GigaTempest (talk | contribs) No edit summary |
GigaTempest (talk | contribs) No edit summary |
||
Line 692: | Line 692: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = Rock's fireball is s great way of controlling ground space and is a good check against runs/dashes in | | description = Rock's fireball is s great way of controlling ground space and is a good check against runs/dashes in 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 the 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 754: | Line 754: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = The B version is a counter move against mid | | description = The B version is a counter move against mid and high attacks. You can use this to bet against certain attacks on defense or as an anti-air. Not used much since it has 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. | ||
Line 776: | Line 776: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 8 | | Guard Crush Value = 8 | ||
| description = The D version is a counter move against low attacks. Like the B version, it can be used on defense ( | | description = The D version is a counter move against low attacks. Like the B version, it can be used on defense (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. | ||
Line 811: | Line 811: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 6 | | Guard Crush Value = 6 | ||
| description = A version has Rock do a quick short dash with an elbow attack | | description = The A version has Rock do a quick short dash with an elbow attack. It needs to be spaced out so that it hits in its later active frames as a meaty to make it relatively safe on block. Used mainly as a combo ender to his meterless BnBs and as a filler in juggle combos. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 829: | Line 829: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 6, 6 | | Guard Crush Value = 6, 6 | ||
| description = C version has him follow up with a punch | | description = The C version has him follow up with a punch, but is very unsafe on block. Used mainly in meterless punish combos. | ||
Correct damage = 18 | Correct damage = 18 | ||
Line 862: | Line 862: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| 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 | | description = The 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 will be less telegraphed from the dash. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 880: | Line 880: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = D Version will make Rock disappear in front | | description = The D Version will make Rock disappear in front then reappear behind his opponent. After "shifting" behind the opponent, the move can be cancelled into Shinkuu Nage. This is fairly risky and is somewhat reactable, but can used sparingly to catch the opponent off guard. Rock can also use this move as a command dash to close distance after a knockdown, such as after landing a Shine Knuckle. | ||
}} | }} | ||
}} | }} | ||
Line 930: | Line 930: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 2, 3×3 | | Guard Crush Value = 2, 3×3 | ||
| description = | | description = 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 moves him forward more than the A version, so it may potentially whiff if an opponent jumps in from close range right above him. It also deals the most damage out of Rock's specials so it's his best combo ender for juggle combos if you can land all hits. | ||
1~6F full-body invincibility | 1~6F full-body invincibility | ||
Impossible to just defend at 0-pixel health bar. | Impossible to just defend at 0-pixel health bar. | ||
Line 965: | Line 964: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = | | description = A command grab that is break-able with AB. Performing the move without breaking it will just have Rock throw his opponent to the opposite side of the screen. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 983: | Line 982: | ||
| 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 | | description = Breaking the move with AB will allow Rock to follow up with a special or super for more damage. Rock normally throws the opponent far away, but if cancelled into from his Rage Run Type Shift, he will throw them closer to himself instead, allowing for different follow-ups. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 1,034: | Line 1,033: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 15 | | Guard Crush Value = 15 | ||
| 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). | | description = Can be comboed into from a Rage Run Type 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. | 1~9F full-body invincibility. Has a projectile hitbox/hurtbox. | ||
Line 1,056: | Line 1,055: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 10×4 | | Guard Crush Value = 10×4 | ||
| 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. | | description = Like the A version, it can be comboed into from a Rage Run Type 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 the startup of the super. | You can hold C at the beginning and release to delay the startup of the super. | ||
Line 1,121: | Line 1,120: | ||
| name = Deadly Rave Neo | | name = Deadly Rave Neo | ||
| input = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} | | input = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} | ||
| subtitle = | | subtitle = Hidden Super | ||
| image = RockDRN.jpg | | image = RockDRN.jpg | ||
| caption = | | caption = | ||
Line 1,143: | Line 1,142: | ||
Full input: {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} > {{Icon-SNK|A}}{{Icon-SNK|A}}{{Icon-SNK|B}}{{Icon-SNK|B}}{{Icon-SNK|C}}{{Icon-SNK|C}}{{Icon-SNK|D}}{{Icon-SNK|D}} > {{Motion|214}} + {{Icon-SNK|C}} | Full input: {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} > {{Icon-SNK|A}}{{Icon-SNK|A}}{{Icon-SNK|B}}{{Icon-SNK|B}}{{Icon-SNK|C}}{{Icon-SNK|C}}{{Icon-SNK|D}}{{Icon-SNK|D}} > {{Motion|214}} + {{Icon-SNK|C}} | ||
Rock's hidden super that must be inputted as a sequence by timing each hit after the initial command. It has 0f startup like his Shine Knuckle D, but has some travel time as he dashes up to the opponent, giving it less effective range and utility overall. Mainly used as a situational punish when the opponent is near the corner, as it deals more damage in the corner than midscreen. | |||
It is possible to perform the full input for the super during the super flash and have the entire super come out without having to manually time each input. It is also possible to opt out of performing the ender with 214C and instead link into a cl.C/cr.C then cancel into Hard Edge C or Double Reppuken. This will do the same amount of damage midscreen as performing the ender against all characters except for Tizoc and Grant, where it will only do 1 more point of damage. | |||
Last hit has a projectile hitbox | Last hit has a projectile hitbox. | ||
}} | }} | ||
}} | }} |
Revision as of 02:45, 1 August 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
2, 5×8, 8×6 | Mid | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -2 | - | - | 20 | |
Rock's hidden super that must be inputted as a sequence by timing each hit after the initial command. It has 0f startup like his Shine Knuckle D, but has some travel time as he dashes up to the opponent, giving it less effective range and utility overall. Mainly used as a situational punish when the opponent is near the corner, as it deals more damage in the corner than midscreen. It is possible to perform the full input for the super during the super flash and have the entire super come out without having to manually time each input. It is also possible to opt out of performing the ender with 214C and instead link into a cl.C/cr.C then cancel into Hard Edge C or Double Reppuken. This will do the same amount of damage midscreen as performing the ender against all characters except for Tizoc and Grant, where it will only do 1 more point of damage. Last hit has a projectile hitbox. |