|notes=Damage is listed as ground/air. Rocket Raccoon fires a paralyzing electric blast from his main weapon, leaving the opponent vulnerable for a long while. At full screen, this is long enough to do Tunnel Rat LP and get a full combo afterwards. The LP version always fires straight ahead. On the ground, the HP version fires at a 45° angle up-forward, while in the air, the HP version fires at a 45° angle down-forward.
|notes=Damage is listed as ground/air.<br>Rocket Raccoon fires a paralyzing electric blast from his main weapon, leaving the opponent vulnerable for a long while. At full screen, this is long enough to do Tunnel Rat LP and get a full combo afterwards. The LP version always fires straight ahead. On the ground, the HP version fires at a 45° angle up-forward, while in the air, the HP version fires at a 45° angle down-forward.
Shifty Creature: Rocket can use the special move Tunnel Rat which grants him the ability to tunnel underground to avoid attacks or create unseen mix ups. He also has the ability to "air dash" with Rocket Skates to travel in 8 directions and use it up to twice in the air.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200
Mid
4
3
8
0
+2
-
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
13
3
30
-6
-10
-
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Mid
8
4
19
+1
-1
-
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
12
+1
-3
-
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200
Mid
4
3
9
-1
+1
-
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
11
3
+23
-7
Launch
Rocket Raccoon's Launcher.
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Low
7
2
16
0
-3
-
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Low
11
17
31
+30
-29
-
Jumping Light Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200
High
5
3
12
-
-
-
Jumping Heavy Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
10
9
15
-
-
-
Jumping Light Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
High
7
7
9
-
-
-
Jumping Heavy Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
100 + 500 (600)
Mid
9
18(1)3
5
-
-
Groundbounce Hardknockdown
-
Sucker Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Mid
8
2
13
+3
+1
-
Wild Ripper
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
11
12
20
-8
-12
-
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1020 (5 hits)
Throw
3
1
-
-
-
Additional damage scales by 50%.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
930 (4 hits)
Throw
3
1
-
-
-
Additional damage scales by 50%.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
6
8
44
+33
+28
Hit/Block adv is dependent on when you your tag-in.
Specials
Spitfire or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
600
Mid
Rocket Raccoon fires a ball of energy from one of his weapons. The LP version always fires straight ahead. On the ground, the HP version fires at a 45° angle up-forward, while in the air, the HP version fires at a 45° angle down-forward.
Spitfire Twice (during Spitfire) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
Rocket Raccoon fires a second energy blast. Has the same damage, properties, and angles as the original; additionally, you don't have to choose the same angle as the first shot, so feel free to mix angles together as necessary.
Spitspark or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700/800
Mid
700/800
Mid
Damage is listed as ground/air. Rocket Raccoon fires a paralyzing electric blast from his main weapon, leaving the opponent vulnerable for a long while. At full screen, this is long enough to do Tunnel Rat LP and get a full combo afterwards. The LP version always fires straight ahead. On the ground, the HP version fires at a 45° angle up-forward, while in the air, the HP version fires at a 45° angle down-forward.
Groot Slam
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500+800 (1300)
Mid
Rocket Raccoon summons Groot to the stage with a thud, then an overhead-looking (not actually an overhead) slam. Although Rocket can move around and act before Groot is finished, he can't use this move, Groot Splinter, or Animal Combination until a little bit after Groot has fully disappeared off-screen.
Groot Splinter
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x5 (1410)
Mid
Rocket Raccoon summons Groot to the stage, who then performs a full-screen diagonal up-forward stretching punch. Although Rocket can move around and act before Groot is finished, he can't use this move, Groot Slam, or Animal Combination until a little bit after Groot has fully disappeared off-screen.
Angel Gift
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400x3 (1160)
Mid
-
Grab Bag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
100x10 (960)
Mid
-
Tunnel Rat or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
-
-
-
-
-
-
-
Rocket Skate
(can be directed)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
-
-
-
Hypers
Rock 'n' Roll
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
100x36+700 (3270)
Mid
-
Mad Hopper
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
-
-
Rocket Raccoon places a giant spring-loaded trap that activates when an opponent steps on it. You can't make a new one until the previous one is gone.
Mad Hopper (Activation)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500x8 (3150)
Mid
Soft Knockdown
-
Animal Combination
Lvl 3
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
5350 (11 hits)
Mid
Rocket Raccoon hops on Groot's back, then Groot runs about 1.5 screen lengths until he collides with an opponent.
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Rocket is a strong support character between a lockdown gun super, traps, and decent zoning ability, as well as a strong high/low mixup game with quick, long range lows and excellent instant overheads via his float. As such, he's a great partner for almost anyone in the game, though characters who need a lot of support like Hulk or Black Panther or characters who are themselves focused on their strong mixups like Chun-Li or Zero might be better partnered with one of the even better supports like Dante, Dormammu, Winter Soldier, or Sigma. Even still, pairing these characters with Rocket is pretty good.
Stone Selection
Power
Time
Reality
Soul
Space
Rocket has great pressure and the opponent not being able to switch out during Space storm is incredibly good for him. This is almost certainly his best stone overall.
Mind
Having a bunch of meter to lay down super traps is nice and can heavily restrict the opponent's movemen, and he also has good potential to tick or reset into Mind Surge. He's one of the better characters to run Mind with; however, it's not as good as his other options.