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

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Revision as of 17:03, 28 February 2021

Rock.PNG

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.

Pros Cons
  • High Counter options
  • Can combo after his P-Power in corner
  • Good ground projectiles
  • Low Combo Options
  • Lack of BR potentials

Character Colors

Rockcolors.JPG

Move List

Close Standing Normals

St. Kof.lp.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 chain / ◯ 4

Standing jab.

St. Kof.lk.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

St. Kof.sp.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

St. Kof.sk.png
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

Far Standing Normals

Far Kof.lp.png
Damage Guard Startup Active Recovery Total
5 - 3 4 7 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 chain / ◯ 4

Far Kof.lk.png
Damage Guard Startup Active Recovery Total
7 - 7 4 14 25
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 X X 4

Far Kof.sp.png
Damage Guard Startup Active Recovery Total
14 - 10 2 25 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 X X 5

Far Kof.sk.png
Damage Guard Startup Active Recovery Total
14 - 11 3 27 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 X 5

Crouching Normals

Cr. Kof.lp.png
Damage Guard Startup Active Recovery Total
4 - 4 4 8 16
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 chain / ◯ 4

Cr. Kof.lk.png
Damage Guard Startup Active Recovery Total
6 - 4 4 6 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 chain / ◯ 4

Cr. Kof.sp.png
Damage Guard Startup Active Recovery Total
10 - 5 4 20 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 5

Cr. Kof.sk.png
Damage Guard Startup Active Recovery Total
10 - 8 3 30 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 X X 5

Jumping Normals

Jump Kof.lp.png
Damage Guard Startup Active Recovery Total
6 - 3 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Jump Kof.lk.png
Damage Guard Startup Active Recovery Total
6 - 4 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Jump Kof.sp.png
Damage Guard Startup Active Recovery Total
9 - 8 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Jump Kof.sk.png
Damage Guard Startup Active Recovery Total
9 - 10 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Command Normals

Cl. Kof.sk.png > F.png + Kof.sk.png
Damage Guard Startup Active Recovery Total
10 - 24 3 26 53
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6; -8 -6; -8 X X 5 > 9

St. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
10 - 21 6 15 42
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 +4 X X 6

Cr. Kof.lp.pngKof.lk.png
Damage Guard Startup Active Recovery Total
10 - 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 invincible

T.O.P. Attack
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
14 - 29 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 X X 25

Throws

Feint Cancels

Special Moves

Reppu-Ken
Qcf.png + Kof.lp.png/Kof.sp.png
Reppu-Ken
Qcf.png + Kof.lp.png
Damage Guard Startup Active Recovery Total
12 - 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 - - 7
Double Reppu-Ken
Qcf.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
10/18 (2 hits) - 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 - - 4, 4
Crack Counter
Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
12 - 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 7
  • 4 ~ 19F upper body counter, activates 6F after proc
Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
16 - 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 8
  • 4 ~ 19F lower body counter, activates 9F after proc
Hard Edge
Qcb.png + Kof.lp.png/Kof.sp.png
Qcb.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 6
Qcb.png + Kof.sp.png Damage Guard Startup Active Recovery Total
18 - 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - 6, 6
Rage Run
Qcb.png + Kof.lk.png/Kof.sk.png
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
20 - 24 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - 7
Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -
Rising Tackle
Charge D.png~U.png + Kof.lp.png/Kof.sp.png
D.png~U.png + Kof.lp.png Damage Guard Startup Active Recovery Total
18 - 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - 2, 3, 3
  • 1 ~ 6F invincible
D.png~U.png + Kof.sp.png Damage Guard Startup Active Recovery Total
21 - 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - 2, 3 x 3
  • 1 ~ 6F invincible
Evac Toss
Rock's command grab
360.png + Kof.sp.png
Evac Toss
360.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
20 - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -
Rasetsu
Kof.lp.pngKof.lk.png Break after command grab
Damage Guard Startup Active Recovery Total
11 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Super Moves

Raging Storm
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
S Power Damage Guard Startup Active Recovery Total
33 - 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -23 - - 15
  • 1 ~ 9F invincible
P Power Damage Guard Startup Active Recovery Total
46 - 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - 10 × 4
  • 1 ~ 11F invincible
Shining Knuckle
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
S Power Damage Guard Startup Active Recovery Total
32 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - 3 × 5
P Power Damage Guard Startup Active Recovery Total
47/55 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - 30
  • Deals higher damage in the corner
Neo Deadly Rave
Hcb.pngF.png + Kof.lp.png
Damage Guard Startup Active Recovery Total
49/59 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -2 - - 20
  • Full input: Hcb.pngF.png + Kof.lp.png > Kof.lp.pngKof.lp.pngKof.lk.pngKof.lk.pngKof.sp.pngKof.sp.pngKof.sk.pngKof.sk.png > Qcb.png + Kof.sp.png
  • Deals higher damage in the corner

Frame Data

Source : http://www13.atwiki.jp/garoumow/pages/19.html

Hitboxes and Frame Data

Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
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: Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other.
Command = the input for the attack.
Start Up = How many start up frames a move/attack has.
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.


RockHitboxSet1.jpg

Standing, Crouching and Running


RockTaunt.jpg

Taunt


RockJump.jpg

Command Total Frames
Normal U.png 35


RockThrow.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif 9


RockFwdFeint.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif 12


RockDwnFeint.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif 11


RockCloseA.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


RockCloseB.jpg

Command Start Up Hit Guard
Close Snkb.gif 3 +2 +2


RockCloseC.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 -8 -8


RockCloseDFwdD.jpg

Command Start Up Hit Guard
Close Snkd.gif 10 -6 -6
F.png + Snkd.gif -- -8 -8


RockStandA.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +4 +4


RockStandB.jpg

Command Start Up Hit Guard
Far Snkb.gif 7 -3 -3


RockStandC.jpg

Command Start Up Hit Guard
Far Snkc.gif 10 -6 -6


RockStandD.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -9 -9



RockDwnA.jpg

Command Start Up Hit Guard
D.png + Snka.gif 4 +3 +3


RockDwnB.jpg

Command Start Up Hit Guard
D.png + Snkb.gif 4 +5 +5


RockDwnC.jpg

Command Start Up Hit Guard
D.png + Snkc.gif 5 -3 -3

Good anti-air, feint cancel it to prevent being punished after an air JD

RockDwnD.jpg

Command Start Up Hit Guard
D.png + Snkd.gif 8 KD -12


RockJumpA.jpg

Command
U.png + Snka.gif

For some reason, Rock's jump A can cross-up while staying in the front. It happens when the opponent holds back and rock hits jump A above their head.

RockJumpB.jpg

Command
U.png + Snkb.gif


RockJumpC.jpg

Command
U.png + Snkc.gif


RockJumpD.jpg

Command
U.png + Snkd.gif


RockStandAB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 21 -2 +4


RockDwnAB.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 9 -11 -5


RockTOP.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 29 KD -16


Rock236A.jpg

Command Start Up Hit Guard
Qcf.png + Snka.gif 12 -3 -3


Rock236C.jpg

Command Start Up Hit Guard
Qcf.png + Snkc.gif 13 0 0


Rock214A.jpg

Command Start Up Hit Guard
Qcb.png + Snka.gif 11 KD -5


Rock214C.jpg

Command Start Up Hit Guard
Qcb.png + Snkc.gif 17 KD -12



Rock214B.jpg

Command Start Up Hit Guard
Qcb.png + Snkb.gif 22 KD -3


Rock214D.jpg

Command Start Up Hit Guard
Qcb.png + Snkd.gif 22 -- --


RockHighCounter.jpg

Command Start Up Hit Guard
Qcf.png + Snkb.gif 3 KD --

Counters High and Mid attacks

RockLowCounter.jpg

Command Start Up Hit Guard
Qcf.png + Snkd.gif 3 KD --

Counters Low attacks. On whiff it is a decent meter building tool

RockRT.jpg

Command Start Up Hit Guard
Charge D.png,U.png + Snka.gif 3 KD -29
Command Start Up Hit Guard
Charge D.png,U.png + Snkc.gif 3 KD -32



Rock360Grab.jpg

Command Start Up Hit Guard
File:360a.png + Snkc.gif, Snka.gif + Snkb.gif 11 KD --


RockRSA.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snka.gif 13 KD -23


RockRSC.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkc.gif 18 KD -51


RockSKB.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkb.gif 1 KD -13


RockSKD.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkd.gif 0 KD -15


RockDRN.jpg


Command Start Up Hit Guard
Hcb.png, F.png + Snka.gif 0 KD -2


Attack Notes

Qcf.png + Punch.gif
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

Qcf.png + Kick.gif
Snkb.gif counters mid & high attacks, while Snkd.gif counters low attacks (good special to build meter when far enough).

Qcb.png + Punch.gif
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).

Qcb.png + Kick.gif
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.

360.png + Snkc.gif
Command throw & is Break-able with AB. There are 3 things to do with this move:-
1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
2- Breaking the move with AB will allow Rock to follow up with a special move or super.
3- 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.

Combos


Combos anywhere (No meter):
1) Close standing Snkc.gif/D.png+Snkc.gif/Snkd.gif/D.png+Snka.gif+Snkb.gif cancel into Qcb.png/Qcf.png + Snka.gif/Snkc.gif.

2) Jump Uf.png Snkc.gif/Snkd.gif, land, close standing Snkc.gif, cancel intoQcf.png+Snka.gif

3) 360.png + Snkc.gif into press (hold) Snka.gif + Snkb.gif, then release to hit.

4) 360.png + Snkc.gif into press (break) Snka.gif + Snkb.gif, (Qcf.png + Snka.gif/Snkc.gif)/run in Qcb.png + Snka.gif/TOP attack (Snkc.gif + Snkd.gif).


Combos anywhere (1 bar of meter):
1) Jumping Snkc.gif/Snkd.gif, land, close standing Snkc.gif, cancel intoQcf.pngx2+Kick.gif or Neo Deadly Rave

2) Jumping Snkc.gif/Snkd.gif-->D.png+Snka.gif+Snkb.gif-->Qcf.pngx2+Snka.gif

Combos anywhere (Full meter):


Combos mid-screen (No meter):

1) Jump Uf.png crossup Snkd.gif, land, close standing Snkc.gif cancel into Qcb.png/Qcf.png + Snka.gif/Snkc.gif.

2) Jump Uf.png crossup Snkd.gif, land, close standing Snka.gif, close standing Snkc.gif/D.png + Snkc.gif cancel into Qcf.png+Snka.gif

3) Qcb.png + Snkd.gif (get behind them) into 360.png + Snkc.gif into press (break) Snka.gif + Snkb.gif, (Qcf.png + Snka.gif/Snkc.gif)/run in Qcb.png + Snka.gif/walk in Qcb.png + Snkc.gif/TOP attack (Snkc.gif + Snkd.gif).

Combos mid-screen (1 bar of meter):

Combos mid-screen (Full meter):

Corner only (No meter):
1) Jumping C/D-->Down+AB-->QCFx2+P
2) Jumping C-->Standing A-->Standing C-->QCF+C


Corner only (1 Bar of meter):
1) Jumping C-->Standing A-->Standing C-->QCFx2+K

Corner only (Full meter):
1) Jumping C-->Standing A-->Standing C-->Neo Deadly Rave

Back to corner:
1) 360+C, Break-->QCB+A-->QCFx2+D-->C Rising Tackle
*Time this combo to get 15 hits total
2) 360+C, Break-->QCFx2+C
3) 360+C, Break-->Rising Tackle-->QCFx2+D-->C Rising Tackle

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

More info coming soon.

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:

Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant