m (→Colors) |
(→Moves List: Added frame data and move descriptions) |
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== Moves List == | == Moves List == | ||
=== Light Attacks === | === Light Attacks === | ||
{{MoveData | {{MoveData | ||
|image= NASB Rocko light mid.png | |image= NASB Rocko light mid.png | ||
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{{AttackData-NASB | {{AttackData-NASB | ||
|Damage=5% | |Damage=5% | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=6 - 8 | ||
|Total Frames= | |Total Frames=30 | ||
|Safety= | |Safety=-15 | ||
|description= | |description= | ||
Rocko leans back balancing on his tail and kicks in front of him. | |||
* An alright move to throw out in the neutral. Mainly used for jablocks. | |||
}} | }} | ||
}} | }} <br> | ||
{{MoveData | {{MoveData | ||
|image= NASB Rocko light up.png | |image= NASB Rocko light up.png | ||
|caption= | |caption= "Where do I work out you ask? Why, the library!" | ||
|name= Brains Out! | |name= Brains Out! | ||
|linkname= 8L | |linkname= 8L | ||
|input= 8L / Up Light | |input= 8L / Up Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=6 | |||
|Active=6 - 8 | |||
|Total Frames=30 | |||
|Safety=-15 | |||
|description= | |||
Rocko freaks out and his brains pop out, a reference to the show's opening. Has a small hitbox that sets up for big followups. | |||
* Difficult to land raw against most grounded characters. Much more effective to use it mid-combo as an extender after a jump light or jump down light. | |||
* Can be used in loops with jump down light if you're able to follow the opponents DI. | |||
* Sets up into jump up light kills at higher %s. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko light down.png | |image= NASB Rocko light down.png | ||
|caption= | |caption= ''Spill in isle 7'' | ||
|name= Cleaning Duty | |name= Cleaning Duty | ||
|linkname= 2L | |linkname= 2L | ||
|input= 2L / Down Light | |input= 2L / Down Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=8 | |||
|Active=8 - 14 | |||
|Total Frames=21 | |||
|Safety=-4 | |||
|description= | |||
Placeholder | |||
Rocko sweeps the floor, with Spunky biting onto the broom. Can be held to sweep indefinitely. | |||
* A fairly large hitbox that can hit both sides when held. Pops grounded opponents upward, setting up for aerial followups. | |||
* Spikes airborne opponents, sending them into slow-fall. Use this by the ledge to setup into offstage followups. | |||
* If Spunky was already summoned by Rocko's neutral special, he won't appear in the down light. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
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|input= 66L / Run Light | |input= 66L / Run Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=6 | |||
|Active=6 - 13 | |||
|Total Frames=33 | |||
|Safety=-23 | |||
|description= | |||
A roller-skating slip and fall. Goes a good distance and leads to followups on hit, but punishable on block. | |||
*Jump-cancel off of Spunky to get big momentum jumps. | |||
}} | |||
}} <br> | |||
=== Jumping/Air Light Attacks === | === Jumping/Air Light Attacks === | ||
{{MoveData | {{MoveData | ||
|image= NASB Rocko aerial light mid.png | |image= NASB Rocko aerial light mid.png | ||
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|input= j5L / Jump Light | |input= j5L / Jump Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=6 | |||
|Active=16 - 20 | |||
|Total Frames=40 | |||
|Safety=-5 | |||
|description= | |||
A quick straightforward kick. | |||
* Good for throwing out in the neutral, especially when you have Spunky and/or the jackhammer covering the ground. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko aerial light up.png | |image= NASB Rocko aerial light up.png | ||
|caption= | |caption= Ya want some eh? | ||
|name= Right, Left, Right | |name= Right, Left, Right | ||
|linkname= j8L | |linkname= j8L | ||
|input= j8L / Jump Up Light | |input= j8L / Jump Up Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=1% per, 14% final | |||
|Startup=6 first, 12 final | |||
|Active=6-10, 12-14 | |||
|Total Frames=30 | |||
|Safety=-6 to -2 multi, -5 final | |||
|description= | |||
A rapid flurry of uppercuts aimed above. Surprisingly strong for a light, being in-fact more powerful than his jump up strong. | |||
* One of Rocko's best and most reliable stock-closers. Can be confirmed into off of up light, down light, and even itself. | |||
* Can be used in conjunction with downward air-dashing to drag opponents down, leading to extended strings. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko aerial light down.png | |image= NASB Rocko aerial light down.png | ||
|caption= Ya know what's | |caption= Ya know what's cookin? '''YOU''' | ||
|name= Rolling Pin | |name= Rolling Pin | ||
|linkname= | |linkname= j2L | ||
|input= j2L / Jump Down Light | |input= j2L / Jump Down Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=5 | |||
|Active=5 - 7 | |||
|Total Frames=32 | |||
|Safety=-6 | |||
|description= | |||
Rocko bonks opponents below him with a rolling pin, sending them into a slowfall spike. Despite the animation suggesting otherwise, this move only hits below him. | |||
* Incredible combo tool, setting up for almost any of his other moves, but most importantly itself. Thanks to the downward angle it send at and the slowfall, Rocko can string together several jump down lights and then use up light to pop opponents back up for more jump down lights. | |||
* Great offstage for setting up into a jump strong or jump down strong kill. Rocko's recovery goes high enough that he can usually go pretty deep to fish for these. | |||
* Being Rocko's fastest attack also makes it a good out-of-block option. | |||
}} | }} | ||
}} <br> | |||
=== Strong Attacks === | === Strong Attacks === | ||
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{{MoveData | {{MoveData | ||
|image= NASB Rocko strong mid.png | |image= NASB Rocko strong mid.png | ||
|caption= | |caption= If you listen closely it sounds like he's saying "Joe Biden" | ||
|name= Scream! | |name= Scream! | ||
|linkname= 5S | |linkname= 5S | ||
|input= 5S / Neutral Strong | |input= 5S / Neutral Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=16 | |||
|Active=16 - 20 | |||
|Total Frames=40 | |||
|Safety=-5 | |||
|description= | |||
Rocko angrily screams his lungs out at the poor soul in front of him. A standard grounded strong with not great range. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko strong up.png | |image= NASB Rocko strong up.png | ||
|caption= | |caption= ''Boink!'' | ||
|name= Pogo Jump | |name= Pogo Jump | ||
|linkname= 8S | |linkname= 8S | ||
|input= 8S / Up Strong | |input= 8S / Up Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=11 | |||
|Active=11 - 63* | |||
|Total Frames=73* | |||
|Safety=-43 to +10 | |||
|description= | |||
Rocko rises up into the air on his pogo-stick, before falling back down. The move doesn't end until Rocko lands on ground, is attacked out of it, or falls into the blastzone. | |||
* Stage platforms can be used to end the move earlier. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | |||
|image= NASB Rocko strong down.png | |image= NASB Rocko strong down.png | ||
|caption= Hammer Time | |caption= Hammer Time | ||
|name= Hammer Attack | |name= Hammer Attack | ||
|linkname= 2S | |linkname= 2S | ||
|input= 2S / Down Strong | |input= 2S / Down Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=16% | |||
|Startup=16 | |||
|Active=16 - 20 | |||
|Total Frames=40 | |||
|Safety=-5 | |||
|description= | |||
An aggressive hammer slam in front of Rocko. Spikes airborne opponents and those hanging onto the ledge. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
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|input= 66S / Run Strong | |input= 66S / Run Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=11% | |||
|Startup=17 | |||
|Active=17 - 23 | |||
|Total Frames=45 | |||
|Safety=-18 | |||
|description= | |||
Rocko rides atop man out of control vacuum. Like every dash attack it cancels into anything on hit. | |||
}} | }} | ||
}} <br> | |||
=== Jumping/Air Strong Attacks === | === Jumping/Air Strong Attacks === | ||
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{{MoveData | {{MoveData | ||
|image= NASB Rocko aerial strong mid.png | |image= NASB Rocko aerial strong mid.png | ||
|caption= | |caption= '''AAAAAAAAAAAAAAAAAAAA''' | ||
|name= Whaaat!?! | |name= Whaaat!?! | ||
|linkname= j5S | |linkname= j5S | ||
|input= j5S / Jump Neutral Strong | |input= j5S / Jump Neutral Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=16 | |||
|Active=16 - 20 | |||
|Total Frames=40 | |||
|Safety=-5 | |||
|description= | |||
Rocko makes a shocked expression, his eyes bulging out and letting out an ear piercing scream. A great move to throw out if you want to be annoying. | |||
* A good combo-ender for when your close to the blastzone or when jump up light won't reach. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko aerial strong up.png | |image= NASB Rocko aerial strong up.png | ||
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|input= j8S / Jump Up Strong | |input= j8S / Jump Up Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=15 | |||
|Active=15 - 19 | |||
|Total Frames=50 | |||
|Safety=-6 | |||
|description= | |||
Rocko proudly lifts up above him a photo of a Sad Crying Clown in an Iron Lung. He's always wanted one! | |||
* Generally outclassed as a vertical aerial kill move my jump up light. Does have uses however in situations where jump up light isn't gauranteed, as a kill move that also RPS's falling jump down strongs. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko aerial strong down.png | |image= NASB Rocko aerial strong down.png | ||
|caption= | |caption= I don't remember flushing this | ||
|name= Watch Out! | |name= Watch Out! | ||
|linkname= j2S | |linkname= j2S | ||
|input= j2S / Jump Down Strong | |input= j2S / Jump Down Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=15% initial, 10% projectile | |||
|Startup=16 initial, 22 projectile | |||
|Active=16-20 initial, 22-111 projectile | |||
|Total Frames=40 | |||
|Safety=-4 initial, -5 projectile* | |||
|description= | |||
Rocko strikes below him with a plunger that's stuck to a bowling ball, before then letting it drop. The first hit is a spike, followed by a falling projectile. | |||
* An amazing edgeguard tool, especially when used in conjunction with jump down light's slowfall. Even if you don't land the plunger spike, the bowling ball can still send opponents further offstage from where they might not make it back. | |||
* Makes for a good landing option against opponents directly below you. The bowling ball can be reflected by strongs, but never straight up. | |||
}} | }} | ||
}} <br> | |||
=== Special Attacks === | === Special Attacks === | ||
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{{MoveData | {{MoveData | ||
|image= NASB Rocko special mid.png | |image= NASB Rocko special mid.png | ||
|caption= | |caption= Go boy! | ||
|name= Go Spunky! | |name= Go Spunky! | ||
|linkname= 5P | |linkname= 5P | ||
|input= 5P / Neutral Special | |input= 5P / Neutral Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=11 | |||
|Active=11 - End | |||
|Total Frames=30 | |||
|Safety=-7 | |||
|description= | |||
Rocko sic's his adorable dog Spunky on the opponent. Spunky travels in a straight line until he either hits an opponent, gets destroyed, or falls off the stage. Spunky can be grabbed and thrown like any projectile. If Spunky's "owner" hits him with their own attack, it will cause Spunky to turn around and change directions. | |||
* Spunky makes for good ground control when backed up by the threat of Rocko approaching from the air. Use him to lock opponents into block, make them jump into you, or give up stage control. | |||
* On hit Spunky pops opponents slightly up, setting up for Rocko to go to town on them with his aerials. | |||
* There's a large detection hitbox in front of Spunky that tells him if someone is in range to pounce. Stangely enough this detection box also destroys several other projectiles. Use this to get in on those trying to space you out. | |||
* Spawning Spunky on top of the jackhammer will make him don a construction helmet and man the mechanical wild beast (see Jack the Hammer below). | |||
* Watching Spunky get destroyed by an attack causes great sadness. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB Rocko special up.png | |image= NASB Rocko special up.png | ||
|caption= | |caption= "Hmm, today I will launch myself into space for 20 years" (Clueless) | ||
|name= Flying High | |name= Flying High | ||
|linkname= 8P | |linkname= 8P | ||
|input= 8P / Up Special | |input= 8P / Up Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=4% rising, 8% peak, 4% falling | |||
|Startup=13 rising, 56 peak, 61 falling | |||
|Active=13-50 rising, 56-60 peak, 61-End falling | |||
|Total Frames=- | |||
|Safety=-128 initial, -61 falling | |||
|description= | |||
Rocko grabs ahold of a small rocket ship, rising up a fair distance before spiraling downward. Upon impact with the ground Rocko temporarily assumes the form of a melted blob. | |||
* Travels a good distance vertically with a decent hitbox covering it on the way up. Allows for Rocko to go pretty deep for edgeguards. | |||
* Very unsafe on the way down. Even if you manage to hit someone you'll still probably get punished because of how long Rocko stays as a melted pile of goo. | |||
* Does not snap to the ledge on the way up until the very peak. If you want to grab the ledge you need to either recover early using your jump and/or airdash, or fall a good distance and then rise up with the rocket. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | {{MoveData | ||
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|input= 2P / Down Special | |input= 2P / Down Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=2% per | |||
|Startup=11 | |||
|Active=11 - 500 | |||
|Total Frames=20 | |||
|Safety=- | |||
|description= | |||
Rocko unleashes his wild card: Jack The Hammer! This jackhammer knows neither friend nor foe, messing up anyone that gets in it's way, including Rocko! It's behavior is completely random, deciding for itself which way it's going and when it's going to turn around or jump up. This move has a cooldown before it can be used again. | |||
* While completely random, you can still generally eyeball the space that it's going to occupy based on where it was spawned. Getting a feel for this can let you shut down platforms or the ledge, especially when used in conjunction with Spunky (just make sure the thing doesn't destroy the poor doggo). | |||
* Unlike most projectiles, the jackhammer cannot be grabbed or reflected. It can however be destroyed with a disjointed enough strong attack. | |||
* If Spunky is spawned on top of the jackhammer, the dog will start riding atop of it. Doing so speeds up the jackhammer's travel speed, and lets it reflect projectiles. If done so, a new Spunky cannot be spawned until the jackhammer ends. | |||
* This move is pure chaos, and pure chaos means sometimes you'll mess yourself up with it. | |||
}} | }} | ||
}} <br> | |||
=== Taunt === | === Taunt === | ||
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|caption= Tea first, fighting later | |caption= Tea first, fighting later | ||
|name= Taunt | |name= Taunt | ||
|linkname= | |linkname= Taunt | ||
|input= Taunt Button | |input= Taunt Button | ||
|data= | |data= | ||
Rocko takes a break from the fight to poor himself a nice hot cup of tea. | |||
* "Hello?" | * "Hello?" | ||
}} | }} | ||
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|caption= Cleaning Duty but without Spunky | |caption= Cleaning Duty but without Spunky | ||
|name= Strafe Taunt | |name= Strafe Taunt | ||
|linkname= | |linkname= Taunt | ||
|input= Taunt Button + Strafe | |input= Taunt Button + Strafe | ||
|data= | |data= | ||
Rocko sweeps the floor. Always one for tidiness. | |||
* "That's odd". | * "That's odd". | ||
}} | }} |
Revision as of 18:14, 9 November 2022
Story
Fighting day is a very dangerous day.
Rocko is an anthropomorphic wallaby who emigrated to the United States, from Australia and who formerly works at "Kind of a Lot o' Comics" as a cashier. While his personally hygienic, polite, caring and practical, Rocko has an almost pathological tendency to neglect his living space and he has anger management issues.
Gameplay
Rocko is a very strong all-rounder character. Similar to Zim, he can set some nasty mixups up and wall you out with his special attacks. He also has very good aerials which give him a strong combo game, and his Light Down Aerial is a slowfall (The opponent will descend slowly after getting hit by the move), meaning he can set up some very nasty edgeguards. Rocko is a very strong character in many ways, and is in the upper echelon of the cast.
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 6 | 6 - 8 | 30 | -15 | |
Rocko leans back balancing on his tail and kicks in front of him.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 6 | 6 - 8 | 30 | -15 | |
Rocko freaks out and his brains pop out, a reference to the show's opening. Has a small hitbox that sets up for big followups.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 8 | 8 - 14 | 21 | -4 | |
Placeholder Rocko sweeps the floor, with Spunky biting onto the broom. Can be held to sweep indefinitely.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 6 | 6 - 13 | 33 | -23 | |
A roller-skating slip and fall. Goes a good distance and leads to followups on hit, but punishable on block.
|
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 6 | 16 - 20 | 40 | -5 | |
A quick straightforward kick.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% per, 14% final | 6 first, 12 final | 6-10, 12-14 | 30 | -6 to -2 multi, -5 final | |
A rapid flurry of uppercuts aimed above. Surprisingly strong for a light, being in-fact more powerful than his jump up strong.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5 - 7 | 32 | -6 | |
Rocko bonks opponents below him with a rolling pin, sending them into a slowfall spike. Despite the animation suggesting otherwise, this move only hits below him.
|
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 16 | 16 - 20 | 40 | -5 | |
Rocko angrily screams his lungs out at the poor soul in front of him. A standard grounded strong with not great range. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 11 | 11 - 63* | 73* | -43 to +10 | |
Rocko rises up into the air on his pogo-stick, before falling back down. The move doesn't end until Rocko lands on ground, is attacked out of it, or falls into the blastzone.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 16 | 16 - 20 | 40 | -5 | |
An aggressive hammer slam in front of Rocko. Spikes airborne opponents and those hanging onto the ledge. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
11% | 17 | 17 - 23 | 45 | -18 | |
Rocko rides atop man out of control vacuum. Like every dash attack it cancels into anything on hit. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 16 | 16 - 20 | 40 | -5 | |
Rocko makes a shocked expression, his eyes bulging out and letting out an ear piercing scream. A great move to throw out if you want to be annoying.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 15 | 15 - 19 | 50 | -6 | |
Rocko proudly lifts up above him a photo of a Sad Crying Clown in an Iron Lung. He's always wanted one!
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% initial, 10% projectile | 16 initial, 22 projectile | 16-20 initial, 22-111 projectile | 40 | -4 initial, -5 projectile* | |
Rocko strikes below him with a plunger that's stuck to a bowling ball, before then letting it drop. The first hit is a spike, followed by a falling projectile.
|
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 11 | 11 - End | 30 | -7 | |
Rocko sic's his adorable dog Spunky on the opponent. Spunky travels in a straight line until he either hits an opponent, gets destroyed, or falls off the stage. Spunky can be grabbed and thrown like any projectile. If Spunky's "owner" hits him with their own attack, it will cause Spunky to turn around and change directions.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4% rising, 8% peak, 4% falling | 13 rising, 56 peak, 61 falling | 13-50 rising, 56-60 peak, 61-End falling | - | -128 initial, -61 falling | |
Rocko grabs ahold of a small rocket ship, rising up a fair distance before spiraling downward. Upon impact with the ground Rocko temporarily assumes the form of a melted blob.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% per | 11 | 11 - 500 | 20 | - | |
Rocko unleashes his wild card: Jack The Hammer! This jackhammer knows neither friend nor foe, messing up anyone that gets in it's way, including Rocko! It's behavior is completely random, deciding for itself which way it's going and when it's going to turn around or jump up. This move has a cooldown before it can be used again.
|
Taunt
- "Hello?"
- "That's odd".