Line 26: | Line 26: | ||
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage''' | | '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage''' | ||
|- | |- | ||
| [[File: | | [[File:Qcf.png]] + [[File:punch.gif]] || '''Reppu-ken''' || 12 || 10/18 (2 hits) | ||
|- | |- | ||
| [[File: | | [[File:Qcf.png]] + [[File:kick.gif]] || '''Crack Counter''' || 12 || 16 | ||
|- | |- | ||
| [[File: | | [[File:Qcb.png]] + [[File:punch.gif]] || '''Hard Edge''' || 12 || 18 | ||
|- | |- | ||
| [[File: | | [[File:Qcb.png]] + [[File:kick.gif]]|| '''Rage Run''' || 20 || -- | ||
|- | |- | ||
| ch. [[File: | | ch. [[File:D.png]],[[File:U.png]] + [[File:punch.gif]] || '''Rising Tackle''' || 18 || 21 | ||
|- | |- | ||
| [[File:360a.png]] + [[File:snkc.gif]] || '''Evac Toss''' || -- || 20 | | [[File:360a.png]] + [[File:snkc.gif]] || '''Evac Toss''' || -- || 20 | ||
Line 40: | Line 40: | ||
| [[File:Snka.gif]][[File:Snkb.gif]] after [[File:360a.png]] Break || '''Rasetsu''' || -- || 11 | | [[File:Snka.gif]][[File:Snkb.gif]] after [[File:360a.png]] Break || '''Rasetsu''' || -- || 11 | ||
|- | |- | ||
| [[File: | | [[File:Qcf.png]], [[File:Qcf.png]] + [[File:punch.gif]] || '''Raging Storm''' || 33 || 46 | ||
|- | |- | ||
| [[File: | | [[File:Qcf.png]], [[File:Qcf.png]] + [[File:kick.gif]] || '''Shinning Knuckle''' || 32 || 47/55 (more dmg in corner) | ||
|- | |- | ||
| [[File: | | [[File:Hcb.png]], [[File:F.png]] + [[File:snka.gif]] ; [[File:snka.gif]], [[File:snka.gif]], [[File:snkb.gif]], [[File:snkb.gif]], [[File:snkc.gif]], [[File:snkc.gif]], [[File:snkd.gif]], [[File:snkd.gif]], [[File:Qcb.png]] + [[File:snkc.gif]] || '''Neo Deadly Rave''' || -- || 49/59 (more dmg in corner) | ||
|} </center> | |} </center> | ||
Revision as of 16:51, 3 February 2017
Introduction
To come.
Character Colors
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).
Move List
Command Normal Moves
Special Command Moves
Command | Move | Weak Damage | Strong Damage |
![]() ![]() |
Reppu-ken | 12 | 10/18 (2 hits) |
![]() ![]() |
Crack Counter | 12 | 16 |
![]() ![]() |
Hard Edge | 12 | 18 |
![]() ![]() |
Rage Run | 20 | -- |
ch. ![]() ![]() ![]() |
Rising Tackle | 18 | 21 |
File:360a.png + ![]() |
Evac Toss | -- | 20 |
![]() ![]() |
Rasetsu | -- | 11 |
![]() ![]() ![]() |
Raging Storm | 33 | 46 |
![]() ![]() ![]() |
Shinning Knuckle | 32 | 47/55 (more dmg in corner) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Neo Deadly Rave | -- | 49/59 (more dmg in corner) |
Frame Data
Source : http://www13.atwiki.jp/garoumow/pages/19.html
Move | Startup | Hit Adv. | Guard Adv. | Guard Crush value | Cancellable | Notes |
close A | 3 | +6 | +6 | 4 | chain / ◯ | |
close B | 3 | +2 | +2 | 4 | ◯ | |
close C | 5 | -8 | -8 | 5 | ◯ | |
close D | 10 | -6 | -6 | 5 | ◯ | |
Close D · → D | -8 | -8 | 5,9 | × | ||
far A | 3 | +4 | +4 | 4 | ◯ | |
far B | 7 | -3 | -3 | 4 | × | |
far C | 10 | -6 | -6 | 5 | × | |
far D | 11 | -9 | -9 | 5 | △ | |
cr A | 4 | +3 | +3 | 4 | chain / ◯ | |
cr B | 4 | +5 | +5 | 4 | chain / ◯ | |
cr C | 5 | -3 | -3 | 5 | ◯ | |
cr D | 8 | -12 | KD | 5 | × | |
Jump A | 3 | 4 | × | |||
Jump B | 4 | 4 | × | |||
Jump C | 8 | 5 | × | |||
Jump D | 10 | 5 | × | |||
2AB | 9 | -5 | -11 | 6 | ▽ | 1 ~ 5F upper body invincible |
AB | 21 | +4 | -2 | six | × |
Move | Startup | Hit Adv. | Guard Adv. | Guard Crush value | Notes |
Reppuken | 12 | -3 | -3 | Seven | |
Double Reppuken | 13 | 0 | 0 | 4,4 | |
B counter | 3 | 0 | down | 7 | 4 ~ 19F upper body counter, activates 6F after proc |
D counter | 3 | 0 | down | 8 | 4 ~ 19F lower body counter, activates 9F after proc |
Weak Rising tackle | 3 | -29 | down | 2,3,3 | 1 ~ 6F invincible |
Strong Rising tackle | 3 | -32 | down | 2,3 × 3 | 1 ~ 6F invincible |
Weak hard edge | 11 | -5 | down | 6 | |
Strength hard edge | 17 | -12 | down | 6,6 | |
Reijiran Type · "dunk" | 24 | -3 | down | 7 | |
Throw vacuum | 11 | down | |||
TOP Attack | 29 | -16 | down | 25 | |
Raging Storm A | 12 | -23 | down | 15 | 1 ~ 9F invincible |
Raging Storm C | 17 | -51 | down | 10 × 4 | 1 ~ 11F invincible |
Shine knuckle B | 1 | -13 | down | 3 × 5 | |
Shine knuckle D | 0 | -15 | down | 30 | |
Deadly Neo Rave | 0 | -2 | down | 20 |
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.
Standing, Crouching and Running
Taunt
Command | Total Frames |
Normal ![]() |
35 |
Command | Total Frames |
Close ![]() ![]() ![]() |
9 |
Command | Total Frames |
![]() ![]() ![]() |
12 |
Command | Total Frames |
![]() ![]() ![]() |
11 |
Command | Start Up | Hit | Guard |
Close ![]() |
3 | +6 | +6 |
Command | Start Up | Hit | Guard |
Close ![]() |
3 | +2 | +2 |
Command | Start Up | Hit | Guard |
Close ![]() |
5 | -8 | -8 |
Command | Start Up | Hit | Guard |
Close ![]() |
10 | -6 | -6 |
![]() ![]() |
-- | -8 | -8 |
Command | Start Up | Hit | Guard |
Far ![]() |
3 | +4 | +4 |
Command | Start Up | Hit | Guard |
Far ![]() |
7 | -3 | -3 |
Command | Start Up | Hit | Guard |
Far ![]() |
10 | -6 | -6 |
Command | Start Up | Hit | Guard |
Far ![]() |
11 | -9 | -9 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +3 | +3 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +5 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
5 | -3 | -3 |
Good anti-air, feint cancel it to prevent being punished after an air JD
Command | Start Up | Hit | Guard |
![]() ![]() |
8 | KD | -12 |
Command |
![]() ![]() |
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.
Command |
![]() ![]() |
Command |
![]() ![]() |
Command |
![]() ![]() |
Command | Start Up | Hit | Guard |
![]() ![]() |
21 | -2 | +4 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
9 | -11 | -5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
29 | KD | -16 |
Command | Start Up | Hit | Guard |
![]() ![]() |
12 | -3 | -3 |
Command | Start Up | Hit | Guard |
![]() ![]() |
13 | 0 | 0 |
Command | Start Up | Hit | Guard |
![]() ![]() |
11 | KD | -5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
17 | KD | -12 |
Command | Start Up | Hit | Guard |
![]() ![]() |
22 | KD | -3 |
Command | Start Up | Hit | Guard |
![]() ![]() |
22 | -- | -- |
Command | Start Up | Hit | Guard |
![]() ![]() |
3 | KD | -- |
Counters High and Mid attacks
Command | Start Up | Hit | Guard |
![]() ![]() |
3 | KD | -- |
Counters Low attacks. On whiff it is a decent meter building tool
Command | Start Up | Hit | Guard |
Charge ![]() ![]() ![]() |
3 | KD | -29 |
Command | Start Up | Hit | Guard |
Charge ![]() ![]() ![]() |
3 | KD | -32 |
Command | Start Up | Hit | Guard |
File:360a.png + ![]() ![]() ![]() |
11 | KD | -- |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
13 | KD | -23 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
18 | KD | -51 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
1 | KD | -13 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
0 | KD | -15 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
0 | KD | -2 |
Attack Notes
+
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
+
counters mid & high attacks, while
counters low attacks (good special to build meter when far enough).
+
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).
+
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.
File:360a.png +
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 /
+
/
/
+
+
cancel into
/
+
/
.
2) Jump
/
, land, close standing
, cancel into
+
3) File:360a.png + into press (hold)
+
, then release to hit.
4) File:360a.png + into press (break)
+
, (
+
/
)/run in
+
/TOP attack (
+
).
Combos anywhere (1 bar of meter):
1) Jumping /
, land, close standing
, cancel into
x2+
or Neo Deadly Rave
Combos anywhere (Full meter):
Combos mid-screen (No meter):
1) Jump crossup
, land, close standing
cancel into
/
+
/
.
2) Jump crossup
, land, close standing
, close standing
/
+
cancel into
+
3) +
(get behind them) into File:360a.png +
into press (break)
+
, (
+
/
)/run in
+
/walk in
+
/TOP attack (
+
).
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
Overall Strategy
(Incomplete)
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.
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:
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.