Garou: Mark of the Wolves/Rock

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< Garou: Mark of the Wolves
Revision as of 04:17, 31 January 2023 by Dnalsi (talk | contribs) (Removed info to be put into separate pages in the header)
Rock.PNG

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

TBD

Strengths Weaknesses
  • Strong mobility and solid approach tools
  • Versatile toolkit for both offensive and defensive play, including a fireball, DP, parries and command grab.
  • Great conversion ability and punish options with meter - Shining Knuckle stocks is his wincon.
  • Very weak meterless combos and average damage even with meter
  • Low health compared to most of the cast
  • Normals arent equally good all around.
  • Struggles heavily in matchups where Rock build meter safely.
MOTW Rock Art.png


Character Colors

Rockcolors.JPG

Move List

Frame Data Source : http://www13.atwiki.jp/garoumow/pages/19.html and http://www13.atwiki.jp/garoumow/pages/68.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
Hurtbox: A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hitbox on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active frame.
Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "Basic" damage -- Unmodified damage values

"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.

Close Standing Normals

St. Kof.lp.png
RockCloseA.jpg
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 chain / ◯ 4

Standing jab.

St. Kof.lk.png
RockCloseB.jpg
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 4

St. Kof.sp.png
RockCloseC.jpg
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 5

St. Kof.sk.png > F.png + Kof.sk.png
RockCloseDFwdD.jpg
Damage Guard Startup Active Recovery Total
10 High 10 5 22 37
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 5
Damage Guard Startup Active Recovery Total
10 High 24 3 26 53
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-6; -8 -6; -8 X X 5 > 9

Far Standing Normals

Far Kof.lp.png
RockStandA.jpg
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 chain / ◯ 4

Far Kof.lk.png
RockStandB.jpg
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 X X 4

Far Kof.sp.png
RockStandC.jpg
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 X X 5

Far Kof.sk.png
RockStandD.jpg
Damage Guard Startup Active Recovery Total
14 High 11 3 27 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 X 5

Crouching Normals

Cr. Kof.lp.png
RockDwnA.jpg
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 chain / ◯ 4

Cr. Kof.lk.png
RockDwnB.jpg
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 chain / ◯ 4

Cr. Kof.sp.png
RockDwnC.jpg
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 5

Cr. Kof.sk.png
RockDwnD.jpg
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 X X 5

Jumping Normals

Jump Kof.lp.png
RockJumpA.jpg
Damage Guard Startup Active Recovery Total
6 High 3 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Jump Kof.lk.png
RockJumpB.jpg
Damage Guard Startup Active Recovery Total
6 High 4 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Jump Kof.sp.png
RockJumpC.jpg
Damage Guard Startup Active Recovery Total
9 High 8 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Jump Kof.sk.png
RockJumpD.jpg
Damage Guard Startup Active Recovery Total
9 High 10 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Command Normals

St. Kof.lp.pngKof.lk.png
RockStandAB.jpg
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 X X 6

Cr. Kof.lp.pngKof.lk.png
RockDwnAB.jpg
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 X 6
  • 1 ~ 5F upper body invincible

T.O.P. Attack
Kof.sp.pngKof.sk.png
RockTOP.jpg
Damage Guard Startup Active Recovery Total
14 Overhead 29 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -16 X X 25

Rock's top attack is a horribly slow overhead. It deals decent damage and knocks down on hit, but the reward doesnt come close to making up for the immense risk of this move.

Throws

B.png / F.png + Kof.sp.png
RockThrow.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+35 - - - -

Feint Cancels

F.png + Kof.lp.pngKof.sp.png
RockFwdFeint.jpg
Damage Guard Startup Active Recovery Total
- - - - - 12
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

D.png + Kof.lp.pngKof.sp.png
RockDwnFeint.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Special Moves

Reppu-Ken
Rock's fireball
Qcf.png + Kof.lp.png/Kof.sp.png
Rock236A.jpg
Rock236C.jpg
Reppu-Ken
Qcf.png + Kof.lp.png
Damage Guard Startup Active Recovery Total
12 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 - - 7

The fireball is s great way of controlling ground space and contesting zoners/keep slow characters away. However, the move's awkward recovery along with how strong jumping is in this game, you dont want to bet on a fireball often.

Double Reppu-Ken
Qcf.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
10/18 (2 hits) Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 - - 4, 4

Ground projectile C version 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
Qcf.png + Kof.lk.png/Kof.sk.png
RockHighCounter.jpg
RockLowCounter.jpg
Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
12 High/Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 7
  • 4 ~ 19F upper body counter, activates 6F after proc

Kof.lk.png counters mid & high attacks, while Kof.sk.png counters low attacks. You can use this to bet against certain tools on defense as well as a risky anti-air

Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
16 Low 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - 8
  • 4 ~ 19F lower body counter, activates 9F after proc. Can be used on defense but its primary use is to build meter safely, considering how fast it is and how much meter is important for Rock
Hard Edge
Qcb.png + Kof.lp.png/Kof.sp.png
Rock214A.jpg
Rock214C.jpg
Qcb.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - 6

A version has Rock do a quick short dash with an elbow attack, it needs to be spaced to be safe. Used mainly as his combo ender to his meterless BnBs and a filler during juggles.

Qcb.png + Kof.sp.png Damage Guard Startup Active Recovery Total
18 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - 6, 6

C has him follow-up with a punch (highly unsafe). Used mainly in meterless punish combos

Rage Run
Qcb.png + Kof.lk.png/Kof.sk.png
Rock214B.jpg
Rock214D.jpg
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
20 Overhead 24 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - 7

B version has him dash then do an overhead punch. This move is risky as the punch has some start-up delay and is negative. Your best bet for a overhead, as its one of your fastest while also the least punishable.

Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

D Version will make Rock roll and appear him behind his opponent. It is cancellable to 360+C. Risky, but can be worth and helps creating mindgames with his overhead. Dont use this often or you'll die.

Rising Tackle
Charge D.png~U.png + Kof.lp.png/Kof.sp.png
RockRT.jpg
D.png~U.png + Kof.lp.png Damage Guard Startup Active Recovery Total
18 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - 2, 3, 3
  • 1 ~ 6F invincible
D.png~U.png + Kof.sp.png Damage Guard Startup Active Recovery Total
21 Mid 3 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - 2, 3 x 3
  • 1 ~ 6F invincible

Other then being a DP, which means its great for reversalling and anti-airs, it also deals the most damage out of Rock's specials so its your best combo ender for metered juggle combos.

Evac Toss
Rock's command grab
360.png + Kof.sp.png
Rock360Grab.jpg
Evac Toss
360.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
20 - 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Command throw & is Break-able with AB. There are 3 things to do with this move:

  • Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
  • Breaking the move with AB will allow Rock to follow up with a special move or super.
  • 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.
Rasetsu
Kof.lp.pngKof.lk.png Break after command grab
Damage Guard Startup Active Recovery Total
11 - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Super Moves

Raging Storm
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
RockRSA.jpg
RockRSC.jpg
S Power Damage Guard Startup Active Recovery Total
33 Mid 12 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -23 - - 15
  • 1 ~ 9F invincible
P Power Damage Guard Startup Active Recovery Total
46 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - 10 × 4
  • 1 ~ 11F invincible
Shining Knuckle
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
RockSKB.jpg
RockSKD.jpg
S Power Damage Guard Startup Active Recovery Total
32 Mid 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - 3 × 5
P Power Damage Guard Startup Active Recovery Total
47/55 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - 30
  • Character defining move.

Startup is insanely quick and the range is absurd. Like all supers it deals great damage and is very easy to combo into, but it does so much for rock's combos and punish game due to its efficiency.

Neo Deadly Rave
Hcb.pngF.png + Kof.lp.png
RockDRN.jpg
Damage Guard Startup Active Recovery Total
49/59 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -2 - - 20
  • Full input: Hcb.pngF.png + Kof.lp.png > Kof.lp.pngKof.lp.pngKof.lk.pngKof.lk.pngKof.sp.pngKof.sp.pngKof.sk.pngKof.sk.png > Qcb.png + Kof.sp.png
  • Deals higher damage in the corner


Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant