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Rocksteady is ranked 28th out of 29 on the current [[Nickelodeon All-Star Brawl 2/FAQ|tier list]], in the D tier. | Rocksteady is ranked 28th out of 29 on the current [[Nickelodeon All-Star Brawl 2/FAQ|tier list]], in the D tier. | ||
Rocksteady has a particularly interesting, if not unconventional set of neutral tools. | Rocksteady has a particularly interesting, if not unconventional set of neutral tools. While equipped with options not uncommon for a zoner playstyle, he also benefits from a strong juggle game, high damage moves and esoteric combo routes. Most of Rocksteady's neutral is centered around his barrel, which can act as effective stage control, effortless ledgetrapping, combo extensions, or baiting out an approach that can then lead into a grab. Rocksteady's grab game is exceptional, with up-throw being an excellent combo starter at most percents, down throw dealing an insane amount of damage (including double damage on dual characters) and forward and backthrow being serviceable positioning tools and kill options on their own terms. The biggest wild-card in Rocksteady's kit when he's advantage however is his side-special. Not only does it give Rocksteady a short burst of momentum, but it can be cancelled off of hit, most notably into upspecial for additional positioning into one his strong aerials, a sequence that works on the entire cast. Finally, Rocksteady's regular bombs act as modest stage control, while his EX-bombs cover more space and on hit give Rocksteady easy followups. | ||
However, Rocksteady is burdened with a laundry list of shortcomings. He is the slowest, heaviest character in the game, which makes him one of the prime targets for combo food. In addition to not being able to run away from his opponent most of the time, Rocksteady is also very limited in options when cornered up-close, which means he also has trouble getting his opponent out once they're in. This makes it difficult for him to maximize his best traits because he often spends the match on the back foot. | However, Rocksteady is burdened with a laundry list of shortcomings. He is the slowest, heaviest character in the game, which makes him one of the prime targets for combo food. In addition to not being able to run away from his opponent most of the time, Rocksteady is also very limited in options when cornered up-close, which means he also has trouble getting his opponent out once they're in. This makes it difficult for him to maximize his best traits because he often spends the match on the back foot. | ||
Rocksteady's shortcomings have been a burden for him since his release, and as such he has historically always been considered one of the worst characters, if not the worst, in the game. However, he is still considered viable, with specialists such as [https://www.youtube.com/watch?v=gmMi-n6OdyY&pp=ygUIbWFhaWlrZXI%3D Maaiiker] proving the character can still perform well in a bracket setting. | Rocksteady's shortcomings have been a burden for him since his release, and as such he has historically always been considered one of the worst characters, if not the worst, in the game. However, he is still considered viable, with specialists such as [https://www.youtube.com/watch?v=gmMi-n6OdyY&pp=ygUIbWFhaWlrZXI%3D Maaiiker] proving the character can still perform well in a bracket setting. | ||
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== Techniques == | == Techniques == | ||
* | * '''BASH CANCELING''': Canceling Rocksteady's side special with another move, commonly a supair or snair. | ||
* | * '''SONSA-BOMBING''': Dropping Rocksteady's slimespecial from the top blast-zone, causing the bombs to stick to platforms. Popularized by Rocksteady player Sonsa. | ||
* | * '''SDAIR-CANCELING''': The utilization of Rocksteady's sdair on platforms either out of a jump or out of hit-stun. Perfect execution of this technique allows for faster platform resets. | ||
Latest revision as of 22:14, 22 April 2025
About
One-half of Shredder's dimwitted duo.
Rocksteady is one of the Teenage Mutant Ninja Turtles' most recurring nemeses. Formerly a human gang member who simply operated under the Foot Clan, Rocksteady, along with his friend Bebop, volunteered to be part of a new experiment on behalf of Shredder, the leader of the Foot Clan. This "experiment" mutated him into a rhinoceros-human hybrid. Since then, Rocksteady and Bebop have been two of the Foot Clan's most devoted members, always aiming to take down the Turtles in spite of their lack of intelligence.
This version of Rocksteady is the 1987 TV Show incarnation, although his in-game Online icons seem to be taken from a Playmates action figure line instead.
Playstyle
Rocksteady is a similar archetype to Plankton in that he's an odd combo of both projectile character and grappler. He hits pretty hard with his normals, but he can also cause disruption on the stage with his Down Special and Neutral Special, as well as his Up Light. He also has a really good throw game, and can be a major threat when off-stage due to his strong ledgetrapping. He can also armor through tough situations with his EX Side Special.
If you like wailing on your opponents but also having an armory at your disposal, Rocksteady is your right-hand man!
Metagame
Rocksteady is ranked 28th out of 29 on the current tier list, in the D tier.
Rocksteady has a particularly interesting, if not unconventional set of neutral tools. While equipped with options not uncommon for a zoner playstyle, he also benefits from a strong juggle game, high damage moves and esoteric combo routes. Most of Rocksteady's neutral is centered around his barrel, which can act as effective stage control, effortless ledgetrapping, combo extensions, or baiting out an approach that can then lead into a grab. Rocksteady's grab game is exceptional, with up-throw being an excellent combo starter at most percents, down throw dealing an insane amount of damage (including double damage on dual characters) and forward and backthrow being serviceable positioning tools and kill options on their own terms. The biggest wild-card in Rocksteady's kit when he's advantage however is his side-special. Not only does it give Rocksteady a short burst of momentum, but it can be cancelled off of hit, most notably into upspecial for additional positioning into one his strong aerials, a sequence that works on the entire cast. Finally, Rocksteady's regular bombs act as modest stage control, while his EX-bombs cover more space and on hit give Rocksteady easy followups.
However, Rocksteady is burdened with a laundry list of shortcomings. He is the slowest, heaviest character in the game, which makes him one of the prime targets for combo food. In addition to not being able to run away from his opponent most of the time, Rocksteady is also very limited in options when cornered up-close, which means he also has trouble getting his opponent out once they're in. This makes it difficult for him to maximize his best traits because he often spends the match on the back foot.
Rocksteady's shortcomings have been a burden for him since his release, and as such he has historically always been considered one of the worst characters, if not the worst, in the game. However, he is still considered viable, with specialists such as Maaiiker proving the character can still perform well in a bracket setting.
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Strategy
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Techniques
- BASH CANCELING: Canceling Rocksteady's side special with another move, commonly a supair or snair.
- SONSA-BOMBING: Dropping Rocksteady's slimespecial from the top blast-zone, causing the bombs to stick to platforms. Popularized by Rocksteady player Sonsa.
- SDAIR-CANCELING: The utilization of Rocksteady's sdair on platforms either out of a jump or out of hit-stun. Perfect execution of this technique allows for faster platform resets.
Combos
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Matchups
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Other Resources
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Videos
PLACEHOLDER