Lichmassacre (talk | contribs) m (→Super Moves) |
Lichmassacre (talk | contribs) m (→Move List: Moved all hitbox images into Attack Data boxes. That said, the hitbox images need to eventually be redone because they are dirty and take up too much space (on top of including frames that are arguably unnecessary).) |
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockCloseA.jpg | ||
|name=St. {{Icon-SNK|A}} | |name=St. {{Icon-SNK|A}} | ||
|subtitle= | |subtitle= | ||
Line 55: | Line 55: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockCloseB.jpg | ||
|name=St. {{Icon-SNK|B}} | |name=St. {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
Line 80: | Line 80: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockCloseC.jpg | ||
|name=St. {{Icon-SNK|C}} | |name=St. {{Icon-SNK|C}} | ||
|subtitle= | |subtitle= | ||
Line 105: | Line 105: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockCloseDFwdD.jpg | ||
|name=St. {{Icon-SNK|D}} | |name=St. {{Icon-SNK|D}} > {{Motion|6}} + {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 112: | Line 112: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage=10 | |Damage=10 | ||
|Guard= | |Guard=High | ||
|Startup=10 | |Startup=10 | ||
|Active=5 | |Active=5 | ||
Line 123: | Line 123: | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |||
}} | |||
{{AttackData-Garou | |||
|header=no | |||
|Damage=10 | |||
|Guard=High | |||
|Startup=24 | |||
|Active=3 | |||
|Recovery=26 | |||
|Total=53 | |||
|Hit Adv=-6; -8 | |||
|Block Adv=-6; -8 | |||
|Feint Cancel= | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=5 > 9 | |||
|description= | |description= | ||
}} | }} | ||
Line 131: | Line 147: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockStandA.jpg | ||
|name=Far {{Icon-SNK|A}} | |name=Far {{Icon-SNK|A}} | ||
|subtitle= | |subtitle= | ||
Line 156: | Line 172: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockStandB.jpg | ||
|name=Far {{Icon-SNK|B}} | |name=Far {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
Line 181: | Line 197: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockStandC.jpg | ||
|name=Far {{Icon-SNK|C}} | |name=Far {{Icon-SNK|C}} | ||
|subtitle= | |subtitle= | ||
Line 206: | Line 222: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockStandD.jpg | ||
|name=Far {{Icon-SNK|D}} | |name=Far {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
Line 232: | Line 248: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockDwnA.jpg | ||
|name=Cr. {{Icon-SNK|A}} | |name=Cr. {{Icon-SNK|A}} | ||
|subtitle= | |subtitle= | ||
Line 257: | Line 273: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockDwnB.jpg | ||
|name=Cr. {{Icon-SNK|B}} | |name=Cr. {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
Line 282: | Line 298: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockDwnC.jpg | ||
|name=Cr. {{Icon-SNK|C}} | |name=Cr. {{Icon-SNK|C}} | ||
|subtitle= | |subtitle= | ||
Line 307: | Line 323: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockDwnD.jpg | ||
|name=Cr. {{Icon-SNK|D}} | |name=Cr. {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
Line 333: | Line 349: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockJumpA.jpg | ||
|name=Jump {{Icon-SNK|A}} | |name=Jump {{Icon-SNK|A}} | ||
|subtitle= | |subtitle= | ||
Line 358: | Line 374: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockJumpB.jpg | ||
|name=Jump {{Icon-SNK|B}} | |name=Jump {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
Line 383: | Line 399: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockJumpC.jpg | ||
|name=Jump {{Icon-SNK|C}} | |name=Jump {{Icon-SNK|C}} | ||
|subtitle= | |subtitle= | ||
Line 408: | Line 424: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockJumpD.jpg | ||
|name=Jump {{Icon-SNK|D}} | |name=Jump {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
Line 434: | Line 450: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockStandAB.jpg | ||
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}} | |name=St. {{Icon-SNK|A}}{{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
Line 484: | Line 475: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockDwnAB.jpg | ||
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}} | |name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
Line 509: | Line 500: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=RockTOP.jpg | ||
|name=T.O.P. Attack | |name=T.O.P. Attack | ||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} | |subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} | ||
Line 532: | Line 523: | ||
===Throws=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=RockThrow.jpg | |||
|name={{Motion|4}} / {{Motion|6}} + {{Icon-SNK|C}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=14 | |||
|Guard= | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=+35 | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description= | |||
}} | |||
}} | |||
===Feint Cancels=== | ===Feint Cancels=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=RockFwdFeint.jpg | |||
|name={{Motion|6}} + {{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total=12 | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=RockDwnFeint.jpg | |||
|name={{Motion|2}} + {{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total=11 | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description= | |||
}} | |||
}} | |||
===Special Moves=== | ===Special Moves=== | ||
Line 541: | Line 605: | ||
| input = {{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | | input = {{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = Rock236A.jpg | ||
| image2 = Rock236C.jpg | |||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 578: | Line 643: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 4, 4 | | Guard Crush Value = 4, 4 | ||
| description = | | 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 | ||
}} | }} | ||
}} | }} | ||
Line 587: | Line 652: | ||
| input = {{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | | input = {{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = RockHighCounter.jpg | ||
| image2 = RockLowCounter.jpg | |||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 607: | Line 673: | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = * 4 ~ 19F upper body counter, activates 6F after proc | | description = * 4 ~ 19F upper body counter, activates 6F after proc | ||
{{Icon-SNK|B}} counters mid & high attacks, while {{Icon-SNK|D}} counters low attacks (good special to build meter when far enough). | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 633: | Line 700: | ||
| input = {{Motion|214}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | | input = {{Motion|214}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = Rock214A.jpg | ||
| image2 = Rock214C.jpg | |||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 652: | Line 720: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 6 | | Guard Crush Value = 6 | ||
| description = | | 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). | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
Line 679: | Line 747: | ||
| input = {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | | input = {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = Rock214B.jpg | ||
| image2 = Rock214D.jpg | |||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 698: | Line 767: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 7 | | Guard Crush Value = 7 | ||
| description = | | 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. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
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| input = Charge {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | | input = Charge {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = RockRT.jpg | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 771: | Line 840: | ||
| input = {{Motion|360}} + {{Icon-SNK|C}} | | input = {{Motion|360}} + {{Icon-SNK|C}} | ||
| subtitle = Rock's command grab | | subtitle = Rock's command grab | ||
| image = | | image = Rock360Grab.jpg | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 790: | Line 859: | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = | ||
| description = | | description = Command throw & is Break-able with AB. There are 3 things to do with this move: | ||
* 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. | |||
* 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. | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
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| input = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | | input = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = RockRSA.jpg | ||
| image2 = RockRSC.jpg | |||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 864: | Line 937: | ||
| input = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | | input = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = RockSKB.jpg | ||
| image2 = RockSKD.jpg | |||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 910: | Line 984: | ||
| input = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} | | input = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} | ||
| subtitle = | | subtitle = | ||
| image = | | image = RockDRN.jpg | ||
| caption = | | caption = | ||
| linkname = | | linkname = |
Revision as of 17:46, 28 February 2021
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 |
---|---|
|
|
Character Colors
Move List
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | chain / ◯ | ◯ | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 3 | 1 | 12 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 25 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-8 | -8 | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 10 | 5 | 22 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | ◯ | ◯ | 5 | |
Damage | Guard | Startup | Active | Recovery | Total |
10 | High | 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 |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 7 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | chain / ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 7 | 4 | 14 | 25 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 10 | 2 | 25 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | X | X | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | High | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | X | ◯ | 5 |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 8 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | chain / ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | chain / ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 20 | 29 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 3 | 30 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -12 | X | X | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 3 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 |
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 |
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 |
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 |
Command Normals
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 |
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 | |
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Overhead | 29 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -16 | X | X | 25 |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+35 | - | - | - | - |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Special Moves
Super Moves
S Power | 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 | ||
| ||||||
P Power | Damage | Guard | Startup | Active | Recovery | Total |
46 | Mid | 17 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -51 | - | - | 10 × 4 | ||
|
S Power | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
32 | Mid | 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 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -15 | - | - | 30 | ||
|
Frame Data
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.
+
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) +
into press (hold)
+
, then release to hit.
4) +
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
+
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
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: