Nickelodeon All-Star Brawl 2/Rocko

From SuperCombo Wiki

About

Just your average Joe. Not to be confused with a kangaroo.

Playstyle

Rocko is a zoner, and an amazing one at that. While most characters are content getting in your face and getting their combos in, Rocko's not about that life: he'd rather summon Spunky and Jack(the)Hammer using his special attacks and attacking when you least expect it. Rocko possesses amazing stage control abilities and can wall you out better than most. In addition, he has some nasty strong attacks for securing the stock when he's walled you out long enough.

If you like sitting back and controlling the pace of the match, Rocko is the wallaby for you!

NASB2 RockoStock.png Rocko

NASB2 Rocko Costume00.png
Franchise

Rocko's Modern Life

Home Stage

Hardcore Chores

Weight

Light (0.85)

Fall Speed

Average (1.2)

Gravity

Average (1.1)

Run Speed

Below Average (1.1)

Air Speed

Average (1.2)


Strengths Weaknesses
  • Defensive Beast: Rocko has some of the best defensive tools in the game and can control the pace of the match to his content. This is a great contrast to other strong characters in this game who are more offensive than defensive, and makes Rocko a very puzzling character to fight for some players.
  • Zoning: Spunky and Jackhammer are some of the best zoning tools in the game. Spunky in particular can be thrown to throw players off your scent.
  • Small: Rocko is a short little guy. This means in addition to his wall of projectiles, he is also not the easiest character to hit.
  • Fantastic get off mes: Rocko has fantastic aerials and normals to push his opponent away from him if they do happen to get in.
  • Amazing strong attacks: The majority of Rocko's strong attacks are all fast and kill early. In addition, Neutral Strong has a windbox, so even if your opponent blocks, you can pressure them safely.
  • Safe: Rocko's biggest strength. A majority of his toolkit is very easy to use and will keep the opponent at bay for the whole match.
  • Not many combos: Don't be mistaken, Rocko has some combos, many of which are great, but if you're looking for a particularly flashy character that has strong offensive prowess, you might as well go to the left and pick Tigre instead.
  • Light: While Rocko can live for a while due to his safe wall setups, he is quite easy to swat when you eventually do get in on him.
  • Buggy: Rocko is occasionally plagued with nasty glitches depending on the patch. This can either alter how he plays significantly or just be a minor problem.

Moveset

Ground Light Attacks

O-Punch
Light
NASB2 Rocko LightNeutral-O-Punch.png
"GIVE ME BACK MY DOG!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • A quick punch used to fend off approaching opponents.


Wallaby Kick
Forward+Light
NASB2 Rocko LightForward-WallabyKick.png
"Thank goodness they didn't call it the 'kangaroo kick'"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko channels his wallaby instincts and kicks the opponent away. One of his best up-close tools.


Losing It
Up+Light
NASB2 Rocko LightUp-LosingIt.png
"AAAAAAAHHHHH!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko gets so scared that his brain pops out of his head.


Clean Lovin'
Down+Light
NASB2 Rocko LightDown-CleanLovin.png
"Are you dizzy, Spunky!?"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko sweeps the floor with a broom, with Spunky on the end of the broom. If Spunky is on the field, he will be absent during the attack.


Wallaby On Wheels
Light (Running)
NASB2 Rocko DashAttack-WallabyOnWheels.png
"Well these rental skates seem very nice"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Unusually launches opponents behind Rocko, which may make it a surprise reversal option out of the corner. Also keep in mind when using as a burst option.


Air Light Attacks

Abdominal Snowmonkey Defense 101
Light (Airborne)
NASB2 Rocko LightNeutralAir-AbdominalSnowmonkeyDefense101.png
"THE ABDOMINAL SNOWMONKEY!"
Damage Startup Active Frames Total Frames Safety
00% 4 2, 8 0 -0
  • Rocko swings his rolling pin in a circle around him.
  • The initial hit is on frames 4-5, and hits in front of and below Rocko. It has a more vertical launch angle than the late hit.
  • The late hit is on frames 6-14, and covers a wide arc behind Rocko below, behind, and even above him, going from the ground to above a platform at shorthop height. It has about a 45 degree launch.
  • Active frames end before the pin reaches straight above Rocko, leaving a blindspot diagonally above and in front of him
  • Because of the disjointed range, wide arc, and active frames of neutral air, it's the go to spacing move for Rocko, especially since his other light aerials don't have huge hitboxes.
  • The motion effect as of version 1.1 is currently bugged and does not always display correctly, do not use it as a visual reference when spacing


Tail Slap
Forward+Light (Airborne)
NASB2 Rocko LightForwardAir-TailSlap.png
"IT'S NOT FUNNY!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Karate Lesson
Back+Light (Airborne)
NASB2 Rocko LightBackAir-KarateLesson.png
"And if things start to get iffy... kick him in the heiny"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


The Insensitive Selfish
Up+Light (Airborne)
NASB2 Rocko LightUpAir-TheInsensitiveSelfish.png
"You- you big dummyhead!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Unlike NASB1 no longer a kill move, now a vertical juggling tool.


Bat Bonk
Down+Light (Airborne)
NASB2 Rocko LightDownAir-BatBonk.png
"Hit him harder!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Ground Strong Attacks

SHUT UP!
Strong
NASB2 Rocko ChargeForward-ShutUp.png
"You cheap little rotter!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Very good range (almost as long as a stage platform) and kill power. Has windboxes at the end of its range that may or may not come in handy.
  • Colloquially known as "Joe Biden"


Family's Pogo Stick
Up+Strong
NASB2 Rocko ChargeUp-FamilysPogoStick.png
"Time to face to music Heff..."
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Unusual for an up strong as it launches Rocko into a high jump. There is a powerful initial hit, and weaker hits while ascending and falling.
  • Rocko can drift freely left or right on the pogo stick to mixup where he lands.
  • The move recovers in the air if you fall farther than your initial ground level (i.e. use off a platform and drift off the side).


Maintenance Hammer
Down+Strong
NASB2 Rocko ChargeDown-MaintenanceHammer.png
"Prepare to feel my wrath!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Most situational of Rocko's ground strongs. Powerful spike if hit, and at a VERY specific spacing can hit ledgehangs.


Air Strong Attacks

The Scream from the Opening
Strong (Airborne)
NASB2 Rocko ChargeForwardAir-TheScreamFromTheOpening.png
"SPUNKYYYYYYY!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • AAAAAAAHH!! This move is great for taking out opponents early, especially as an edgeguarding tool. Also great as a tool to maintain space and keep opponents at bay.


Sad Crying Clown in an Iron Lung
Up+Strong (Airborne)
NASB2 Rocko ChargeUpAir-SadCryingClownInAnIronLung.png
"I've always wanted one"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko pogos in the air. Both the ascending and the descending hit have a different hitbox, with the ascending hit sending up and the descending hit sending away. Be careful using this move near the ledge, as if Rocko doesn't land, he'll fall down into the blastzone.


Gutter Ball
Down+Strong (Airborne)
NASB2 Rocko ChargeDownAir-GutterBall.png
"How did all this junk get in here?"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko uses a plunger and drops a ball downward. Great keepaway move that also allows for follow-ups into his light attacks.


Special Attacks

Spunky
Special
NASB2 Rocko SpecialNeutral-Spunky.png
"Atta boy, Spunky!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko sends out Spunky, who bites any opponent in his way.
  • Press neutral special while Spunky is out to command him to turn around.
  • Tip: you can grab Spunky and redirect him with your throws!
  • When Spunky runs around on his own, he has a detection box that tells him to pounce when it touches an enemy. If Spunky is grabbed and thrown, he is a constant hitbox instead.


Suck-O-Matic
Forward+Special
NASB2 Rocko SpecialForward-Suck-O-Matic.png
"It's got a mind of it's own!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko hops on the Suck-O-Matic, an automatic vacuum that pulls opponents in and then launches them away.
  • The non-slime version rockets Rocko forward continuously. Press a button to cancel this move at any time while it's active.
  • Not a command grab. Sadly.


Jackhammer
Down+Special
NASB2 Rocko SpecialDown-Jackhammer.png
"Ride em', Heff!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko pulls out his jackhammer, which bounces on the ground repeatedly, dealing damage.
  • Tip: combine Spunky with the Jackhammer to have it move even faster!
  • PATCHED OUT AS OF VERSION 1.3: When Spunky is riding the jackhammer, you can spawn a second Spunky separate from the first.


Conglom-O Rocket
Up+Special
NASB2 Rocko SpecialUp-Conglom-ORocket.png
"900 bazillion bottles of root beer..."
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko grabs a rocket and flies up, then quickly plummets diagonally.
  • This move is extremely easy to accidentally reverse. Input Diagonally Up + Special to avoid SDing offstage.



Grab/Throws

Grab
Grab
NASB2 Rocko Grab.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Unique to Rocko is that he dribbles the opponent like a basketball upon grabbing them. He can also do this to Spunky to throw him in a different direction.


Dash Grab
Grab (Running)
NASB2 Rocko DashGrab.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

Rocko's dash grab.


Grab Pummel
Light (Grabbing)
NASB2 Rocko Pummel.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

Rocko dribbles his opponent against the ground.


Up Throw
Up (Grabbing)
NASB2 Rocko UpThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Go for a three pointer! Doing this throw with Spunky allows him to be used as a pseudo anti-air.


Forward Throw
Forward (Grabbing)
NASB2 Rocko ForwardThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0


Down Throw
Down (Grabbing)
NASB2 Rocko DownThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0


Back Throw
Back (Grabbing)
NASB2 Rocko BackThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0


Super

Super
Slime+Light
NASB2 Rocko Super.png
"YOU'RE FIRED!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko goes mad with power from "Power Trip" and sends the opponent onto the sidewalk, where they get run over by multiple vehicles before being flicked away by a giant hand.


Taunts

Taunt
Taunt
NASB2 Rocko TauntNeutral.png
"Heffer! This isn't coffee!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Care for a cup?


Down Taunt
Down+Taunt
NASB2 Rocko TauntDown.png
"Heh heh. Good as new, ey?"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko worriedly looks at the player. Isn't he adorable?


Up Taunt
Up+Taunt
NASB2 Rocko TauntUp.png
"Oh baby, oh baby, oh baby!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • Rocko takes a phone call, referencing the infamous scene from "Canned" where he works as a "special phone operator."



Strategy

Compared to a lot of other characters, Rocko is fairly unusual to the naked eye. Rocko is not a particularly complex character, but he is unorthodox and simple compared to a lot of the cast. While he is absolutely not without a combo game, he doesn't do anything particularly flashy with his normals, and a lot of them, such as his Jab, Forward Light, and both Neutral Strongs, smack the opponent away rather than keep them in close quarters. This is because Rocko is one of NASB 2's premier zoner characters, and his main goal is to keep his opponent away within a safe distance from him at all times. Rocko is all about space and controlling the tempo of the match.

Spunky is your best friend as Rocko, true to the character. You can use Neutral Special again or hit him to change his direction, grab him and throw him in all 4 directions you are able to as your opponent (you can even pummel him to mix up the timing), or use him at the same time as Down Special to make the jackhammer more unpredictable. Spunky respawns very fast on hit as well, which means Rocko usually has access to an approaching active hitbox at all times against his opponent. The opponent can hit Spunky to knock him out for a short time, but this then leaves them open to being punished by Rocko.

While combos aren't what Rocko is centered around, he isn't without them Rocko's main combo tools are his light aerials, since his grounded lights usually push the opponent away from him (though Down Light is good as a confirm into a combo.)

  • Up Air Light is a great juggle tool. Main go-to for combos.
  • Down Air Light is capable of pillar comboing from a throw.
  • You can also use Spunky to lead into confirms, as mid-combo he's a fairly active hitbox thats useful for restarting.

Rocko has some of the most versatile strongs in the game as well:

  • His Neutral Strong is an extremely powerful kill tool, and even if it whiffs, the windbox on it can still push the opponent away and keep Rocko safe from a counterattack. Similarly, the air version is also very threatening, especially offstage.
  • Down Air Strong is quite interesting as it also doubles as a projectile: the ball spawns and descends vertically as Rocko uses the move. This means it's extremely useful for edgeguarding, and even maintaining space onstage as it's hard to catch Rocko while he's using it in the air.
  • Up Strong launches him in the air and is extremely powerful on the ascent. The descent also has a hitbox, though it's not as powerful. Great for use out of a spotdodge.

The name of the game with Rocko is stage control and defense. Spunky, of course, is his main way of accomplishing this, but also jackhammer. Both are extremely disruptive and make it easier for Rocko to not interact with the opponent. Rocko himself isn't very interactive: you will spend a lot of time running away from your opponent in the air or via wavedashing. Rocko has pretty average stats, so this shouldn't be too much of a problem if you play your cards right. His light aerials and especially strongs aid in walling out the opponent further.

Momentum is also a major factor to consider when playing Rocko. At an advantage, time is very much on your side. If you have the upper hand, it's best to just annoy your opponent with your projectiles and only interact when necessary. However, if you don't have the upper hand, or are down a stock (or more), it can be much more difficult, as Rocko doesn't have a ton of true confirms into any of his strong attacks, which means you might be going into panic mode and lose your cool looking for an option. Every neutral win counts.

Recovery isn't a huge issue for Rocko, but it is fairly plain and linear, making it predictable, so mixing it up is necessary. Side Special is good after a jump horizontally, or just point blank, and Up Special is his main vertical recovery tool. It doesn't shoot up particularly far, but it is reliable. EX gives it a considerable boost in height, which means if you have a bar, might as well use it.

Speaking of, Rocko's meter usage isn't particularly big. Aside from the recovery as mentioned before, it mostly comes down to the essentials such as Burst. Slime cancelling from his aerials might be useful for you if you need a confirm, but his Specials don't get too much of a boost, and are mostly situational. Rocko's meter build isn't particularly big either due to his nature of not interacting with the opponent.

Overall, Rocko is a very plain defensive zoner. His mantra is simple - "Stay out." Absolute mastery of the character is optimizing his stage control and knowing when its best to engage and (especially) disengage.


Techniques

  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER




Combos

  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER



Matchups

+2
+1
0 NASB2 Sponge Icon.png NASB2 Patrick Icon.png NASB2 Squidward Icon.png NASB2 Plankton Icon.png NASB2 ElTigre Icon.png NASB2 Rocko Icon.png NASB2 Jimmy Icon.png NASB2 Lucy Icon.png NASB2 Beavers-Daggett Icon.png NASB2 Beavers-Norbert Icon.png NASB2 Garfield Icon.png NASB2 Aang Icon.png NASB2 Korra Icon.png NASB2 Azula Icon.png NASB2 Raphael Icon.png NASB2 Donatello Icon.png NASB2 April Icon.png NASB2 Danny Icon.png NASB2 Ember Icon.png NASB2 Gertie Icon.png NASB2 Gerald Icon.png NASB2 Nigel Icon.png NASB2 Zim Icon.png NASB2 Jenny Icon.png NASB2 Reptar Icon.png NASB2 RenStimpy Icon.png NASB2 Krabs Icon.png NASB2 Zuko Icon.png NASB2 Rocksteady Icon.png
1
2


Other Resources

  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER

Videos

PLACEHOLDER




Costumes


NASB2 Navigation

Gameplay
Controls
Universal Mechanics
Character Data
Stages
Modes and Menus
Campaign
Items
Unlockables
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
SpongeBob
Patrick
Squidward
Mecha Plankton
El Tigre
Rocko
Jimmy Neutron
Lucy Loud
Angry Beavers
Garfield
Aang
Korra
Azula
Raphael
Donatello
April
Danny Phantom
Ember
Grandma Gertie
Gerald
Nigel
Zim
Jenny Wakeman
Reptar
Ren & Stimpy
Mr. Krabs
Zuko
Rocksteady
Iroh