Garou: Mark of the Wolves/Rock

From SuperCombo Wiki
Rock.PNG

Introduction

To come.

Character Colors

Rockcolors.JPG

Gameplay Overview

coming soob.

Move List

Command Normal Moves

Standing Snkd.gif, F.gif Snkd.gif

Special Command Moves

Command Move Weak Damage Strong Damage
Qcf.gif + Punch.gif Reppu-ken 12 10/18 (2 hits)
Qcf.gif + Kick.gif Crack Counter 12 16
Qcb.gif + Punch.gif Hard Edge 12 18
Qcb.gif + Kick.gif Rage Run 20 --
ch. Down.gif,Up1.gif + Punch.gif Rising Tackle 18 21
File:360a.png + Snkc.gif Evac Toss -- 20
Snka.gifSnkb.gif after File:360a.png Break Rasetsu -- 11
Qcf.gif, Qcf.gif + Punch.gif Raging Storm 33 46
Qcf.gif, Qcf.gif + Kick.gif Shinning Knuckle 32 47/55 (more dmg in corner)
Hcb.gif, F.gif + Snka.gif ; Snka.gif, Snka.gif, Snkb.gif, Snkb.gif, Snkc.gif, Snkc.gif, Snkd.gif, Snkd.gif, Qcb.gif + Snkc.gif Neo Deadly Rave -- 49/59 (more dmg in corner)


Attributes

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif X X X
Far Snkc.gif X X X
Far Snkd.gif X O O (on block)
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O O O
Down.gif Snka.gif O O O
Down.gif Snkb.gif O O O
Down.gif Snkc.gif O O O
Down.gif Snkd.gif X X X
jump Snka.gif -- -- --
jump Snkb.gif -- -- --
jump Snkc.gif -- -- --
jump Snkd.gif -- -- --
hop Snka.gif -- -- --
hop Snkb.gif -- -- --
hop Snkc.gif -- -- --
hop Snkd.gif -- -- --
Snka.gif + Snkb.gif X X X
Down.gif + Snka.gif + Snkb.gif O X O
Close Snkd.gif, F.gif + Snkd.gif X O (only normal hit) X


Hitboxes and Frame Data

Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
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: Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other.
Command = the input for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.


RockHitboxSet1.jpg

Standing, Crouching and Running


RockTaunt.jpg

Taunt


RockJump.jpg

Command Total Frames
Normal Up1.gif 35


RockThrow.jpg

Command Total Frames
Close B.gif/F.gif + Snkc.gif 9


RockFwdFeint.jpg

Command Total Frames
F.gif + Snka.gif + Snkc.gif 12


RockDwnFeint.jpg

Command Total Frames
Down.gif + Snka.gif + Snkc.gif 11


RockCloseA.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


RockCloseB.jpg

Command Start Up Hit Guard
Close Snkb.gif 3 +2 +2


RockCloseC.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 -8 -8


RockCloseDFwdD.jpg

Command Start Up Hit Guard
Close Snkd.gif 10 -6 -6
F.gif + Snkd.gif -- -8 -8


RockStandA.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +4 +4


RockStandB.jpg

Command Start Up Hit Guard
Far Snkb.gif 7 -3 -3


RockStandC.jpg

Command Start Up Hit Guard
Far Snkc.gif 10 -6 -6


RockStandD.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -9 -9



RockDwnA.jpg

Command Start Up Hit Guard
Down.gif + Snka.gif 4 +3 +3


RockDwnB.jpg

Command Start Up Hit Guard
Down.gif + Snkb.gif 4 +5 +5


RockDwnC.jpg

Command Start Up Hit Guard
Down.gif + Snkc.gif 5 -3 -3


RockDwnD.jpg

Command Start Up Hit Guard
Down.gif + Snkd.gif 8 KD -12


RockJumpA.jpg

Command
Up1.gif + Snka.gif


RockJumpB.jpg

Command
Up1.gif + Snkb.gif


RockJumpC.jpg

Command
Up1.gif + Snkc.gif


RockJumpD.jpg

Command
Up1.gif + Snkd.gif


RockStandAB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 21 -2 +4


RockDwnAB.jpg

Command Start Up Hit Guard
Down.gif + Snka.gif + Snkb.gif 9 -11 -5


RockTOP.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 29 KD -16


Rock236A.jpg

Command Start Up Hit Guard
Qcf.gif + Snka.gif 12 -3 -3


Rock236C.jpg

Command Start Up Hit Guard
Qcf.gif + Snkc.gif 13 0 0


Rock214A.jpg

Command Start Up Hit Guard
Qcb.gif + Snka.gif 11 KD -5


Rock214C.jpg

Command Start Up Hit Guard
Qcb.gif + Snkc.gif 17 KD -12



Rock214B.jpg

Command Start Up Hit Guard
Qcb.gif + Snkb.gif 22 KD -3


Rock214D.jpg

Command Start Up Hit Guard
Qcb.gif + Snkd.gif 22 -- --


RockHighCounter.jpg

Command Start Up Hit Guard
Qcf.gif + Snkb.gif 3 KD --


RockLowCounter.jpg

Command Start Up Hit Guard
Qcf.gif + Snkd.gif 3 KD --


RockRT.jpg

Command Start Up Hit Guard
Charge Down.gif,Up1.gif + Snka.gif 3 KD -29
Command Start Up Hit Guard
Charge Down.gif,Up1.gif + Snkc.gif 3 KD -32



Rock360Grab.jpg

Command Start Up Hit Guard
File:360a.png + Snkc.gif, Snka.gif + Snkb.gif 11 KD --


RockRSA.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snka.gif 13 KD -23


RockRSC.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkc.gif 18 KD -51


RockSKB.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkb.gif 1 KD -13


RockSKD.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkd.gif 0 KD -15


RockDRN.jpg


Command Start Up Hit Guard
Hcb.gif, F.gif + Snka.gif 0 KD -2


Attack Notes

Qcf.gif + Punch.gif
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

Qcf.gif + Kick.gif
Snkb.gif counters mid & high attacks, while Snkd.gif counters low attacks.

Qcb.gif + Punch.gif
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.

Qcb.gif + Kick.gif
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.

File:360a.png + Snkc.gif
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


Combos anywhere (No meter):
1) Close standing Snkc.gif/Down.gif+Snkc.gif/Snkd.gif/Down.gif+Snka.gif+Snkb.gif cancel into Qcb.gif/Qcf.gif + Snka.gif/Snkc.gif.

2) Jump Upright.gif Snkc.gif/Snkd.gif, land, close standing Snkc.gif, cancel intoQcf.gif+Snka.gif

3) File:360a.png + Snkc.gif into press (hold) Snka.gif + Snkb.gif, then release to hit.

4) File:360a.png + Snkc.gif into press (break) Snka.gif + Snkb.gif, (Qcf.gif + Snka.gif/Snkc.gif)/run in Qcb.gif + Snka.gif/TOP attack (Snkc.gif + Snkd.gif).


Combos mid-screen (No meter):

1) Jump Upright.gif crossup Snkd.gif, land, close standing Snkc.gif cancel into Qcb.gif/Qcf.gif + Snka.gif/Snkc.gif.

2) Jump Upright.gif crossup Snkd.gif, land, close standing Snka.gif, close standing Snkc.gif/Down.gif + Snkc.gif cancel into Qcf.gif+Snka.gif

3) Qcb.gif + Snkd.gif into File:360a.png + Snkc.gif into press (break) Snka.gif + Snkb.gif, (Qcf.gif + Snka.gif/Snkc.gif)/run in Qcb.gif + Snka.gif/walk in Qcb.gif + Snkc.gif/TOP attack (Snkc.gif + Snkd.gif).


Combos anywhere (1 Bar of meter):
1) Jumping Snkc.gif/Snkd.gif, land, close standing Snkc.gif, cancel intoQcf.gifx2+Kick.gif or Neo Deadly Rave

2) Jumping Snkc.gif/Snkd.gif-->Down.gif+Snka.gif+Snkb.gif-->Qcf.gifx2+Snka.gif

Corner only (No meter):
1) Jumping C/D-->Down+AB-->QCFx2+P
2) Jumping C-->Standing A-->Standing C-->QCF+C


Corner only (1 Bar of meter):
1) Jumping C-->Standing A-->Standing C-->QCFx2+K

Corner only (Full meter):
1) Jumping C-->Standing A-->Standing C-->Neo Deadly Rave

Back to corner:
1) 360+C, Break-->QCB+A-->QCFx2+D-->C Rising Tackle
*Time this combo to get 15 hits total
2) 360+C, Break-->QCFx2+C
3) 360+C, Break-->Rising Tackle-->QCFx2+D-->C Rising Tackle

Overall Strategy

Coming soon.

Matchup Notes

Coming soon.

Advanced Tactics

Coming soon.

Template:Garou: Mark of the Wolves