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 |
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Character Colors
Move List
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/19.html and http://www13.atwiki.jp/garoumow/pages/68.html
Data Help | |
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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. |
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
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. |
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 |
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 |
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
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 |
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 |
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 |
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
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 |
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 |
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 |
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
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 |
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 |
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 |
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
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 |
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 | |
|
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+35 | - | - | - | - |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Special Moves
Super Moves
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 | ||
| ||||||
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 | ||
|
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 | ||
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. |
Combos
Combos anywhere (No meter):
- cl.C/cr.C/cl.D/cr.AB, qcb P / qcf P
- j.C/D, cl.C, qcf A
- 360C, (hold) AB~release into Ransetsu
- (qcb D, while behind the opponent) 360C~AB Break, qcf P / run qcb A / walk qcb C / CD
- Crossup j.D, cl.A, cl.C/cr.C, qcf A
- cr.B, cr.A, [d]~u P
Combos anywhere (With meter):
- j.C/D, cl.C, qcf x2 K / hcb~f A
- j.C/D, cr.AB, qcf x2 K
- cr.B x1-2 / cr.B, cr.A, qcf x2 K
Corner only (No meter):
- j.C/D, cr.AB, qcf x2 P
- j.C, cl.A, cl.C, qcf C
Corner only (With meter):
- j.C, cl.A, cl.C, qcf x2 K / hcb~f A
Back to corner:
- 360C~AB Break, (walk/run if necessary) qcb A, qcf x2 D, [d]~u C
- Time this combo to get 15 hits total.
- 360C~AB Break, qcf x2 P
- 360C~AB Break, [d]~u P, qcf x2 D, [d]~u C
Basic Strategy
(Incomplete)
Gameplay Overview
Rock is a fast and mobile character. However he has low vitality, being able to zone and defend well is the key to victory.
He has below average bnb damage output, therefore most of his damage will come from landing his kick Super (Shinning Knuckle); once charged Rock has many options to land it (confirm from ground normals, hops, command grab, unblockable air resets or as a punish). Shinning Knuckle is an amazing punish tool and should restrict your opponent's options once you have it available. He also has decent meter building ability (whiff low counter).
Since most of his damage come from his Super, he will have to be patient and build meter. Once he has meter, he has many ways to land damage.
Being your win condition, meter management is very important.
For example on the first round, if landing a super doesn't grant you life lead and the clock is running low, you should save it until using it will grant you victory.
It is very similar to the way Street Fighter V Ryu uses his meter.
Another example, if using your full P-power doesn't grant you victory, it is possible to use only 1 bar (S-power) to see if you can catch-up without throwing away your whole win condition.
Always try to take the enemy out of TOP if there is time left, as it puts you in a much better situation for the continuation of the round.
Rock has amazing punish ability with his B/D super, it is important for Rock players to have good knowledge of what is punishable (for example via framedata) and be ready to punish anything.
As a general rule, all sweeps are punishable with Super, most AB are punishable on hit (but not on guard, you have to take the damage on purpose), most fireballs can be guard-cancelled into Super for a punish.
Advanced Tactics
Rock has a special ability to combo after any type of arial hit connects. This video explains it in more detail:
http://www.youtube.com/watch?v=FWc2ikH3u30
Video Lecture
In-depth video lecture on Rock. Please use the timestamps to navigate the topics.
Matchup Notes
Coming soon.
Rock vs Rock:
Rock vs Dong:
Rock vs Hotaru:
Rock vs Butt (Marco):
Rock vs Hokutomaru:
Rock vs Kevin:
Rock vs Freeman:
Rock vs Tizoc(The Griffon/Griffon Mask):
Rock vs Jenet:
Rock vs Gato:
Rock vs Jae:
Rock vs Terry:
Rock vs Grant:
Rock vs Kain: