Garou: Mark of the Wolves/Rock: Difference between revisions

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[[Image:Rock.PNG|right]]
{{MOTW Character Intro|char=Rock |content=
{{TOClimit|3}}


==Introduction==
==Introduction==
Line 7: Line 6:
His fighting style its a mix about the reversals of Geese Howard with Terry Bogard rush attacks.
His fighting style its a mix about the reversals of Geese Howard with Terry Bogard rush attacks.


{|
== Gameplay ==
|-style="text-align:left;"
{{Content Box|content=
! Pros !! Cons
'''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.
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
{{ProConTable
* Strong mobility and approach tools
|pros=
* Versitile toolkit for both offensive and defensive play, including a fireball, DP, parries and command grab.
* '''Decent far-reaching normals for poking and good neutral game'''
* Very high convertion ability and punish options with meter - Shining Knuckle super is amazing
* '''Very versatile super move in Shine Knuckle that allows for a wide range of confirms and punishes, even at farther distances'''
| style="width: 50%;"|
|cons=
* Low damage BnBs and weak conversions without meter  
* '''Relatively low damage output without meter'''
* Low health compared to most of the cast
* '''Lack of reliable (non-risky) reversals'''
|-
* '''Reliant on meter; struggles heavily in matchups where he can't build meter safely'''
|}
 
}}
}}
}}
 
 


'''Character Colors'''
'''Character Colors'''


[[File:Rockcolors.JPG‎]]
[[File:Rockcolors.JPG]]


==Move List==
==Move List==
===Esoterics===
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/19.html


Legend:
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/19.html and http://www13.atwiki.jp/garoumow/pages/68.html
* <FONT COLOR="#FF0000">Hit Box</FONT>: Area that will hit the opponent
 
* <FONT COLOR="#7777FF">Hurt Box</FONT>: Area where you can get hit. A move is invincible if the <FONT COLOR="7777FF">Hurt Box</FONT> is absent.
{{MOTW Legend}}
* <FONT COLOR="#FFAA00">Throw Box/Range</FONT>: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
 
* <FONT COLOR="#FF66FF">Projectile Box</FONT>: Hit box on a projectile attack.
 
* <FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>: The Guard Box or Counter Box. This appears when blocking or using a counter move.
 
* <FONT COLOR="#00FF00">Push Box</FONT>: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.
Notes:
* '''Command''' = the input for the attack.
 
* '''Start Up''' = How many start up frames a move/attack has.
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
* '''Hit''' = When the attack hits.
* '''Block''' = When the attack is blocked.
* '''+''' signifies how many advantage frames the attacker has.
* '''-''' signifies how many disadvantage frames the attacker has.
* '''KD''' means the attack will knock the opponent down.


{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing, Crouching and Running || align="center" | Taunt || align="center" | Jumping (35 total frames)
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping
|-
|-
| align="center" | [[File:RockHitboxSet1.jpg]] || align="center" | [[File:RockTaunt.jpg]] || align="center" | [[File:RockJump.jpg]]
| align="center"; valign="bottom" | [[File:Garou_Rock_Stand.png]] || align="center"; valign="bottom" | [[File:Garou_Rock_Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou_Rock_Dash.png]] || align="center"; valign="bottom" | [[File:Garou_Rock_Jump.png]]
|-
|-
| align="center" |  || align="center" |  || align="center" |  || align="center" | 35F
|}
|}


===Close Standing Normals===
===Close Standing Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockCloseA.jpg
|image=Garou_Rock_c5A.png
|name=St. {{Icon-SNK|A}}
|name=c.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 69: Line 69:
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=chain /
  |Cancel on Hit=/
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing jab.
  |description=Standing jab.
Line 77: Line 77:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockCloseB.jpg
|image=Garou_Rock_c5B.png
|name=St. {{Icon-SNK|B}}
|name=c.5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 94: Line 96:
  |Hit Adv=+2
  |Hit Adv=+2
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
Line 102: Line 104:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockCloseC.jpg
|image=Garou_Rock_c5C.png
|name=St. {{Icon-SNK|C}}
|name=c.5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 119: Line 123:
  |Hit Adv=-8
  |Hit Adv=-8
  |Block Adv=-8
  |Block Adv=-8
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
Line 127: Line 131:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockCloseDFwdD.jpg
|image=
|name=St. {{Icon-SNK|D}} > {{Motion|6}} + {{Icon-SNK|D}}
|image2=Garou_Rock_c5D.png
|name=c.5D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
|version=c.5D
  |Damage=10
  |Damage=10
  |Guard=High
  |Guard=Mid
  |Startup=10
  |Startup=10
  |Active=5
  |Active=5
Line 144: Line 152:
  |Hit Adv=-6
  |Hit Adv=-6
  |Block Adv=-6
  |Block Adv=-6
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
Line 151: Line 159:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |header=no
  |version=c.5D>6D
  |Damage=10
  |Damage=10
  |Guard=High
  |Guard=Overhead
  |Startup=24
  |Startup=24
  |Active=3
  |Active=3
  |Recovery=26
  |Recovery=26
  |Total=53
  |Total=53
  |Hit Adv=-6; -8
  |Hit Adv=-8
  |Block Adv=-6; -8
  |Block Adv=-8
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=5 > 9
  |Guard Crush Value=5,9
  |description=
  |description=Target combo from c.5D. Can be done during the startup of c.5D.
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockStandA.jpg
|image=Garou_Rock_f5A.png
|name=Far {{Icon-SNK|A}}
|name=f.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 186: Line 197:
  |Hit Adv=+4
  |Hit Adv=+4
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=chain /
  |Cancel on Hit=/
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 194: Line 205:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockStandB.jpg
|image=Garou_Rock_f5B.png
|name=Far {{Icon-SNK|B}}
|name=f.5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 211: Line 224:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=-3
  |Block Adv=-3
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=X
  |Cancel on Block=X
Line 219: Line 232:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockStandC.jpg
|image=Garou_Rock_f5C.png
|name=Far {{Icon-SNK|C}}
|name=f.5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 236: Line 251:
  |Hit Adv=-6
  |Hit Adv=-6
  |Block Adv=-6
  |Block Adv=-6
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=X
  |Cancel on Block=X
Line 244: Line 259:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockStandD.jpg
|image=Garou_Rock_f5D.png
|name=Far {{Icon-SNK|D}}
|name=f.5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 254: Line 271:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=14
  |Guard=High
  |Guard=Mid
  |Startup=11
  |Startup=11
  |Active=3
  |Active=3
Line 261: Line 278:
  |Hit Adv=-9
  |Hit Adv=-9
  |Block Adv=-9
  |Block Adv=-9
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=f.5D whiffs on crouching opponents.
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockDwnA.jpg
|image=Garou_Rock_2A.png
|name=Cr. {{Icon-SNK|A}}
|name=2A
|subtitle=
|subtitle=
|caption=
|caption=
Line 287: Line 307:
  |Hit Adv=+3
  |Hit Adv=+3
  |Block Adv=+3
  |Block Adv=+3
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=chain /
  |Cancel on Hit=/
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 295: Line 315:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockDwnB.jpg
|image=Garou_Rock_2B.png
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
Line 312: Line 334:
  |Hit Adv=+5
  |Hit Adv=+5
  |Block Adv=+5
  |Block Adv=+5
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=chain /
  |Cancel on Hit=/
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
Line 320: Line 342:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockDwnC.jpg
|image=Garou_Rock_2C.png
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
Line 337: Line 361:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=-3
  |Block Adv=-3
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
Line 345: Line 369:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockDwnD.jpg
|image=Garou_Rock_2D.png
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
Line 362: Line 388:
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-12
  |Block Adv=-12
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=X
  |Cancel on Block=X
Line 369: Line 395:
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockJumpA.jpg
|image=Garou_Rock_jA.png
|name=Jump {{Icon-SNK|A}}
|name=j.A
|subtitle=
|subtitle=
|caption=
|caption=
Line 396: Line 425:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockJumpB.jpg
|image=Garou_Rock_jB.png
|name=Jump {{Icon-SNK|B}}
|name=j.B
|subtitle=
|subtitle=
|caption=
|caption=
Line 417: Line 448:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description= Your go-to air to air
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockJumpC.jpg
|image=Garou_Rock_jC.png
|name=Jump {{Icon-SNK|C}}
|name=j.C
|subtitle=
|subtitle=
|caption=
|caption=
Line 446: Line 477:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockJumpD.jpg
|image=Garou_Rock_jD.png
|name=Jump {{Icon-SNK|D}}
|name=j.D
|subtitle=
|subtitle=
|caption=
|caption=
Line 471: Line 504:
}}
}}


===Command Normals===
 
===== <span class="invisible-header"></span> =====
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockStandAB.jpg
|image=Garou_Rock_5AB.png
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=5A+B
|subtitle=
|subtitle=Lower-body evasion attack
|caption=
|caption=
|data=
|data=
Line 489: Line 525:
  |Hit Adv=-2
  |Hit Adv=-2
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=
  |description=
<gallery class="mw-collapsible">
  Garou_Rock_5AB_2.png|Lower-Body Invincible Frames
  Garou_Rock_5AB.png|
</gallery>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockDwnAB.jpg
|image=Garou_Rock_2AB.png
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=2A+B
|subtitle=
|subtitle=Upper-body evasion attack
|caption=
|caption=
|data=
|data=
Line 514: Line 556:
  |Hit Adv=-11
  |Hit Adv=-11
  |Block Adv=-5
  |Block Adv=-5
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=* 1 ~ 5F upper body invincible
  |description=* 1~5F upper-body invincibility
<gallery class="mw-collapsible">
  Garou_Rock_2AB_1.png|Upper-Body Invincible Frames
  Garou_Rock_2AB.png|
</gallery>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockTOP.jpg
|image=Garou_Rock_CD.png
|name=T.O.P. Attack
|name=Overhead Kick (T.O.P. Attack)
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. only)
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=16 (base damage)
  |Guard=Overhead
  |Guard=Overhead
  |Startup=29
  |Startup=29
Line 540: Line 589:
  |Block Adv=-16
  |Block Adv=-16
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=
  |Cancel on Block=X
  |Cancel on Block=
  |Guard Crush Value=25
  |Guard Crush Value=25
  |description=Rock's top attack is a horribly slow overhead. It deals decent damage and knocks down on hit, but the reward doesnt come close to making up for the immense risk of this move.
  |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.
 
<gallery class="mw-collapsible">
  Garou_Rock_CD.png|
  Garou_Rock_CD_1.png|
</gallery>
  }}
  }}
}}
}}


===Throws===
===Throws===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockThrow.jpg
|image=Garou_Rock_Throw.png
|name={{Motion|4}} / {{Motion|6}} + {{Icon-SNK|C}}
|name=Kokuusen
|input='''Close''' 4/6C
|subtitle=
|subtitle=
|caption=
|caption=
Line 559: Line 615:
  |Damage=14
  |Damage=14
  |Guard=
  |Guard=
  |Startup=1
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 569: Line 625:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Normal throw.
  }}
  }}
}}
}}


===Feint Cancels===
===Feints===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockFwdFeint.jpg
|image=Garou_Rock_6AC_1.png
|name={{Motion|6}} + {{Icon-SNK|A}}{{Icon-SNK|C}}
|name=6A+C
|subtitle=
|subtitle=Forward Feint
|caption=
|caption=
|data=
|data=
Line 595: Line 652:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of [[#Shine Knuckle (236236K) | Shine Knuckle]].
<gallery class="mw-collapsible">
  Garou_Rock_6AC.png|
  Garou_Rock_6AC_1.png|
</gallery>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockDwnFeint.jpg
|image=Garou_Rock_2AC.png
|name={{Motion|2}} + {{Icon-SNK|A}}{{Icon-SNK|C}}
|name=2A+C
|subtitle=
|subtitle=Down Feint
|caption=
|caption=
|data=
|data=
Line 620: Line 683:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of [[#Reppuken (236P) | Reppuken]].
  }}
  }}
}}
}}


===Special Moves===
===Special Moves===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Reppuken (236P)</span> =====
{{MoveData
{{MoveData
| name    = Reppu-Ken
| name    = Reppuken
| input    = {{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 236A/C
| subtitle = Rock's fireball
| subtitle = Rock's fireball
| image    = Rock236A.jpg
| image    = Garou_Rock_236A.png
| image2  = Rock236C.jpg
| image2  = Garou_Rock_236C.png
| caption  =  
| caption  = A
| caption2  = C
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = Reppu-Ken
   | version          = A
   | subtitle          = {{Motion|236}} + {{Icon-SNK|A}}
   | subtitle          = Reppuken
   | Damage            = 12
   | Damage            = 12
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 12
   | Startup          = 12
   | Active            =  
   | Active            =  
Line 650: Line 715:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      = The fireball is s great way of controlling ground space and contesting zoners/keep slow characters away. However, the move's awkward recovery along with how strong jumping is in this game, you dont want to bet on a fireball often.
   | description      = Rock's fireball is a 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 as it is easier for the opponent to jump or hop over.
 
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = Double Reppu-Ken
   | version          = C
   | subtitle          = {{Motion|236}} + {{Icon-SNK|C}}
   | subtitle          = Double Reppuken
   | Damage            = 10/18 (2 hits)
   | Damage            = 9, 10
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 669: Line 733:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 4, 4
   | Guard Crush Value = 4, 4
   | description      = Ground projectile C version does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken
   | 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
 
(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.
<gallery class="mw-collapsible">
  Garou_Rock_236C.png|
  Garou_Rock_236C_1.png
</gallery>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Crack Counter (236K)</span> =====
{{MoveData
{{MoveData
| name    = Crack Counter
| name    = Crack Counter
| input    = {{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = 236B/D
| subtitle =  
| subtitle =  
| image    = RockHighCounter.jpg
| image    = Garou_Rock_236B.png
| image2  = RockLowCounter.jpg
| image2  = Garou_Rock_236D.png
| caption  =  
| caption  = B
| caption2 = D
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | version          = B
   | version          = {{Motion|236}} + {{Icon-SNK|B}}
   | subtitle          = Jou-dan (High/Mid)
   | Damage            = 12
   | Damage            = 18
   | Guard            = High/Mid
   | Guard            = <span style="color:#ff0000;">Overhead</span>
   | Startup          = 3
   | Startup          = 3
   | Active            =  
   | Active            = 16
   | Recovery          =  
   | Recovery          =  
   | Total            =  
   | Total            =  
Line 698: Line 775:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      = * 4 ~ 19F upper body counter, activates 6F after proc
   | 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 since it has long recovery on whiff and is overall very risky.
{{Icon-SNK|B}} counters mid & high attacks, while {{Icon-SNK|D}} counters low attacks (good special to build meter when far enough). Ypu can use this to bet against certain tools on defense as well as a risky anti-air
 
4~19F upper-body counter, counterattack activates with a 6F startup after hitting.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          = Ge-dan (Low)
   | Damage            = 16
   | Damage            = 20
   | Guard            = Low
   | Guard            = <span style="color:#ff0000;">Overhead</span>
   | Startup          = 3
   | Startup          = 3
   | Active            =  
   | Active            = 16
   | Recovery          =  
   | Recovery          =  
   | Total            =  
   | Total            =  
Line 717: Line 795:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 8
   | Guard Crush Value = 8
   | description      = * 4 ~ 19F lower body counter, activates 9F after proc. Can be used on defense but its primary use is to build meter safely, considering how fast it is and how much meter is important for Rock
   | 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 compared to whiffing other special moves.
 
4~19F lower-body counter, counterattack activates with a 9F startup after hitting.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Hard Edge (214P)</span> =====
{{MoveData
{{MoveData
| name    = Hard Edge
| name    = Hard Edge
| input    = {{Motion|214}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 214A/C
| subtitle =  
| subtitle =  
| image    = Rock214A.jpg
| image    = Garou_Rock_214A.png
| image2  = Rock214C.jpg
| image2  = Garou_Rock_214C.png
| caption  =  
| caption  = A
| caption2 = C
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|214}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 12
   | Damage            = 12
Line 746: Line 827:
   | 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, it needs to be spaced to be safe. C has him follow-up with a punch (highly unsafe).
   | 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.
 
Rock is considered airborne during the active frames, meaning he will avoid throws and being hit during it will send him farther than if he were grounded. Some characters will have to adjust what GCs they use to punish this move because of this, notoriously The Griffon cant do either 360 or 720 to counter if it's done in the earlier parts of the move.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 18
   | Damage            = 10, 9
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 17
   | Startup          = 17
Line 764: Line 847:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 6, 6
   | Guard Crush Value = 6, 6
   | description      =  
   | description      = The C version has him follow up with a punch, but is very unsafe on block. Used mainly in meterless punish combos.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Rage Run (214K)</span> =====
{{MoveData
{{MoveData
| name    = Rage Run
| name    = Rage Run
| input    = {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = 214B/D
| subtitle =  
| subtitle =  
| image    = Rock214B.jpg
| image    = Garou_Rock_214B.png
| image2  = Rock214D.jpg
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | version          = B
   | subtitle          =  
   | subtitle          = Type「Dunk」
   | Damage            = 20
   | Damage            = 20
   | Guard            = Overhead
   | Guard            = Overhead
Line 793: Line 875:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      = B version has him dash then do an overhead punch, while D will warp him behind his opponent. The B version is risky as the punch has some start-up delay and is negative. The D version is cancellable by 360+C.
   | 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 can potentially be punished on block/JD. Best used in close range as it will be less telegraphed from the dash, although it is still somewhat reactable even at point-blank range.
<gallery class="mw-collapsible">
  Garou_Rock_214B_1.png
</gallery>
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          = Type「Shift」
   | Damage            = -
   | Damage            = -
   | Guard            = -
   | Guard            = -
Line 811: Line 896:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value =  
   | description      =  
   | 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.
<gallery class="mw-collapsible">
  Garou_Rock_214D.png
</gallery>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Rising Tackle ([2]8P)</span> =====
{{MoveData
{{MoveData
| name    = Rising Tackle
| name    = Rising Tackle
| input    = Charge {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = [2]8A/C
| subtitle =  
| subtitle =  
| image    = RockRT.jpg
| image    = Garou_Rock_28A.png
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    =  
<gallery class="mw-collapsible">
  Garou_Rock_28A.png|
  Garou_Rock_28A_1.png|
  Garou_Rock_28A_2.png|
  Garou_Rock_28A_3.png|
  Garou_Rock_28A_4.png|
</gallery>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 18
   | Damage            = 7, 7, 7
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 3
   | Startup          = 3
   | Active            =  
   | Active            =  
Line 839: Line 934:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2, 3, 3
   | Guard Crush Value = 2, 3, 3
   | description      = * 1 ~ 6F invincible
   | description      = 1~6F full-body invincibility
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 21
   | Damage            = 8, 6, 6, 6
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 3
   | Startup          = 3
   | Active            =  
   | Active            =  
Line 856: Line 951:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2, 3 x 3
   | Guard Crush Value = 2, 3×3
   | description      = * 1 ~ 6F invincible
   | 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
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Shinkuu Nage (360C)</span> =====
{{MoveData
{{MoveData
| name    = Evac Toss
| name    = Shinkuu Nage
| input    = {{Motion|360}} + {{Icon-SNK|C}}
| input    = 360C
| subtitle = Rock's command grab
| subtitle = Evac Toss
| image    = Rock360Grab.jpg
| image    = Garou_Rock_360C.png
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = Evac Toss
   | version          = 360C
   | subtitle          = {{Motion|360}} + {{Icon-SNK|C}}
   | subtitle          = Evac Toss
   | Damage            = 20
   | Damage            = 20
   | Guard            =  
   | Guard            =  
Line 885: Line 984:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value =  
   | description      = Command throw & is Break-able with AB. There are 3 things to do with this move:
   | 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.
* Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
}}
* Breaking the move with AB will allow Rock to follow up with a special move or super.
  {{AttackData-Garou
* Holding AB during the Evac Toss will have Rock charge up his fist for an energy blast. The timing is strict to get this follow-up to connect. This follow-up is the Rasetsu.
  | header            = no
  | version          = 360C Break
  | subtitle          = Evac Toss Break
  | Damage            =
  | Guard            =
  | Startup          =
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =
  | Block Adv        =
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =
  | 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
   | header            = no
   | header            = no
   | version          = Rasetsu
   | version          = Hold A+B During Break
   | subtitle          = {{Icon-SNK|A}}{{Icon-SNK|B}} Break after command grab
   | subtitle          = Rasetsu (Follow-up)
   | Damage            = 11
   | Damage            = 11
   | Guard            =  
   | Guard            =  
Line 906: Line 1,020:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value =  
   | description      =  
   | description      = Holding A+B 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 A+B 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.
  }}
  }}
}}
}}


===Super Moves===
===Super Moves===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Raging Storm (236236P)</span> =====
{{MoveData
{{MoveData
| name    = Raging Storm
| name    = Raging Storm
| input    = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 236236A/C
| subtitle =  
| subtitle =  
| image    = RockRSA.jpg
| image    = Garou_Rock_236236A.png
| image2  = RockRSC.jpg
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    =  
<gallery class="mw-collapsible">
  Garou_Rock_236236A.png|
  Garou_Rock_236236A_1.png|
  Garou_Rock_236236A_2.png|
  Garou_Rock_236236A_3.png|
  Garou_Rock_236236A_4.png|
  Garou_Rock_236236A_5.png|
  Garou_Rock_236236A_6.png|
</gallery>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = S Power
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 33
   | Damage            = 33
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 12
   | Startup          = 12
   | Active            =  
   | Active            =  
Line 936: Line 1,061:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 15
   | Guard Crush Value = 15
   | description      = * 1 ~ 9F invincible
   | description      = Can be comboed into from a Rage Run Type Shift > Shinkuu Nage break or from a 2AB. The super can also be used as an OTG conversion off counter hits in close range. If Rock performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. The super 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). Often it may be a better decision to opt for a meterless combo ender instead of using Raging Storm and save the meter for Shine Knuckle instead.
 
1~9F full-body invincibility. Has a projectile hitbox/hurtbox.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = P Power
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 46
   | Damage            = 13, 13, 14, 14
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 17
   | Startup          = 17
   | Active            =  
   | Active            =  
Line 953: Line 1,080:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 10 × 4
   | Guard Crush Value = 10×4
   | description      = * 1 ~ 11F invincible
   | 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 and isn't used as an OTG.
 
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.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Shine Knuckle (236236K)</span> =====
{{MoveData
{{MoveData
| name    = Shining Knuckle
| name    = Shine Knuckle
| input    = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = 236236B/D
| subtitle =  
| subtitle =  
| image    = RockSKB.jpg
| image    = Garou_Rock_236236B.png
| image2  = RockSKD.jpg
| image2  = Garou_Rock_236236D.png
| caption  =  
| caption  = B
| caption2 = D
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = S Power
   | version          = B
   | subtitle          =  
   | subtitle          =  
   | Damage            = 32
   | Damage            = 8×5
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 1
   | Startup          = 1
Line 982: Line 1,116:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | 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 slightly 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, however you may not get the full number of hits and damage if too far. In general, you should try to have at least an S-Power stocked whenever possible, so Rock remains a threat in neutral. It is possible to combo into the B version from an air reset juggle if timed correctly.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = P Power
   | version          = D
   | subtitle          =  
   | subtitle          =  
   | Damage            = 47/55
   | Damage            = 10, 10, 6×9
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 0
   | Startup          = 0
Line 1,001: Line 1,135:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 30
   | Guard Crush Value = 30
   | description      = * Deals higher damage in the corner
   | 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. It is also better used for far range punishes for the same reason as well as counter hit Reppuken conversions in neutral.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Deadly Rave Neo</span> =====
{{MoveData
{{MoveData
| name    = Neo Deadly Rave
| name    = Deadly Rave Neo
| input    = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}}
| input    = 632146A
| subtitle =  
| subtitle = Hidden Super
| image    = RockDRN.jpg
| image    = Garou_Rock_632146A.png
| caption  =  
| caption  =  
| linkname =  
| linkname =  
Line 1,016: Line 1,152:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | Damage            = 49/59
   | Damage            = 2, 5×8, 8×6
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 0
   | Startup          = 0
Line 1,028: Line 1,164:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 20
   | Guard Crush Value = 20
   | description      = * 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}}
   | description      =  
* Deals higher damage in the corner
Full input: 632146A> A > A > B > B > C > C > D > D > 214C
}}
}}


==Combos==
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.
<br>
'''Combos anywhere (No meter):''' <br>
1) Close standing [[File:Snkc.gif]]/[[File:D.png]]+[[File:Snkc.gif]]/[[File:Snkd.gif]]/[[File:D.png]]+[[File:Snka.gif]]+[[File:Snkb.gif]] cancel into [[File:Qcb.png]]/[[File:Qcf.png]] + [[File:Snka.gif]]/[[File:Snkc.gif]]. <br>


2) Jump [[File:uf.png]] [[File:Snkc.gif]]/[[File:Snkd.gif]], land, close standing [[File:Snkc.gif]], cancel into[[File:Qcf.png]]+[[File:Snka.gif]] <br>
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/2C 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.


3) [[File:360.png]] + [[File:Snkc.gif]] into press (hold) [[File:Snka.gif]] + [[File:Snkb.gif]], then release to hit. <br>
Last hit has a projectile hitbox.
 
}}
4) [[File:360.png]] + [[File:Snkc.gif]] into press (break) [[File:Snka.gif]] + [[File:Snkb.gif]], ([[File:Qcf.png]] + [[File:Snka.gif]]/[[File:Snkc.gif]])/run in [[File:Qcb.png]] + [[File:Snka.gif]]/TOP attack ([[File:Snkc.gif]] + [[File:Snkd.gif]]). <br>
}}
 
 
'''Combos anywhere (1 bar of meter):''' <br>
1) Jumping [[File:Snkc.gif]]/[[File:Snkd.gif]], land, close standing [[File:Snkc.gif]], cancel into[[File:qcf.png]]x2+[[File:kick.gif]] or Neo Deadly Rave''<br>
 
2) Jumping '''[[File:Snkc.gif]]'''/'''[[File:Snkd.gif]]'''-->[[File:d.png]]+'''[[File:Snka.gif]]+[[File:Snkb.gif]]'''-->[[File:Qcf.png]]x2+'''[[File:snka.gif]]'''<br>
<br>
 
'''Combos anywhere (Full meter):''' <br>
 
 
'''Combos mid-screen (No meter):''' <br>
 
1) Jump [[File:uf.png]] crossup [[File:Snkd.gif]], land, close standing [[File:Snkc.gif]] cancel into [[File:Qcb.png]]/[[File:Qcf.png]] + [[File:Snka.gif]]/[[File:Snkc.gif]].
 
2) Jump [[File:uf.png]] crossup [[File:Snkd.gif]], land, close standing [[File:Snka.gif]], close standing [[File:Snkc.gif]]/[[File:d.png]] + [[File:Snkc.gif]] cancel into [[File:Qcf.png]]+[[File:Snka.gif]] <br>
 
3) [[File:Qcb.png]] + [[File:Snkd.gif]] (get behind them) into [[File:360.png]] + [[File:Snkc.gif]] into press (break) [[File:Snka.gif]] + [[File:Snkb.gif]], ([[File:Qcf.png]] + [[File:Snka.gif]]/[[File:Snkc.gif]])/run in [[File:Qcb.png]] + [[File:Snka.gif]]/walk in [[File:Qcb.png]] + [[File:Snkc.gif]]/TOP attack ([[File:Snkc.gif]] + [[File:Snkd.gif]]). <br>
 
'''Combos mid-screen (1 bar of meter):''' <br>
 
'''Combos mid-screen (Full meter):''' <br>
 
'''Corner only (No meter):'''<br>
1) Jumping '''C'''/'''D'''-->Down+'''AB'''-->QCFx2+'''P'''<br>
2) Jumping '''C'''-->Standing '''A'''-->Standing '''C'''-->QCF+'''C'''<br>
 
 
'''Corner only (1 Bar of meter):'''<br>
1) Jumping '''C'''-->Standing '''A'''-->Standing '''C'''-->QCFx2+'''K'''<br>
<br>
 
'''Corner only (Full meter):'''<br>
1) Jumping '''C'''-->Standing '''A'''-->Standing '''C'''-->''Neo Deadly Rave''<br>
 
'''Back to corner:'''<br>
1) 360+'''C''', Break-->QCB+'''A'''-->QCFx2+'''D'''-->'''C''' ''Rising Tackle''<br>
'''''<nowiki>*Time this combo to get 15 hits total</nowiki><br>'''''
2) 360+'''C''', Break-->QCFx2+'''C'''<br>
3) 360+'''C''', Break-->''Rising Tackle''-->QCFx2+'''D'''-->'''C''' ''Rising Tackle''<br>
 
==Basic Strategy==
(Incomplete)
 
===Gameplay Overview===
Rock is a fast and mobile character. However he has low vitality, being able to zone and defend well is the key to victory.
 
He has below average bnb damage output, therefore most of his damage will come from landing his kick Super (Shinning Knuckle); once charged Rock has many options to land it (confirm from ground normals, hops, command grab, unblockable air resets or as a punish). Shinning Knuckle is an amazing punish tool and should restrict your opponent's options once you have it available.
He also has decent meter building ability (whiff low counter).
 
Since most of his damage come from his Super, he will have to be patient and build meter. Once he has meter, he has many ways to land damage.
 
 
Being your win condition, meter management is very important.
 
For example on the first round, if landing a super doesn't grant you life lead and the clock is running low, you should save it until using it will grant you victory.
 
It is very similar to the way Street Fighter V Ryu uses his meter.
 
Another example, if using your full P-power doesn't grant you victory, it is possible to use only 1 bar (S-power) to see if you can catch-up without throwing away your whole win condition.
 
Always try to take the enemy out of TOP if there is time left, as it puts you in a much better situation for the continuation of the round.
 
 
Rock has amazing punish ability with his B/D super, it is important for Rock players to have good knowledge of what is punishable (for example via framedata) and be ready to punish anything.
As a general rule, all sweeps are punishable with Super, most AB are punishable on hit (but not on guard, you have to take the damage on purpose), most fireballs can be guard-cancelled into Super for a punish.
 
==Advanced Tactics==
Rock has a special ability to combo after any type of arial hit connects. This video explains it in more detail:
 
http://www.youtube.com/watch?v=FWc2ikH3u30
 
===Video Lecture===
 
In-depth video lecture on Rock. Please use the timestamps to navigate the topics.
 
<youtube>KJXXcOgi-aU</youtube>
 
===Matchup Notes===
Coming soon.
 
'''Rock vs Rock:'''
 
'''Rock vs Dong:'''
 
'''Rock vs Hotaru:'''
 
'''Rock vs Butt (Marco):'''
 
'''Rock vs Hokutomaru:'''
 
'''Rock vs Kevin:'''
 
'''Rock vs Freeman:'''
 
'''Rock vs Tizoc(The Griffon/Griffon Mask):'''
 
'''Rock vs Jenet:'''
 
'''Rock vs Gato:'''
 
'''Rock vs Jae:'''
 
'''Rock vs Terry:'''


'''Rock vs Grant:'''


'''Rock vs Kain:'''


{{Navbox-MOTW}}
{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]
[[Category:Rock Howard]]
[[Category:Rock Howard]]

Latest revision as of 05:54, 14 February 2025

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
  • Decent far-reaching normals for poking and good neutral game
  • Very versatile super move in Shine Knuckle that allows for a wide range of confirms and punishes, even at farther distances
  • Relatively low damage output without meter
  • Lack of reliable (non-risky) reversals
  • Reliant on meter; struggles heavily in matchups where he can't build meter safely
MOTW Rock Art.png


Character Colors

Rockcolors.JPG

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.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

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.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing/Taunting Crouching Dashing Jumping
Garou Rock Stand.png Garou Rock Crouch.png Garou Rock Dash.png Garou Rock Jump.png
35F


Close Standing Normals

Close 5A

c.5A
Garou Rock c5A.png
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 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Close 5B

c.5B
Garou Rock c5B.png
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 4


Close 5C

c.5C
Garou Rock c5C.png
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 5


Close 5D

c.5D
Garou Rock c5D.png
c.5D Damage Guard Startup Active Recovery Total
10 Mid 10 5 22 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 5
c.5D>6D Damage Guard Startup Active Recovery Total
10 Overhead 24 3 26 53
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-8 -8 X X 5,9

Target combo from c.5D. Can be done during the startup of c.5D.


Far Standing Normals

Far 5A

f.5A
Garou Rock f5A.png
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 ◯ / ∞ ◯ / ∞ 4


Far 5B

f.5B
Garou Rock f5B.png
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 X X 4


Far 5C

f.5C
Garou Rock f5C.png
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 X X 5


Far 5D

f.5D
Garou Rock f5D.png
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 X 5

f.5D whiffs on crouching opponents.


Crouching Normals

2A

2A
Garou Rock 2A.png
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 ◯ / ∞ ◯ / ∞ 4


2B

2B
Garou Rock 2B.png
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 ◯ / ∞ ◯ / ∞ 4


2C

2C
Garou Rock 2C.png
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 5


2D

2D
Garou Rock 2D.png
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 X X 5


Jumping Normals

jA

j.A
Garou Rock jA.png
Damage Guard Startup Active Recovery Total
6 High 3 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4


jB

j.B
Garou Rock jB.png
Damage Guard Startup Active Recovery Total
6 High 4 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Your go-to air to air

jC

j.C
Garou Rock jC.png
Damage Guard Startup Active Recovery Total
9 High 8 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5


jD

j.D
Garou Rock jD.png
Damage Guard Startup Active Recovery Total
9 High 10 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Rock 5AB.png
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 X X 6


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Rock 2AB.png
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 X 6
  • 1~5F upper-body invincibility


T.O.P. Attack (CD)

Overhead Kick (T.O.P. Attack)
C+D (T.O.P. only)
Garou Rock CD.png
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

Ground Throw

Kokuusen
Close 4/6C
Garou Rock Throw.png
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+35 - - - -

Normal throw.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Rock 6AC 1.png
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.


Down Feint (2AC)

2A+C
Down Feint
Garou Rock 2AC.png
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

Reppuken (236P)
Reppuken
Rock's fireball
236A/C
Garou Rock 236A.png
A
Garou Rock 236C.png
C
A
Reppuken
Damage Guard Startup Active Recovery Total
12 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 - - 7

Rock's fireball is a 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 as it is easier for the opponent to jump or hop over.

C
Double Reppuken
Damage Guard Startup Active Recovery Total
9, 10 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 - - 4, 4

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

(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.

Crack Counter (236K)
Crack Counter
236B/D
Garou Rock 236B.png
B
Garou Rock 236D.png
D
B
Jou-dan (High/Mid)
Damage Guard Startup Active Recovery Total
18 Overhead 3 16 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 7

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 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.

D
Ge-dan (Low)
Damage Guard Startup Active Recovery Total
20 Overhead 3 16 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 8

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 compared to whiffing other special moves.

4~19F lower-body counter, counterattack activates with a 9F startup after hitting.

Hard Edge (214P)
Hard Edge
214A/C
Garou Rock 214A.png
A
Garou Rock 214C.png
C
A Damage Guard Startup Active Recovery Total
12 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 6

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.

Rock is considered airborne during the active frames, meaning he will avoid throws and being hit during it will send him farther than if he were grounded. Some characters will have to adjust what GCs they use to punish this move because of this, notoriously The Griffon cant do either 360 or 720 to counter if it's done in the earlier parts of the move.

C Damage Guard Startup Active Recovery Total
10, 9 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - 6, 6

The C version has him follow up with a punch, but is very unsafe on block. Used mainly in meterless punish combos.

Rage Run (214K)
Rage Run
214B/D
Garou Rock 214B.png
B
Type「Dunk」
Damage Guard Startup Active Recovery Total
20 Overhead 24 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - 7

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 can potentially be punished on block/JD. Best used in close range as it will be less telegraphed from the dash, although it is still somewhat reactable even at point-blank range.

D
Type「Shift」
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

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.

Rising Tackle ([2]8P)
Rising Tackle
[2]8A/C
Garou Rock 28A.png
A Damage Guard Startup Active Recovery Total
7, 7, 7 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - 2, 3, 3

1~6F full-body invincibility

C Damage Guard Startup Active Recovery Total
8, 6, 6, 6 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - 2, 3×3

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


Shinkuu Nage (360C)
Shinkuu Nage
Evac Toss
360C
Garou Rock 360C.png
360C
Evac Toss
Damage Guard Startup Active Recovery Total
20 - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

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.

360C Break
Evac Toss Break
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

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.

Hold A+B During Break
Rasetsu (Follow-up)
Damage Guard Startup Active Recovery Total
11 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Holding A+B 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 A+B 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.


Super Moves

Raging Storm (236236P)
Raging Storm
236236A/C
Garou Rock 236236A.png
A Damage Guard Startup Active Recovery Total
33 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -23 - - 15

Can be comboed into from a Rage Run Type Shift > Shinkuu Nage break or from a 2AB. The super can also be used as an OTG conversion off counter hits in close range. If Rock performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. The super 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). Often it may be a better decision to opt for a meterless combo ender instead of using Raging Storm and save the meter for Shine Knuckle instead.

1~9F full-body invincibility. Has a projectile hitbox/hurtbox.

C Damage Guard Startup Active Recovery Total
13, 13, 14, 14 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - 10×4

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 and isn't used as an OTG.

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.


Shine Knuckle (236236K)
Shine Knuckle
236236B/D
Garou Rock 236236B.png
B
Garou Rock 236236D.png
D
B Damage Guard Startup Active Recovery Total
8×5 Mid 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - 3×5

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 slightly 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, however you may not get the full number of hits and damage if too far. In general, you should try to have at least an S-Power stocked whenever possible, so Rock remains a threat in neutral. It is possible to combo into the B version from an air reset juggle if timed correctly.

D Damage Guard Startup Active Recovery Total
10, 10, 6×9 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - 30

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. It is also better used for far range punishes for the same reason as well as counter hit Reppuken conversions in neutral.


Deadly Rave Neo
Deadly Rave Neo
Hidden Super
632146A
Garou Rock 632146A.png
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

Full input: 632146A> A > A > B > B > C > C > D > D > 214C

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/2C 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.


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Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant