Garou: Mark of the Wolves/Rock

From SuperCombo Wiki

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

Rock is a neutral/footsies character. His main gameplan is to build meter (mainly with Crack Counter D and Reppuken in neutral) and confirm into his Shine Knuckle super. Shinkuu Nage is a command grab that he can use to open up more defensive opponents in close range and can lead to highly damaging conversions with P-Power.

Strengths Weaknesses
  • Decent far-reaching normals for poking and good neutral game
  • Very versatile super move in Shine Knuckle that allows for a wide range of confirms and punishes, even at farther distances
  • Relatively low damage output without meter
  • Lack of reliable (non-risky) reversals
  • Reliant on meter; struggles heavily in matchups where he can't 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 group of rectangles or circles) that tell 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 or circles) 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: 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. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup 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 modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ 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.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Cl. Kof.lp.png
RockCloseA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Standing jab.


Cl. Kof.lk.png
RockCloseB.jpg
Damage Guard Startup Active Recovery Total
6 Mid 3 1 12 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 4


Cl. Kof.sp.png
RockCloseC.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 25 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-8 -8 5


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

Target combo from cl.5D. Can be done during the startup of cl.5D.


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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 ◯ / ∞ ◯ / ∞ 4


Far Kof.lk.png
RockStandB.jpg
Damage Guard Startup Active Recovery Total
7 Mid 7 4 14 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 X 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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 X X X 5


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

f.5D whiffs on crouching opponents.


Crouching Normals

Cr. Kof.lp.png
RockDwnA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 8 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 ◯ / ∞ ◯ / ∞ 4


Cr. Kof.lk.png
RockDwnB.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4


Cr. Kof.sp.png
RockDwnC.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 20 29
Hit Adv Block Adv Feint Cancel 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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 X 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 Feint Cancel 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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

Your go-to air to air

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


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
RockStandAB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 21 6 15 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 +4 X X X 6


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
RockDwnAB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 9 3 27 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-11 -5 X 6
  • 1~5F upper-body invincibility


Overhead Kick (T.O.P. Attack)
Kof.sp.pngKof.sk.png
RockTOP.jpg
Damage Guard Startup Active Recovery Total
16 (base damage) Overhead 29 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 25

Can be used as an optimal meterless follow-up to his Shinkuu Nage break midscreen. Generally not used outside of that because the move has very slow startup and is very unsafe on block.


Throws

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

Normal throw.


Feints

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

Mimics the start of Shine Knuckle.


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

Mimics the start of Reppuken.


Special Moves

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

Rock's fireball is s great way of controlling ground space and is a good check against runs/dashes in mid range. It allows him to contest other characters with fireballs and keep slower characters away. It being a grounded fireball makes it easier to avoid than a traditional fireball, so it is important to be wary of your spacing as it is easier for the opponent to jump or hop over.

Double Reppuken
Qcf.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
9, 10 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+0 +0 - - - 4, 4

Used as a combo ender and to apply pressure in close range, usually in the corner, as it is safe on block.

C version first does a point-blank projectile, then sends out a second projectile.

Either (1) both projectiles hit as a point-blank, 2-hit ground projectile; or

(2) the first projectile dissipates and the second projectile travels out.

The single hit of the second projectile will do less damage than his regular Reppuken.

Crack Counter
Qcf.png + Kof.lk.png/Kof.sk.png
RockHighCounter.jpg
RockLowCounter.jpg
Qcf.png + Kof.lk.png
Jou-dan (High/Mid)
Damage Guard Startup Active Recovery Total
18 Overhead 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 7

The B version is a counter move against mid/high attacks. You can use this to bet against certain attacks on defense or as an anti-air. Not used much since it has long recovery on whiff and is overall very risky.

4~19F upper-body counter, counterattack activates with a 6F startup after hitting.

Qcf.png + Kof.sk.png
Ge-dan (Low)
Damage Guard Startup Active Recovery Total
20 Overhead 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD 0 - - - 8

The D version is a counter move against low attacks. Like the B version, it can be used on defense (risky) but its primary use is to build meter in neutral, as it recovers relatively quickly compared to whiffing other special moves.

4~19F lower-body counter, counterattack activates with a 9F startup after hitting.


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 Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 6

The A version has Rock do a quick short dash with an elbow attack. It needs to be spaced out so that it hits in its later active frames as a meaty to make it relatively safe on block. Used mainly as a combo ender to his meterless BnBs and as a filler in juggle combos.

Rock is considered airborne during the active frames, meaning he will avoid throws and being hit during it will send him farther than if he were grounded. Some characters will have to adjust what GCs they use to punish this move because of this, notoriously The Griffon cant do either 360 or 720 to counter if it's done in the earlier parts of the move.

Qcb.png + Kof.sp.png Damage Guard Startup Active Recovery Total
10, 9 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 6, 6

The C version has him follow up with a punch, but is very unsafe on block. 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
Type「Dunk」
Damage Guard Startup Active Recovery Total
20 Overhead 24 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - - 7

The B version has him dash up to the opponent then perform an overhead punch. This move is somewhat risky as the punch has some startup delay after the dash and can potentially be punished on block/JD. Best used in close range as it will be less telegraphed from the dash, although it is still somewhat reactable even at point-blank range.

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

The D Version will make Rock disappear in front then reappear behind his opponent. After "shifting" behind the opponent, the move can be cancelled into Shinkuu Nage. This is fairly risky and is somewhat reactable, but can used sparingly to catch the opponent off guard. Rock can also use this move as a command dash to close distance after a knockdown, such as after landing a Shine Knuckle.

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
7, 7, 7 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -29 - - - 2, 3, 3

1~6F full-body invincibility

D.png~U.png + Kof.sp.png Damage Guard Startup Active Recovery Total
8, 6, 6, 6 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - - 2, 3×3

Functions as an invincible reversal and anti-air, but is fairly risky as Rock has to commit to this move and can't break it. The C version moves him forward more than the A version, so it may potentially whiff if an opponent jumps in from close range right above him. It also deals the most damage out of Rock's specials so it's his best combo ender for juggle combos if you can land all hits.

1~6F full-body invincibility


Shinkuu Nage
Evac Toss
360.png + Kof.sp.png
Rock360Grab.jpg
360.png + Kof.sp.png
Evac Toss
Damage Guard Startup Active Recovery Total
20 - 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

A command grab that is break-able with AB. Performing the move without breaking it will just have Rock throw his opponent to the opposite side of the screen.

360.png + Kof.sp.png Break
Evac Toss Break
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Breaking the move with AB will allow Rock to follow up with a special or super for more damage. Rock normally throws the opponent far away, but if cancelled into from his Rage Run Type Shift, he will throw them closer to himself instead, allowing for different follow-ups.

Hold Kof.lp.pngKof.lk.png During Break
Rasetsu (Follow-up)
Damage Guard Startup Active Recovery Total
11 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Holding AB during the Shinkuu Nage break will have Rock charge up his fist for an energy blast called Rasetsu. To do this follow-up, continue holding AB after the break and then release. The timing is strict to get this follow-up to connect. He has more optimal follow-ups from breaking his Shinkuu Nage, so this move is largely useless.


Super Moves

Raging Storm
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
RockRSA.jpg
RockRSC.jpg
Qcf.pngQcf.png + Kof.lp.png
S Power
Damage Guard Startup Active Recovery Total
33 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -23 - - - 15

Can be comboed into from a Rage Run Type Shift > Shinkuu Nage break or from a cr.AB. The super can also be used as an OTG conversion off counter hits in close range. If Rock performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. The super has limited use overall since it has slow startup and generally isn't effective as an anti-air (the opponent will have a lot of time to react with an air JD and the move will often get hit out of its startup too). Often it may be a better decision to opt for a meterless combo ender instead of using Raging Storm and save the meter for Shine Knuckle instead.

1~9F full-body invincibility. Has a projectile hitbox/hurtbox.

Qcf.pngQcf.png + Kof.sp.png
(Can Hold Kof.sp.png)
P Power
Damage Guard Startup Active Recovery Total
13, 13, 14, 14 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - - 10×4

Like the A version, it can be comboed into from a Rage Run Type Shift > Shinkuu Nage break. However, it has even more limited use due to its slower startup and isn't used as an OTG.

You can hold C at the beginning and release to delay the startup of the super.

1~11F full-body invincibility. Has a projectile hitbox/hurtbox.


Shine Knuckle
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
RockSKB.jpg
RockSKD.jpg
Qcf.pngQcf.png + Kof.lk.png
S Power
Damage Guard Startup Active Recovery Total
8×5 Mid 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - - 3×5

Character-defining super. Has 1f startup and travels a far distance. Very easy to combo into as a hit confirm, as it can essentially be linked into from anything that's slightly plus on hit. The range of the move also let's Rock punish a lot of things other characters would not be able to in neutral, however you may not get the full number of hits and damage if too far. In general, you should try to have at least an S-Power stocked whenever possible, so Rock remains a threat in neutral. It is possible to combo into the B version from an air reset juggle if timed correctly.

Qcf.pngQcf.png + Kof.sk.png
P Power
Damage Guard Startup Active Recovery Total
10, 10, 6×9 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - - 30

Similar function to the B verison, but has 0f startup and can be even more easily linked into and used to punish with. The D version doesn't go into the full animation unless it's on hit and can be better used for air juggle combos, as you can often get the full damage from it and even combo into Rising Tackle if it juggles high enough. It is also better used for far range punishes for the same reason as well as counter hit Reppuken conversions in neutral.


Deadly Rave Neo
Hidden Super
Hcb.pngF.png + Kof.lp.png
RockDRN.jpg
Damage Guard Startup Active Recovery Total
2, 5×8, 8×6 Mid 0 - - -
Hit Adv Block Adv Feint Cancel 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

Rock's hidden super that must be inputted as a sequence by timing each hit after the initial command. It has 0f startup like his Shine Knuckle D, but has some travel time as he dashes up to the opponent, giving it less effective range and utility overall. Mainly used as a situational punish when the opponent is near the corner, as it deals more damage in the corner than midscreen.

It is possible to perform the full input for the super during the super flash and have the entire super come out without having to manually time each input. It is also possible to opt out of performing the ender with Qcb.png + Kof.sp.png and instead link into a cl.C/cr.C then cancel into Hard Edge C or Double Reppuken. This will do the same amount of damage midscreen as performing the ender against all characters except for Tizoc and Grant, where it will only do 1 more point of damage.

Last hit has a projectile hitbox.


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Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant