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

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Line 20: Line 20:
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
|-
|-
| qcb + P || '''Kokuen-ryu''' || 12 || 15
| qcf + P || '''Reppu-ken''' || 12 || 10/18 (2 hits)
|-
|-
| dp + P || '''Kyou Choujin''' || 12 || 16
| qcf + K || '''Crack Counter''' || 12 || 16
|-
|-
| dp + P (Break) || '''Kyou Choujin''' || 7 || 7
| qcb + P || '''Hard Edge''' || 12 || 18
|-
|-
| air d + K || '''Messhou Hisetsu''' || 8 || 8
| qcb + K|| '''Rage Run''' || 20 || 0
|-
|-
| qcf + K || '''Gou Dangai''' || 18 || 22
| ch. d,u + P || '''Rising Tackle''' || 18 || 21
|-
|-
| f,b,f + P || '''Gou Retsu-shou''' || 18 || 19
| 360 + C || '''Evac Toss''' || NA || 20
|-
|-
| qcfx2 + P || '''Majin Haten Dan''' || 31 || 45
| AB after 360 Break || '''Rasetsu''' || NA || 11
|-
|-
| qcfx2 + K || '''Majin Engetsu Rin''' || 39 || 55
| qcfx2 + P || '''Raging Storm''' || 33 || 46
|-
| qcfx2 + K || '''Shinning Knuckle''' || 32 || 47/55 (more dmg in corner)
|-
| hcb,f + A; A, A, B, B, C, C, D, D, qcb+C || '''Neo Deadly Rave''' || NA || 49/59 (more dmg in corner)
|}
|}
'''Reppu-ken''': ''QCF+A''<br>
'''Double Reppu-ken''': ''QCF+C''<br>
'''Crack Counter''': ''QCF+K''<br>
'''Hard Edge''': ''QCB+P''<br>
'''Rage Run''': ''QCB+K''<br>
'''Rising Tackle''': ''Charge Down then Up+P''<BR>
'''Evac Toss''': ''360+C''<br>
'''Rasetsu''': ''Hold '''AB''' during '''Evac Toss'''<br>


=Attributes=
=Attributes=

Revision as of 07:07, 21 August 2010

Rock.PNG

Introduction

To come.

Character Colors

File:Garourock.png

Gameplay Overview

To come.

Move List

Command Normal Moves

Standing D, then Forward+D

Special Command Moves

Command Move Weak Damage Strong Damage
qcf + P Reppu-ken 12 10/18 (2 hits)
qcf + K Crack Counter 12 16
qcb + P Hard Edge 12 18
qcb + K Rage Run 20 0
ch. d,u + P Rising Tackle 18 21
360 + C Evac Toss NA 20
AB after 360 Break Rasetsu NA 11
qcfx2 + P Raging Storm 33 46
qcfx2 + K Shinning Knuckle 32 47/55 (more dmg in corner)
hcb,f + A; A, A, B, B, C, C, D, D, qcb+C Neo Deadly Rave NA 49/59 (more dmg in corner)

Attributes

Damage level: Normal

Command Cancel on Hit Cancel on Block Feint Cancel
Far A O O O
Far B X X X
Far C X X X
Far D X O O (on block)
Close A O O O
Close B O O O
Close C O O O
Close D O O O
dA O O O
dB O O O
dC O O O
dD X X X
jump A NA NA NA
jump B NA NA NA
jump C NA NA NA
jump D NA NA NA
hop A NA NA NA
hop B NA NA NA
hop C NA NA NA
hop D NA NA NA
A+B X X X
d+A+B O X O
Close D, f+D X O X


Tapping Forward twice will have him Run.

Damage chart for supers

Shinning Knuckle-
S. Power does 32 points of damage at MAX hits (5).
P. Power does 47 points of damage if not performed at the corner.
P. Power does 55 points of damage if performed at the corner.

Raging Storm-
S. Power does 33 points of damage.
P. Power does 46 points of damage at MAX hits (4).

Neo Deadly Rave-
When NOT performed at the corner, this super does 49 points of damage.
When performed at the corner or if the final energy blast is performed at the corner, this super does 59 points of damage.

Frame Data

Close A: 7 / +6

Close B: 9 / +2

Close C: 9 / -8

Close D: 14 / -6


Far A: 7 / +4

Far B: 11 / -3

Far C: 14 / -6

Far D: 15 / -9


Crouching A: 8 / +3

Crouching B: 8 / +5

Crouching C: 9 / -3

Crouching D: 12 / -12


Close D, f+D: 26 / -8

AB: 25 / +4

d+AB: 13 / -5

CD (T.O.P): 33 / -16


qcf+A: 16 / -3

qcf+C: 17 / 0

qcb+B: 28 / -3

qcb+A: 15 / -5

qcb+C: 21 / -12

d, u+A: 8 / -25

d, u+C: 8 / -31


qcfx2+A: 16 / -23

qcfx2+C: 21 / -51

qcfx2+B: 9 / -13

qcfx2+D: Vacuum / -15

hcb, f+A: Vacuum / -2

Attack Notes

Reppu-ken: Ground projectile

Double Reppu-ken: Rock 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: B counters mid & high attacks, while D counters low attacks.

Hard Edge: A version has Rock do a quick short dash with an elbow attack. C has him follow-up with a punch. The C version is slower than the A version.

Rage Run: B version has him dash then do an overhead punch, while D will warp him behind his opponent. The B version is very risky as the punch has some start-up delay. The D version is a good set-up for his 360+C.

Evac Toss: Command throw & is Break-able with AB. There are 3 things to do with this move:-
1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
2- Breaking the move with AB will allow Rock to follow up with a special move or super.
3- 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.

Combos


Anywhere:
1) Jumping C-->Standing C-->QCF+A
2) Jumping C-->Standing C-->QCFx2+K OR Neo Deadly Rave
3) Jumping C/D-->Down+AB-->QCFx2+A

Corner only:
4) Jumping C/D-->Down+AB-->QCFx2+P
5) Jumping C-->Standing A-->Standing C-->QCF+C
6) Jumping C-->Standing A-->Standing C-->Neo Deadly Rave
7) Jumping C-->Standing A-->Standing C-->QCFx2+K

Back to corner:
8) 360+C, Break-->QCB+A-->QCFx2+D-->C Rising Tackle
*Time this combo to get 15 hits total
9) 360+C, Break-->QCFx2+C
10) 360+C, Break-->Rising Tackle-->QCFx2+D-->C Rising Tackle

T.O.P. Notes

To come.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.

Template:Garou: Mark of the Wolves