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

From SuperCombo Wiki
Line 111: Line 111:
|-
|-
| Close D || '''10''' || '''-6''' || '''-6'''
| Close D || '''10''' || '''-6''' || '''-6'''
|-
| ---f + D ||  || '''-8''' || '''-8'''
|-
| Far A || '''3''' || '''+4''' || '''+4'''
|-
| Far B || '''6''' || '''-3''' || '''-3'''
|-
| Far C || '''10''' || '''-6''' || '''-6'''
|-
| Far D || '''11''' || '''-9''' || '''-9'''
|-
| Crouch A || '''4''' || '''+3''' || '''+3'''
|-
| Crouch B || '''4''' || '''+5''' || '''+5'''
|-
| Crouch C || '''4''' || '''-3''' || '''-3'''
|-
| Crouch D || '''8''' || '''KD''' || '''-12'''
|-
| A+ B || '''21''' || '''-6''' || '''-6'''
|-
| Crouch A + B || '''9''' || '''-11''' || '''-5'''
|-
| qcf + A || '''12''' || '''-3''' || '''-3'''
|-
| qcf + C || '''13''' || '''0''' || '''0'''
|-
| qcf + B || '''3''' || '''KD''' || '''+4'''
|-
| qcf + D || '''3''' || '''KD''' || '''+4'''
|-
| ch d,u + A || '''10''' || '''KD''' || '''-29'''
|-
| ch d,u + C || '''10''' || '''KD''' || '''-32'''
|-
| qcb + A || '''11''' || '''KD''' || '''-5'''
|-
| qcb + C || '''17''' || '''KD''' || '''-12'''
|-
| qcb + B || '''22''' || '''KD''' || '''-3'''
|-
| AB (after 360) || '''11''' || '''KD''' || '''NA'''
|-
| CD || '''29''' || '''KD''' || '''16'''
|-
| qcfx2 + A || '''13''' || '''KD''' || '''-23'''
|-
| qcfx2 + C || '''18''' || '''KD''' || '''-51'''
|-
| qcfx2 + B || '''1''' || '''KD''' || '''-13'''
|-
| qcfx2 + D || '''0''' || '''KD''' || '''-15'''
|-
| hcb,f + A || '''0''' || '''KD''' || '''-2'''
|}
|}



Revision as of 04:17, 22 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.


Frame Data

Command Start Up Hit Guard
Close A 3 +6 +6
Close B 3 +2 +2
Close C 5 -8 -8
Close D 10 -6 -6
---f + D -8 -8
Far A 3 +4 +4
Far B 6 -3 -3
Far C 10 -6 -6
Far D 11 -9 -9
Crouch A 4 +3 +3
Crouch B 4 +5 +5
Crouch C 4 -3 -3
Crouch D 8 KD -12
A+ B 21 -6 -6
Crouch A + B 9 -11 -5
qcf + A 12 -3 -3
qcf + C 13 0 0
qcf + B 3 KD +4
qcf + D 3 KD +4
ch d,u + A 10 KD -29
ch d,u + C 10 KD -32
qcb + A 11 KD -5
qcb + C 17 KD -12
qcb + B 22 KD -3
AB (after 360) 11 KD NA
CD 29 KD 16
qcfx2 + A 13 KD -23
qcfx2 + C 18 KD -51
qcfx2 + B 1 KD -13
qcfx2 + D 0 KD -15
hcb,f + A 0 KD -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