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| description = The A version has Rock do a quick short dash with an elbow attack. It needs to be spaced out so that it hits in its later active frames as a meaty to make it relatively safe on block. Used mainly as a combo ender to his meterless BnBs and as a filler in juggle combos. | | description = The A version has Rock do a quick short dash with an elbow attack. It needs to be spaced out so that it hits in its later active frames as a meaty to make it relatively safe on block. Used mainly as a combo ender to his meterless BnBs and as a filler in juggle combos. | ||
Rock is considered airborne during the active frames, meaning he will avoid throws and being hit during it will send him farther than if he were grounded. Some characters will have to adjust what GCs they use to punish this move because of this, notoriously The Griffon cant do either 360 or 720 to counter if it's done in the earlier parts of the move. | |||
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Revision as of 08:53, 3 September 2023
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.
Gameplay
Rock is a neutral/footsies character. His main gameplan is to build meter (mainly with Crack Counter D and Reppuken in neutral) and confirm into his Shine Knuckle super. Shinkuu Nage is a command grab that he can use to open up more defensive opponents in close range and can lead to highly damaging conversions with P-Power.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/19.html and http://www13.atwiki.jp/garoumow/pages/68.html
ExpandData Help |
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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 | Yes/chainable | Yes/chainable | 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 | Yes | Yes | 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 | Yes | Yes | 5 |
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 | Yes/chainable | Yes/chainable | 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 | No | No | 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 | No | No | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | No | Yes | 5 | |
f.5D whiffs on crouching opponents. |
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 | Yes/chainable | Yes/chainable | 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 | Yes/chainable | Yes/chainable | 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 | Yes | Yes | 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 | No | No | 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 | |
- | - | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 4 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 | |
Your go-to air to air |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 10 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 |
Universal Moves
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 | No | No | 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 | Yes | No | 6 | |
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
16 (base damage) | Overhead | 29 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -16 | - | - | 25 | |
Can be used as an optimal meterless follow-up to his Shinkuu Nage break midscreen. Generally not used outside of that because the move has very slow startup and is very unsafe on block. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+35 | - | - | - | - | |
Normal throw. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Shine Knuckle. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Reppuken. |
Special Moves
Super Moves