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

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http://www.youtube.com/watch?v=FWc2ikH3u30
http://www.youtube.com/watch?v=FWc2ikH3u30


More info coming soon.
===Video Lecture===
 
In-depth video lecture on Rock. Please use the timestamps to navigate the topics.
 
<youtube>KJXXcOgi-aU</youtube>


===Matchup Notes===
===Matchup Notes===

Revision as of 07:54, 14 November 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

Esoterics

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

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 Jumping (35 total frames)
RockHitboxSet1.jpg RockTaunt.jpg RockJump.jpg

Close Standing Normals

St. Kof.lp.png
RockCloseA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 - chain / ◯ 4

Standing jab.

St. Kof.lk.png
RockCloseB.jpg
Damage Guard Startup Active Recovery Total
6 Mid 3 1 12 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 - 4

St. Kof.sp.png
RockCloseC.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 25 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-8 -8 - 5

St. Kof.sk.png > F.png + Kof.sk.png
RockCloseDFwdD.jpg
Damage Guard Startup Active Recovery Total
10 High 10 5 22 37
Hit Adv Block Adv Feint Cancel 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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6; -8 -6; -8 - X X 5 > 9

Far Standing Normals

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

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

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

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

Crouching Normals

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

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

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

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

Jumping Normals

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

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

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

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

Command Normals

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

Cr. Kof.lp.pngKof.lk.png
RockDwnAB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 9 3 27 39
Hit Adv Block Adv Feint Cancel 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
RockTOP.jpg
Damage Guard Startup Active Recovery Total
14 Overhead 29 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - X X 25

Throws

B.png / F.png + Kof.sp.png
RockThrow.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+35 - - - - -

Feint Cancels

F.png + Kof.lp.pngKof.sp.png
RockFwdFeint.jpg
Damage Guard Startup Active Recovery Total
- - - - - 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

D.png + Kof.lp.pngKof.sp.png
RockDwnFeint.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Special Moves

Reppu-Ken
Qcf.png + Kof.lp.png/Kof.sp.png
Rock236A.jpg
Rock236C.jpg
Reppu-Ken
Qcf.png + Kof.lp.png
Damage Guard Startup Active Recovery Total
12 Mid 12 - - -
Hit Adv Block Adv Feint Cancel 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) Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 - - - 4, 4

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

Crack Counter
Qcf.png + Kof.lk.png/Kof.sk.png
RockHighCounter.jpg
RockLowCounter.jpg
Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
12 High/Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 7
  • 4 ~ 19F upper body counter, activates 6F after proc

Kof.lk.png counters mid & high attacks, while Kof.sk.png counters low attacks (good special to build meter when far enough).

Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
16 Low 3 - - -
Hit Adv Block Adv Feint Cancel 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
Rock214A.jpg
Rock214C.jpg
Qcb.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 6

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 + Kof.sp.png Damage Guard Startup Active Recovery Total
18 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 6, 6
Rage Run
Qcb.png + Kof.lk.png/Kof.sk.png
Rock214B.jpg
Rock214D.jpg
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
20 Overhead 24 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - - 7

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.

Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Rising Tackle
Charge D.png~U.png + Kof.lp.png/Kof.sp.png
RockRT.jpg
D.png~U.png + Kof.lp.png Damage Guard Startup Active Recovery Total
18 Mid 3 - - -
Hit Adv Block Adv Feint Cancel 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 Mid 3 - - -
Hit Adv Block Adv Feint Cancel 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
Rock360Grab.jpg
Evac Toss
360.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
20 - 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

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.
Rasetsu
Kof.lp.pngKof.lk.png Break after command grab
Damage Guard Startup Active Recovery Total
11 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Super Moves

Raging Storm
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
RockRSA.jpg
RockRSC.jpg
S Power Damage Guard Startup Active Recovery Total
33 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -23 - - - 15
  • 1 ~ 9F invincible
P Power Damage Guard Startup Active Recovery Total
46 Mid 17 - - -
Hit Adv Block Adv Feint Cancel 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
RockSKB.jpg
RockSKD.jpg
S Power Damage Guard Startup Active Recovery Total
32 Mid 1 - - -
Hit Adv Block Adv Feint Cancel 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 Feint Cancel 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
RockDRN.jpg
Damage Guard Startup Active Recovery Total
49/59 Mid 0 - - -
Hit Adv Block Adv Feint Cancel 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

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

Video Lecture

In-depth video lecture on Rock. Please use the timestamps to navigate the topics.

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
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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