Garou: Mark of the Wolves/Rock: Difference between revisions

From SuperCombo Wiki
(Removed info to be put into separate pages in the header)
(Added to and modified →‎Move List)
Line 37: Line 37:


{{MOTW Legend}}
{{MOTW Legend}}


===Close Standing Normals===
===Close Standing Normals===
Line 43: Line 45:
{{MoveData
{{MoveData
|image=RockCloseA.jpg
|image=RockCloseA.jpg
|name=St. {{Icon-SNK|A}}
|name=Cl. {{Icon-SNK|A}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 56: Line 58:
  |Hit Adv=+6
  |Hit Adv=+6
  |Block Adv=+6
  |Block Adv=+6
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=chain /
  |Cancel on Hit=Yes/chainable
  |Cancel on Block=
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing jab.
  |description=Standing jab.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 68: Line 72:
{{MoveData
{{MoveData
|image=RockCloseB.jpg
|image=RockCloseB.jpg
|name=St. {{Icon-SNK|B}}
|name=Cl. {{Icon-SNK|B}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 81: Line 85:
  |Hit Adv=+2
  |Hit Adv=+2
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=
  |Cancel on Hit=Yes
  |Cancel on Block=
  |Cancel on Block=Yes
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 93: Line 99:
{{MoveData
{{MoveData
|image=RockCloseC.jpg
|image=RockCloseC.jpg
|name=St. {{Icon-SNK|C}}
|name=Cl. {{Icon-SNK|C}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 106: Line 112:
  |Hit Adv=-8
  |Hit Adv=-8
  |Block Adv=-8
  |Block Adv=-8
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=
  |Cancel on Hit=Yes
  |Cancel on Block=
  |Cancel on Block=Yes
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=RockCloseDFwdD.jpg
|image=
|name=St. {{Icon-SNK|D}} > {{Motion|6}} + {{Icon-SNK|D}}
|image2=RockCloseDFwdD.jpg
|name=Cl. {{Icon-SNK|D}}
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
|version=Cl. {{Icon-SNK|D}}
  |Damage=10
  |Damage=10
  |Guard=High
  |Guard=Mid
  |Startup=10
  |Startup=10
  |Active=5
  |Active=5
Line 131: Line 141:
  |Hit Adv=-6
  |Hit Adv=-6
  |Block Adv=-6
  |Block Adv=-6
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=
  |Cancel on Hit=Yes
  |Cancel on Block=
  |Cancel on Block=Yes
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |header=no
  |version=Cl. {{Icon-SNK|D}} > {{Motion|6}} + {{Icon-SNK|D}}
  |Damage=10
  |Damage=10
  |Guard=High
  |Guard=Overhead
  |Startup=24
  |Startup=24
  |Active=3
  |Active=3
  |Recovery=26
  |Recovery=26
  |Total=53
  |Total=53
  |Hit Adv=-6; -8
  |Hit Adv=-8
  |Block Adv=-6; -8
  |Block Adv=-8
  |Feint Cancel=
  |Feint Cancel=No
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=5 > 9
  |Guard Crush Value=5,9
  |description=
  |description=Target combo from cl.5D. Can be done during the startup of cl.5D.
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===
Line 173: Line 185:
  |Hit Adv=+4
  |Hit Adv=+4
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=chain /
  |Cancel on Hit=Yes/chainable
  |Cancel on Block=
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 198: Line 212:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=-3
  |Block Adv=-3
  |Feint Cancel=
  |Feint Cancel=No
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 223: Line 239:
  |Hit Adv=-6
  |Hit Adv=-6
  |Block Adv=-6
  |Block Adv=-6
  |Feint Cancel=
  |Feint Cancel=No
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 241: Line 259:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=14
  |Guard=High
  |Guard=Mid
  |Startup=11
  |Startup=11
  |Active=3
  |Active=3
Line 248: Line 266:
  |Hit Adv=-9
  |Hit Adv=-9
  |Block Adv=-9
  |Block Adv=-9
  |Feint Cancel=
  |Feint Cancel=Yes (on block)
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=
  |Cancel on Block=Yes
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=f.5D whiffs on crouching opponents.
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===
Line 274: Line 294:
  |Hit Adv=+3
  |Hit Adv=+3
  |Block Adv=+3
  |Block Adv=+3
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=chain /
  |Cancel on Hit=Yes/chainable
  |Cancel on Block=
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 299: Line 321:
  |Hit Adv=+5
  |Hit Adv=+5
  |Block Adv=+5
  |Block Adv=+5
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=chain /
  |Cancel on Hit=Yes/chainable
  |Cancel on Block=
  |Cancel on Block=Yes/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 324: Line 348:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=-3
  |Block Adv=-3
  |Feint Cancel=
  |Feint Cancel=Yes
  |Cancel on Hit=
  |Cancel on Hit=Yes
  |Cancel on Block=
  |Cancel on Block=Yes
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 349: Line 375:
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-12
  |Block Adv=-12
  |Feint Cancel=
  |Feint Cancel=No
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===
Line 376: Line 404:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 401: Line 431:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 426: Line 458:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 451: Line 485:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
  }}
  }}
}}
}}


===Command Normals===
===Command Normals===
====Evasive Attacks====
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 476: Line 514:
  |Hit Adv=-2
  |Hit Adv=-2
  |Block Adv=+4
  |Block Adv=+4
  |Feint Cancel=
  |Feint Cancel=No
  |Cancel on Hit=X
  |Cancel on Hit=No
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=
  |description=
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 501: Line 541:
  |Hit Adv=-11
  |Hit Adv=-11
  |Block Adv=-5
  |Block Adv=-5
  |Feint Cancel=
  |Feint Cancel=Yes (on hit)
  |Cancel on Hit=
  |Cancel on Hit=Yes
  |Cancel on Block=X
  |Cancel on Block=No
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=* 1 ~ 5F upper body invincible
  |description=* 1~5F upper-body invincibility
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RockTOP.jpg
|name=T.O.P. Attack
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Overhead
|Startup=29
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-16
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=25
|description=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===
===Throws===
Line 556: Line 573:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Normal throw.
  }}
  }}
}}
}}


===Feint Cancels===
 
 
===Feints===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 582: Line 601:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of 236(x2)B/D.
 
* Minimum feint frames = 12
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 607: Line 630:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description= Mimics the start of 236A/C.
 
* Minimum feint frames = 11
}}
}}
 
 
 
===T.O.P. Attack===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RockTOP.jpg
|name=T.O.P. Attack
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|caption=
|data=
{{AttackData-Garou
|Damage=16
|Guard=Overhead
|Startup=29
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-16
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=25
|description=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.
  }}
  }}
}}
}}


===Special Moves===
===Special Moves===
Line 638: Line 693:
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      = The fireball is s great way of controlling ground space and contesting zoners/keep slow characters away. However, the move's awkward recovery along with how strong jumping is in this game, you dont want to bet on a fireball often.
   | description      = The fireball is s great way of controlling ground space and contesting zoners/keep slow characters away. However, the move's awkward recovery along with how strong jumping is in this game, you dont want to bet on a fireball often.
Impossible to just defend at 0-pixel health bar.


  }}
  }}
Line 644: Line 701:
   | version          = Double Reppu-Ken
   | version          = Double Reppu-Ken
   | subtitle          = {{Motion|236}} + {{Icon-SNK|C}}
   | subtitle          = {{Motion|236}} + {{Icon-SNK|C}}
   | Damage            = 10/18 (2 hits)
   | Damage            = 9,10
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
Line 655: Line 712:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 4, 4
   | Guard Crush Value = 4,4
   | description      = 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
   | description      =  
Ground projectile 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.
 
Correct damage = 18 (2 hits)
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 673: Line 741:
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|236}} + {{Icon-SNK|B}}
   | version          = {{Motion|236}} + {{Icon-SNK|B}}
   | Damage            = 12
   | Damage            = 18
   | Guard            = High/Mid
   | Guard            = High/Mid
   | Startup          = 3
   | Startup          = 3
Line 685: Line 753:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      = * 4 ~ 19F upper body counter, activates 6F after proc
   | description      =  
4~19F upper-body counter, counterattack activates with a 6F startup after hitting.
 
{{Icon-SNK|B}} counters mid & high attacks, while {{Icon-SNK|D}} counters low attacks. You can use this to bet against certain tools on defense as well as a risky anti-air
{{Icon-SNK|B}} counters mid & high attacks, while {{Icon-SNK|D}} counters low attacks. You can use this to bet against certain tools on defense as well as a risky anti-air
Impossible to just defend at 0-pixel health bar.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
Line 692: Line 764:
   | version          = {{Motion|236}} + {{Icon-SNK|D}}
   | version          = {{Motion|236}} + {{Icon-SNK|D}}
   | subtitle          =  
   | subtitle          =  
   | Damage            = 16
   | Damage            = 20
   | Guard            = Low
   | Guard            = Low
   | Startup          = 3
   | Startup          = 3
Line 704: Line 776:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 8
   | Guard Crush Value = 8
   | description      = * 4 ~ 19F lower body counter, activates 9F after proc. Can be used on defense but its primary use is to build meter safely, considering how fast it is and how much meter is important for Rock
   | description      =  
4~19F lower-body counter, counterattack activates with a 9F startup after hitting.
 
Can be used on defense but its primary use is to build meter safely, considering how fast it is and how much meter is important for Rock
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 739: Line 818:
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | subtitle          =  
   | subtitle          =  
   | Damage            = 18
   | Damage            = 10,9
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 17
   | Startup          = 17
Line 750: Line 829:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 6, 6
   | Guard Crush Value = 6,6
   | description      = C has him follow-up with a punch (highly unsafe). Used mainly in meterless punish combos
   | description      = C has him follow-up with a punch (highly unsafe). Used mainly in meterless punish combos
Correct damage = 18
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 767: Line 850:
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | subtitle          =  
   | subtitle          = Type「Dunk」
   | Damage            = 20
   | Damage            = 20
   | Guard            = Overhead
   | Guard            = Overhead
Line 785: Line 868:
   | header            = no
   | header            = no
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | subtitle          =  
   | subtitle          = Type「Shift」
   | Damage            = -
   | Damage            = -
   | Guard            = -
   | Guard            = -
Line 798: Line 881:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value =  
   | description      = D Version will make Rock roll and appear him behind his opponent. It is cancellable to 360+C. Risky, but can be worth and helps creating mindgames with his overhead. Dont use this often or you'll die.
   | description      = D Version will make Rock disappear in front of his
opponent and then appear behind his opponent. After "shifting" behind the opponent, you are able to cancel into command throw 360+C.  
Risky, but can be worth it and helps creating mindgames with his overhead. Dont use this often or you'll die.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 814: Line 901:
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|A}}
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|A}}
   | subtitle          =  
   | subtitle          =  
   | Damage            = 18
   | Damage            = 7,7,7
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 3
   | Startup          = 3
Line 826: Line 913:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2, 3, 3
   | Guard Crush Value = 2, 3, 3
   | description      = * 1 ~ 6F invincible
   | description      = 1~6F full-body invincibility
 
Correct damage = 18
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
Line 832: Line 923:
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|C}}
   | version          = {{Motion|2}}~{{Motion|8}} + {{Icon-SNK|C}}
   | subtitle          =  
   | subtitle          =  
   | Damage            = 21
   | Damage            = 8,6,6,6
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 3
   | Startup          = 3
Line 844: Line 935:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 2, 3 x 3
   | Guard Crush Value = 2, 3 x 3
   | description      = * 1 ~ 6F invincible
   | description      = * 1~6F full-body invincibility
Other then being a DP, which means its great for reversalling and anti-airs, it also deals the most damage out of Rock's specials so its your best combo ender for metered juggle combos.
Other then being a DP, which means its great for reversalling and anti-airs, it also deals the most damage out of Rock's specials so its your best combo ender for metered juggle combos.
Correct damage = 21
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
| name    = Evac Toss
| name    = Evac Toss  
| input    = {{Motion|360}} + {{Icon-SNK|C}}
| input    = {{Motion|360}} + {{Icon-SNK|C}}
| subtitle = Rock's command grab
| subtitle = Rock's command grab
Line 873: Line 970:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value =  
   | description      = Command throw & is Break-able with AB. There are 3 things to do with this move:
   | description      = Command throw & is Break-able with AB. Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
* Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
}}
* Breaking the move with AB will allow Rock to follow up with a special move or super.
  {{AttackData-Garou
* 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.
  | header            = no
  | version          = Evac Toss Break
  | subtitle          = {{Icon-SNK|A}}{{Icon-SNK|B}} Break after command grab
  | Damage            =
  | Guard            =
  | Startup          =
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =
  | Block Adv        =
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =
  | description      = Breaking the move with AB will allow Rock to follow up with a special move or super.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = Rasetsu
   | version          = Rasetsu
   | subtitle          = {{Icon-SNK|A}}{{Icon-SNK|B}} Break after command grab
   | subtitle          = Hold {{Icon-SNK|A}}{{Icon-SNK|B}} After Break  
   | Damage            = 11
   | Damage            = 11
   | Guard            =  
   | Guard            =  
Line 894: Line 1,006:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value =  
   | description      =  
   | description      = Holding AB during the Evac Toss will have Rock charge up his fist for an energy blast called Rasetsu.
To do this follow-up, continue holding AB after break and then release. The timing is strict to get this follow-up to connect.
  }}
  }}
}}
}}


===Super Moves===
===Super Moves===
Line 910: Line 1,025:
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = S Power
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}
   | subtitle          =  
   | subtitle          = S Power
   | Damage            = 33
   | Damage            = 33
   | Guard            = Mid
   | Guard            = Mid
Line 924: Line 1,039:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 15
   | Guard Crush Value = 15
   | description      = * 1 ~ 9F invincible
   | description      = 1~9F full-body invincibility. Has a projectile hitbox/hurtbox.
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = P Power
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|C}}
   | subtitle          =  
   | subtitle          = P Power
   | Damage            = 46
   | Damage            = 13,13,14,14
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 17
   | Startup          = 17
Line 941: Line 1,058:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 10 × 4
   | Guard Crush Value = 10 × 4
   | description      = * 1 ~ 11F invincible
   | description      = 1~11F full-body invincibility. Has a projectile hitbox/hurtbox.
 
You can hold C and release to delay when the super comes out.
 
Correct damage = 46
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 957: Line 1,082:
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = S Power
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}
   | subtitle          =  
   | subtitle          = S Power
   | Damage            = 32
   | Damage            = 8 ×  5
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 1
   | Startup          = 1
Line 970: Line 1,095:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 3 × 5
   | Guard Crush Value = 3 × 5
   | description      =  
   | description      = Correct damage = 32
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = P Power
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|D}}
   | subtitle          =  
   | subtitle          = P Power
   | Damage            = 47/55
   | Damage            = 10, 10, 6 ×  9 = 74   
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 0
   | Startup          = 0
Line 991: Line 1,116:
   | description      = * Character defining move.
   | description      = * Character defining move.
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.
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.
Correct damage = 55
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
| name    = Neo Deadly Rave
| name    = Deadly Rave Neo
| input    = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}}
| input    = {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}}
| subtitle =  
| subtitle =  
Line 1,005: Line 1,134:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | Damage            = 49/59
   | Damage            = 2, 5 ×  8, 8 ×  6 = 90   
   | Guard            = Mid
   | Guard            = Mid
   | Startup          = 0
   | Startup          = 0
Line 1,019: Line 1,148:
   | description      = * Full input: {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} > {{Icon-SNK|A}}{{Icon-SNK|A}}{{Icon-SNK|B}}{{Icon-SNK|B}}{{Icon-SNK|C}}{{Icon-SNK|C}}{{Icon-SNK|D}}{{Icon-SNK|D}} > {{Motion|214}} + {{Icon-SNK|C}}
   | description      = * Full input: {{Motion|63214}}{{Motion|6}} + {{Icon-SNK|A}} > {{Icon-SNK|A}}{{Icon-SNK|A}}{{Icon-SNK|B}}{{Icon-SNK|B}}{{Icon-SNK|C}}{{Icon-SNK|C}}{{Icon-SNK|D}}{{Icon-SNK|D}} > {{Motion|214}} + {{Icon-SNK|C}}
* Deals higher damage in the corner
* Deals higher damage in the corner
Correct damage = 59
Last hit has a projectile hitbox/hurtbox.
  }}
  }}
}}
}}





Revision as of 07:44, 4 February 2023

Rock.PNG

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
  • Strong mobility and solid approach tools
  • Versatile toolkit for both offensive and defensive play, including a fireball, DP, parries and command grab.
  • Great conversion ability and punish options with meter - Shining Knuckle stocks is his wincon.
  • Very weak meterless combos and average damage even with meter
  • Low health compared to most of the cast
  • Normals arent equally good all around.
  • Struggles heavily in matchups where Rock 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.


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 Yes Yes/chainable Yes/chainable 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 Yes Yes Yes 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 Yes Yes Yes 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 Yes Yes Yes 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 No No No 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 Yes Yes/chainable Yes/chainable 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 No No No 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 No No No 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 Yes (on block) No Yes 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 Yes Yes/chainable Yes/chainable 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 Yes Yes/chainable Yes/chainable 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 Yes Yes Yes 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 No No No 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
- - - No No 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
- - - No No 4


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
- - - No No 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
- - - No No 5


Command Normals

Evasive Attacks

St. Kof.lp.pngKof.lk.png
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 No No No 6


Cr. Kof.lp.pngKof.lk.png
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 Yes (on hit) Yes No 6
  • 1~5F upper-body invincibility


Throws

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
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 236(x2)B/D.

  • Minimum feint frames = 12


D.png + Kof.lp.pngKof.sp.png
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 236A/C.

  • Minimum feint frames = 11


T.O.P. Attack

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


Special Moves

Reppu-Ken
Rock's fireball
Qcf.png + Kof.lp.png/Kof.sp.png
Rock236A.jpg
Rock236C.jpg
Reppu-Ken
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

The fireball is s great way of controlling ground space and contesting zoners/keep slow characters away. However, the move's awkward recovery along with how strong jumping is in this game, you dont want to bet on a fireball often.

Impossible to just defend at 0-pixel health bar.

Double Reppu-Ken
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

Ground projectile 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.

Correct damage = 18 (2 hits)

Impossible to just defend at 0-pixel health bar.


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

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

Kof.lk.png counters mid & high attacks, while Kof.sk.png counters low attacks. You can use this to bet against certain tools on defense as well as a risky anti-air

Impossible to just defend at 0-pixel health bar.

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

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

Can be used on defense but its primary use is to build meter safely, considering how fast it is and how much meter is important for Rock

Impossible to just defend at 0-pixel health bar.


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

A version has Rock do a quick short dash with an elbow attack, it needs to be spaced to be safe. Used mainly as his combo ender to his meterless BnBs and a filler during juggles.

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

C has him follow-up with a punch (highly unsafe). Used mainly in meterless punish combos

Correct damage = 18


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

B version has him dash then do an overhead punch. This move is risky as the punch has some start-up delay and is negative. Your best bet for a overhead, as its one of your fastest while also the least punishable.

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
- - - - - -

D Version will make Rock disappear in front of his opponent and then appear behind his opponent. After "shifting" behind the opponent, you are able to cancel into command throw 360+C. Risky, but can be worth it and helps creating mindgames with his overhead. Dont use this often or you'll die.


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

Correct damage = 18

Impossible to just defend at 0-pixel health bar.

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 x 3
  • 1~6F full-body invincibility

Other then being a DP, which means its great for reversalling and anti-airs, it also deals the most damage out of Rock's specials so its your best combo ender for metered juggle combos.

Correct damage = 21

Impossible to just defend at 0-pixel health bar.


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

Command throw & is Break-able with AB. Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.

Evac Toss Break
Kof.lp.pngKof.lk.png Break after command grab
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 move or super.

Rasetsu
Hold Kof.lp.pngKof.lk.png After Break
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 Evac Toss will have Rock charge up his fist for an energy blast called Rasetsu. To do this follow-up, continue holding AB after break and then release. The timing is strict to get this follow-up to connect.


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

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

Impossible to just defend at 0-pixel health bar.

Qcf.pngQcf.png + 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

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

You can hold C and release to delay when the super comes out.

Correct damage = 46

Impossible to just defend at 0-pixel health bar.


Shining 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

Correct damage = 32

Qcf.pngQcf.png + Kof.sk.png
P Power
Damage Guard Startup Active Recovery Total
10, 10, 6 × 9 = 74 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - - 30
  • Character defining move.

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.

Correct damage = 55


Deadly Rave Neo
Hcb.pngF.png + Kof.lp.png
RockDRN.jpg
Damage Guard Startup Active Recovery Total
2, 5 × 8, 8 × 6 = 90 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
  • Deals higher damage in the corner

Correct damage = 59

Last hit has a projectile hitbox/hurtbox.


Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant