and used to punish with. The D version doesn't go into the full animation unless it's on hit and can be better used for air juggle combos, as you can often get the full damage from it and even combo into Rising Tackle if it juggles high enough. | ||
}} | }} | ||
}} | }} |
Revision as of 23:34, 31 July 2023
Introduction
He is the abandoned son of Geese Howard and Mary R. Heinlein, after his mother's death he was a vagabond and then found by Terry Bogard who adopted him as a father figure and legal tutor.
His fighting style its a mix about the reversals of Geese Howard with Terry Bogard rush attacks.
Gameplay
Rock is a neutral/footsies character. His main gameplan is to build meter (mainly with Crack Counter D and Reppuken in neutral) and confirm into his Shine Knuckle super. Shinkuu Nage is a command grab that he can use to open up more defensive opponents in close range and can lead to highly damaging conversions with P-Power.
Strengths | Weaknesses |
---|---|
|
|
Character Colors
Move List
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/19.html and http://www13.atwiki.jp/garoumow/pages/68.html
Data Help | |
---|---|
Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
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: | Hitbox 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 hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes/chainable | Yes/chainable | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 3 | 1 | 12 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes | Yes | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 25 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-8 | -8 | Yes | Yes | 5 |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 7 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 7 | 4 | 14 | 25 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 10 | 2 | 25 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | No | No | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | No | Yes | 5 | |
f.5D whiffs on crouching opponents. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 8 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 20 | 29 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | Yes | Yes | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 3 | 30 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -12 | No | No | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 3 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 4 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 10 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 21 | 6 | 15 | 42 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | +4 | No | No | 6 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 9 | 3 | 27 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-11 | -5 | Yes | No | 6 | |
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
16 (base damage) | Overhead | 29 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -16 | - | - | 25 | |
Can be used as an optimal meterless follow-up to his Shinkuu Nage break midscreen. Generally not used outside of that because the move has very slow startup and is very unsafe on block. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+35 | - | - | - | - | |
Normal throw. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Shine Knuckle. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Reppuken. |
Special Moves
Super Moves