Nickelodeon All-Star Brawl/Rocko

From SuperCombo Wiki

Story

Fighting day is a very dangerous day.

Rocko is an anthropomorphic wallaby who emigrated to the United States, from Australia and who formerly works at "Kind of a Lot o' Comics" as a cashier. While his personally hygienic, polite, caring and practical, Rocko has an almost pathological tendency to neglect his living space and he has anger management issues.

Gameplay

Rocko is a very strong all-rounder character. Similar to Zim, he can set some nasty mixups up and wall you out with his special attacks. He also has very good aerials which give him a strong combo game, and his Light Down Aerial is a slowfall (The opponent will descend slowly after getting hit by the move), meaning he can set up some very nasty edgeguards. Rocko is a very strong character in many ways, and is in the upper echelon of the cast.

Rocko

NASB Rocko character.png
Franchise

Rocko's Modern Life

Home Stage

Hardcore Chores

Strengths Weaknesses
  • Strong projectile game with both Spunky and Jack the Hammer. Can aid in his combo game as well as set up some strong edgeguards.
  • Fast and small, making him tricky to hit. Spunky is also non-reflectable from the front which can make him even harder to hit.
  • Light Up Air is an absurdly fast multi-hit kill move. It has a Frame 6 startup.
  • His Strong Down Air doubles as a projectile, which further improves his edgeguarding and even his combo game.
  • Light Down Air is a slowfall Down Air, which makes him dangerous to be off-stage against. It also gives him a very strong combo game.
  • Down Light is a good poke.
  • Jack The Hammer will also hit him, meaning he has to distance himself from it in order to avoid this from happpening.
  • Spunky is relatively easy to get rid of with certain attacks.
  • Rocko is very stubby up close, and a lot of his stronger attacks can lose to disjoints.
  • If Rocko lands onstage after using his Up Special, he will have a special animation where he turns to paste. While he has a hitbox for this move, it lasts for a few frames, giving his opponent a window to punish him.

Moves List

Light Attacks

Wallaby kick
5L / Neutral Light
NASB Rocko light mid.png
Not to be confused with a kangaroo kick, totally different.
Damage Startup Frames Active Frames Total Frames Safety
5% 6 6 - 8 30 -15

Rocko leans back balancing on his tail and kicks in front of him.

  • An alright move to throw out in the neutral. Mainly used for jablocks.


Brains Out!
8L / Up Light
NASB Rocko light up.png
"Where do I work out you ask? Why, the library!"
Damage Startup Frames Active Frames Total Frames Safety
6% 6 6 - 8 30 -15

Rocko freaks out and his brains pop out, a reference to the show's opening. Has a small hitbox that sets up for big followups.

  • Difficult to land raw against most grounded characters. Much more effective to use it mid-combo as an extender after a jump light or jump down light.
  • Can be used in loops with jump down light if you're able to follow the opponents DI.
  • Sets up into jump up light kills at higher %s.


Cleaning Duty
2L / Down Light
NASB Rocko light down.png
Spill in isle 7
Damage Startup Frames Active Frames Total Frames Safety
7% 8 8 - 14 21 -4

Placeholder Rocko sweeps the floor, with Spunky biting onto the broom. Can be held to sweep indefinitely.

  • A fairly large hitbox that can hit both sides when held. Pops grounded opponents upward, setting up for aerial followups.
  • Spikes airborne opponents, sending them into slow-fall. Use this by the ledge to setup into offstage followups.
  • If Spunky was already summoned by Rocko's neutral special, he won't appear in the down light.


Roller Fall
66L / Run Light
NASB Rocko dash light.png
Wallaby on Wheels
Damage Startup Frames Active Frames Total Frames Safety
5% 6 6 - 13 33 -23

A roller-skating slip and fall. Goes a good distance and leads to followups on hit, but punishable on block.

  • Jump-cancel off of Spunky to get big momentum jumps.


Jumping/Air Light Attacks

Is this Karate?
j5L / Jump Light
NASB Rocko aerial light mid.png
"I love Ka-ra-tay"
Damage Startup Frames Active Frames Total Frames Safety
6% 6 16 - 20 40 -5

A quick straightforward kick.

  • Good for throwing out in the neutral, especially when you have Spunky and/or the jackhammer covering the ground.


Right, Left, Right
j8L / Jump Up Light
NASB Rocko aerial light up.png
Ya want some eh?
Damage Startup Frames Active Frames Total Frames Safety
1% per, 14% final 6 first, 12 final 6-10, 12-14 30 -6 to -2 multi, -5 final

A rapid flurry of uppercuts aimed above. Surprisingly strong for a light, being in-fact more powerful than his jump up strong.

  • One of Rocko's best and most reliable stock-closers. Can be confirmed into off of up light, down light, and even itself.
  • Can be used in conjunction with downward air-dashing to drag opponents down, leading to extended strings.


Rolling Pin
j2L / Jump Down Light
NASB Rocko aerial light down.png
Ya know what's cookin? YOU
Damage Startup Frames Active Frames Total Frames Safety
8% 5 5 - 7 32 -6

Rocko bonks opponents below him with a rolling pin, sending them into a slowfall spike. Despite the animation suggesting otherwise, this move only hits below him.

  • Incredible combo tool, setting up for almost any of his other moves, but most importantly itself. Thanks to the downward angle it send at and the slowfall, Rocko can string together several jump down lights and then use up light to pop opponents back up for more jump down lights.
  • Great offstage for setting up into a jump strong or jump down strong kill. Rocko's recovery goes high enough that he can usually go pretty deep to fish for these.
  • Being Rocko's fastest attack also makes it a good out-of-block option.


Strong Attacks

Scream!
5S / Neutral Strong
NASB Rocko strong mid.png
If you listen closely it sounds like he's saying "Joe Biden"
Damage Startup Frames Active Frames Total Frames Safety
13% 16 16 - 20 40 -5

Rocko angrily screams his lungs out at the poor soul in front of him. A standard grounded strong with not great range.


Pogo Jump
8S / Up Strong
NASB Rocko strong up.png
Boink!
Damage Startup Frames Active Frames Total Frames Safety
14% 11 11 - 63* 73* -43 to +10

Rocko rises up into the air on his pogo-stick, before falling back down. The move doesn't end until Rocko lands on ground, is attacked out of it, or falls into the blastzone.

  • Stage platforms can be used to end the move earlier.


Hammer Attack
2S / Down Strong
NASB Rocko strong down.png
Hammer Time
Damage Startup Frames Active Frames Total Frames Safety
16% 16 16 - 20 40 -5

An aggressive hammer slam in front of Rocko. Spikes airborne opponents and those hanging onto the ledge.


Crazy Vacuum
66S / Run Strong
NASB Rocko dash strong.png
"IT'S GOT A MIND OF IT'S OWN!"
Damage Startup Frames Active Frames Total Frames Safety
11% 17 17 - 23 45 -18

Rocko rides atop man out of control vacuum. Like every dash attack it cancels into anything on hit.


Jumping/Air Strong Attacks

Whaaat!?!
j5S / Jump Strong
NASB Rocko aerial strong mid.png
AAAAAAAAAAAAAAAAAAAA
Damage Startup Frames Active Frames Total Frames Safety
14% 16 16 - 20 40 -5

Rocko makes a shocked expression, his eyes bulging out and letting out an ear piercing scream. A great move to throw out if you want to be annoying.

  • A good combo-ender for when your close to the blastzone or when jump up light won't reach.


Look At It
j8S / Jump Up Strong
NASB Rocko aerial strong up.png
"I want all of you to look at it!"
Damage Startup Frames Active Frames Total Frames Safety
13% 15 15 - 19 50 -6

Rocko proudly lifts up above him a photo of a Sad Crying Clown in an Iron Lung. He's always wanted one!

  • Generally outclassed as a vertical aerial kill move my jump up light. Does have uses however in situations where jump up light isn't gauranteed, as a kill move that also RPS's falling jump down strongs.


Watch Out!
j2S / Jump Down Strong
NASB Rocko aerial strong down.png
I don't remember flushing this
Damage Startup Frames Active Frames Total Frames Safety
15% initial, 10% projectile 16 initial, 22 projectile 16-20 initial, 22-111 projectile 40 -4 initial, -5 projectile*

Rocko strikes below him with a plunger that's stuck to a bowling ball, before then letting it drop. The first hit is a spike, followed by a falling projectile.

  • An amazing edgeguard tool, especially when used in conjunction with jump down light's slowfall. Even if you don't land the plunger spike, the bowling ball can still send opponents further offstage from where they might not make it back.
  • Makes for a good landing option against opponents directly below you. The bowling ball can be reflected by strongs, but never straight up.


Special Attacks

Go Spunky!
5P / Neutral Special
NASB Rocko special mid.png
Go boy!
Damage Startup Frames Active Frames Total Frames Safety
10% 11 11 - End 30 -7

Rocko sic's his adorable dog Spunky on the opponent. Spunky travels in a straight line until he either hits an opponent, gets destroyed, or falls off the stage. Spunky can be grabbed and thrown like any projectile. If Spunky's "owner" hits him with their own attack, it will cause Spunky to turn around and change directions.

  • Spunky makes for good ground control when backed up by the threat of Rocko approaching from the air. Use him to lock opponents into block, make them jump into you, or give up stage control.
  • On hit Spunky pops opponents slightly up, setting up for Rocko to go to town on them with his aerials.
  • There's a large detection hitbox in front of Spunky that tells him if someone is in range to pounce. Stangely enough this detection box also destroys several other projectiles. Use this to get in on those trying to space you out.
  • Spawning Spunky on top of the jackhammer will make him don a construction helmet and man the mechanical wild beast (see Jack the Hammer below).
  • Watching Spunky get destroyed by an attack causes great sadness.


Flying High
8P / Up Special
NASB Rocko special up.png
"Hmm, today I will launch myself into space for 20 years" (Clueless)
Damage Startup Frames Active Frames Total Frames Safety
4% rising, 8% peak, 4% falling 13 rising, 56 peak, 61 falling 13-50 rising, 56-60 peak, 61-End falling - -128 initial, -61 falling

Rocko grabs ahold of a small rocket ship, rising up a fair distance before spiraling downward. Upon impact with the ground Rocko temporarily assumes the form of a melted blob.

  • Travels a good distance vertically with a decent hitbox covering it on the way up. Allows for Rocko to go pretty deep for edgeguards.
  • Very unsafe on the way down. Even if you manage to hit someone you'll still probably get punished because of how long Rocko stays as a melted pile of goo.
  • Does not snap to the ledge on the way up until the very peak. If you want to grab the ledge you need to either recover early using your jump and/or airdash, or fall a good distance and then rise up with the rocket.


Jack The Hammer
2P / Down Special
NASB Rocko special down.png
"Ride em' Heff!"
Damage Startup Frames Active Frames Total Frames Safety
2% per 11 11 - 500 20 -

Rocko unleashes his wild card: Jack The Hammer! This jackhammer knows neither friend nor foe, messing up anyone that gets in it's way, including Rocko! It's behavior is completely random, deciding for itself which way it's going and when it's going to turn around or jump up. This move has a cooldown before it can be used again.

  • While completely random, you can still generally eyeball the space that it's going to occupy based on where it was spawned. Getting a feel for this can let you shut down platforms or the ledge, especially when used in conjunction with Spunky (just make sure the thing doesn't destroy the poor doggo).
  • Unlike most projectiles, the jackhammer cannot be grabbed or reflected. It can however be destroyed with a disjointed enough strong attack.
  • If Spunky is spawned on top of the jackhammer, the dog will start riding atop of it. Doing so speeds up the jackhammer's travel speed, and lets it reflect projectiles. If done so, a new Spunky cannot be spawned until the jackhammer ends.
  • This move is pure chaos, and pure chaos means sometimes you'll mess yourself up with it.


Taunt

Taunt
Taunt Button
Nasb rocko taunt.png
Tea first, fighting later
Rocko takes a break from the fight to pour himself a nice hot cup of tea.
  • "Hello?"


Strafe Taunt
Taunt Button + Strafe
NASB Rocko strafe taunt .png
Cleaning Duty but without Spunky
Rocko sweeps the floor. Always one for tidiness.
  • "That's odd".

Colors

NASB Rocko character.png NASB Rocko alt costume 1 .png

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