UMVC3/Rocket Raccoon

From SuperCombo Wiki


Introduction

A ranger from the distant planet of Halfworld, where animals had been genetically engineered to have human-level intelligence. Rocket combines with regular abilities of a Raccoon (high speed, enhanced senses and agility) with a brilliant tactical mind and a gift for engineering. He is eventually recruited by Star-Lord to become what would be known as the Guardians of the Galaxy.

In UMvC3, Rocket is an evasive, high-speed character. Although he has a variety of projectile specials, they mostly take the form of delayed-hit traps. Rocket can use these traps to enable an aggressive playstyle, either for himself or his teammates, by forcing them to block while he attacks from all angles.

Strengths Weaknesses
  • Versatile Synergy: Provides excellent team support via his "Log Trap" (Pendulum) assist - which has great screen coverage and combo potential - and his "Mad Hopper" (214XX) hyper, which can be used as a safe DHC, a combo extender, or to control space for himself and his teammates.
  • Tiny Raccoon: Rocket is extremely small. His standing profile is lower than most characters can crouch. Many attacks pass harmlessly over Rocket's head, and combos that work on normal-sized characters consistently are either much harder on Rocket, need special adjustments, or are simply impossible. This gives Rocket much more survivability than his 750,000 health would suggest.
  • Evasive Mobility: Has several mobility tools, such as Rocket Skate (X+S), his unique Float mechanic, and his Tunnel Rat (22X) teleport special that allow Rocket to remain evasive and continually harass with trap specials and projectiles.
  • Utility Mixup Potential: If Rocket establishes momentum and corner pressure, he can use his 214X "Trap" specials to smother the opponent, while also constantly assaulting their defenses with fast high/low mixup potential.
  • Difficult Normals: Extremely short-range normals, and lack of traditional movement tools like airdashes, make neutral much more difficult than when using standard characters.
  • Why Can't I Just Slam Them Twice?: Log Trap assist consumes Wall Bounce on hit, preventing the point character from getting value out of their own Wall Bounce-capable attacks.
  • Few Conversion Options: Lacks reliable ways to convert air-to-air hits into full-length combos, with no air-OK specials or command normals except for Rocket Skate.
Rocket Raccoon
Umvc3 rocketraccoon face.jpg
Character Data
Health 750,000
Ground Magic Series Zig-Zag
Air Chain Combo Limit None
Forward Dash Duration 15 frames
Backdash Duration 15 frames
Jump Duration 40 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? 8-Way (via Rocket Skates)
X-Factor Damage Boost (1/2/3) 20% / 40% / 60%
X-Factor Speed Boost (1/2/3) 20% / 30% / 40%
Minimum Damage Scaling (Normals, Specials) 10%, 15%
Minimum Damage Scaling (Hypers) 35%
Minimum Damage Scaling (X-Factor) 35%

Unique Mechanics

UMVC3 Rocket Float.png

Rocket is one of two characters with the ability to "float", done by holding up on the stick while airborne. If Rocket has already taken an action in the air (including blocking, or attacking), he can not use his float until he lands and jumps again. Activating float instantly halts all of of Rocket's momentum, and causes him to slowly descend towards the ground before reaching a minimum height, where float ends and he drops down. While floating, Rocket can steer left and right - similar to the air control from a neutral superjump - but much faster and available from any jump direction. He can cancel float at any time by letting go of up, or by using any attack or aerial special. Rocket can also block while floating (by holding up-back), but blocking any attack immediately ends float.

Float adds to Rocket's highly evasive moveset by allowing him to radically change his jump trajectory on the fly. It also gives him access to very spammable instant overhead attacks by immediately floating after a jump to stay low to the ground. For example, an input of 88S will cause Rocket to jump, immediately change to a float state, then perform j.5S while low the ground and quickly falling back down.


Move List

Assists

Spitfire
Assist A
UMVC3 Rocket AssistA.png
Damage Startup Active Recovery
50,000 x2 39 20 126, 96
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 4 per projectile.

THC Hyper: Rock 'n' Roll. Rocket pulls out a cannon and fires two projectiles in succession, which travel directly forward. Has solid durability for a purely projectile assist. There is a gap between the two projectiles wide enough for the opponent to act.

Claymore
Assist B
UMVC3 Rocket AssistB.png
Damage Startup Active Recovery
15,000 x10 39 180 106, 76
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability (Bomb): 5, Beam Durability (Explosion): 1 per frame for 10 frames

THC Hyper: Rock 'n' Roll. Rocket places a claymore explosive on the ground. It remains in place for 180 frames (3 seconds), and will detonate if an opponent comes into contact with it. The detonation deals moderate damage and can keep an opponent in blockstun for roughly a second.

Claymore will be destroyed, without exploding, if it is struck by an opponent's attack. However, this will also negate the attack which destroyed it, preventing it from affecting your character. If Claymore is destroyed by a multi-hitting attack, only one hit will be nullified, and the rest will act normally.

Pendulum
Log Trap
Assist Y
UMVC3 Rocket AssistY.png
Damage Startup Active Recovery
80,000 44 - 122, 91
On Hit On Block Guard Properties
- - Mid Wallbounce.png into Softknockdown.png, Priority: Low, Durability: 10

THC Hyper: Rock 'n' Roll. Recommended assist. Rocket appears and calls out a massive log, which swings across most of the screen as an active projectile. In total, Log Trap is active on screen for 31 frames, quickly sweeping across most of the stage.

Log Trap has great coverage and enough durability to blow through many other common projectiles. It is best known for the massive Wall Bounce it causes on hit. The Wall Bounce essentially guarantees a combo, and the mere threat of eating a Log Trap is enough to discourage opponents from being too aggressive. It also works fairly universally as a combo extension tool, for characters who do not have Wall Bounce extensions of their own.

Ground Normals

Stand Light
5L
UMVC3 Rocket 5L.png
Damage Startup Active Recovery
31,000 4 2 10
On Hit On Block Guard Properties
-1 -1 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Rocket 5M.png
Damage Startup Active Recovery
42,000 6 3 15
On Hit On Block Guard Properties
-2 -2 Mid -

-

Stand Heavy
5H
UMVC3 Rocket 5H.png
Damage Startup Active Recovery
60,000 10 8 18
On Hit On Block Guard Properties
-5 -5 Mid Chipdamage.png, Priority: Low, Beam Durability: 2 per frame for 5 frames

Rocket pulls out a pistol and shoots the ground in front of him. The beam has surprisingly high durability, but its range and angle cause it to rarely come into contact with other projectiles.

5H is one of a few moves that can ignite the oil slick caused by Rocket's 623L Oil Bomb special.


Crouching Light
2L
UMVC3 Rocket 2L.png
Damage Startup Active Recovery
30,000 4 2 11
On Hit On Block Guard Properties
-2 -2 Low Rpdfire.png

-

Crouching Medium
2M
UMVC3 Rocket 2M.png
Damage Startup Active Recovery
45,000 6 4 16
On Hit On Block Guard Properties
- -4 Low Softknockdown.png

Acts as Rocket's sweep, replacing his unique 2H.

Crouching Heavy
2H
UMVC3 Rocket 2H.png
Damage Startup Active Recovery
60,000 12 8 19
On Hit On Block Guard Properties
-6 -6 Mid Chipdamage.png, Priority: Low, Beam Durability: 2 per frame for 5 frames.

Rocket pulls out a gun and fires it at an upward angle. It quickly travels fullscreen, but can be evaded crouching or even standing from long enough distances.

It has the same solid total durability of 5H, but is aimed upwards and is more likely to make contact with an enemy's projectiles.

2H can shoot Rocket's 623L Oil Bomb out of the air, creating an explosion. However, it cannot hit the oil slick created once Oil Bomb reaches the ground.


Launcher/Special
S
UMVC3 Rocket 5S.png
Damage Startup Active Recovery
60,000 8 4 26
On Hit On Block Guard Properties
Launch -9 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 Rocket jL.png
Damage Startup Active Recovery
33,000 5 3 14
On Hit On Block Guard Properties
+9 +9 OH -

Works as an instant overhead against normal-sized characters. If Rocket uses instant air Float to set up this overhead, he can easily convert this hit into a full combo.

Jumping Medium
j.5M
UMVC3 Rocket jM.png
Damage Startup Active Recovery
45,000 6 5 23
On Hit On Block Guard Properties
-2 -2 Mid -

Very unique jumping normal attack. Immediately halts any aerial momentum that Rocket previously had, and causes him to shoot a short distance directly forwards. Afterwards, Rocket begins to fall back down towards the ground (unless he chains into a second j.5M). It is also, importantly, not an overhead.

Jumping Heavy
j.5H
UMVC3 Rocket jH.png
Damage Startup Active Recovery
60,000 8 4 24
On Hit On Block Guard Properties
+16 +16 OH -

-

Jumping Special
j.5S
UMVC3 Rocket jS.png
Damage Startup Active Recovery
70,000 9 4 23
On Hit On Block Guard Properties
+14 +13 OH Aircombofinisher.png, Chipdamage.png, Priority: Low, Durability: 5, scales by 0.9

Rocket chucks a grenade, which detonates almost instantly in the space in front of and below him. Besides its use as an Air Combo Finisher, it is a fast overhead that deals a little chip damage as a bonus even when blocked correctly.

Command Normals

Wild Ripper
6H
UMVC3 Rocket 6H.png
Damage Startup Active Recovery
65,000 9 6 26
On Hit On Block Guard Properties
-11 -11 Mid -

Rocket lunges forward with his knife. Because Rocket's normals have poor range, 6H is helpful to close the distance before confirming into 5S or another special.


Special Moves

Spitfire
236X
UMVC3 Rocket j236L.png
(Air) L Version
UMVC3 Rocket 236M.png
M Version
UMVC3 Rocket 236H.png
H Version
Damage Startup Active Recovery
40,000 15 - 35 (air: Until grounded)
On Hit On Block Guard Properties
-10 -10 Mid Otg.png (L version), Airok.png, Priority: Low, Durability: 3

Rocket pulls out a cannon and fires a single shot. Button strength determines the angle of the shot:

  • L version is fired at a downward angle, it can also hit an opponent OTG.
  • M version is fired directly forward.
  • H version is fired at an upward angle.

Rocket recovers from Air Spitfire immediately upon reaching the ground. As a result, a tiger knee Air Spitfire just off the ground (j.2369X) will recover very quickly and can be advantageous on block or allow combo extensions on hit. Conversely, performing Spitfire at superjump height is very dangerous.

Rocket can also chain the use of Spitfire into a second shot, called Spitfire Twice, by pressing any of the three attack buttons. This is detailed below.

Spitfire Twice
236X > X
UMVC3 Rocket 236MH.png
Using Spitfire Twice to fire both M and H shots in quick succession.
Damage Startup Active Recovery
40,000 10 ~ 14 + 3 - 35 (air: Until grounded)
On Hit On Block Guard Properties
-10 -10 Mid Otg.png (L version), Airok.png, Priority: Low, Durability: 3

Follow-up to Spitfire, shooting a second projectile. Regardless of the button used for the initial Spitfire, any button can be used for the follow-up, and Rocket will shoot at the appropriate angle. This allows Rocket to cover two different spaces at roughly the same time. It is functionally identical to the first shot.


Oil Bomb
623L
UMVC3 Rocket 623L.png
UMVC3 Rocket 623L Land.png
Damage Startup Active Recovery
- 15 - 13
On Hit On Block Guard Properties
- - - -

Rocket tosses a balloon filled with oil into the air. After 39 frames, it lands on the ground, creating an oil slick. After 300 additional frames, the oil slick disappears. By itself, this move does nothing.

Oil Bomb's purpose is to be ignited by Rocket's other attacks. 5H, 2H and Spitfire are attacks which can interact with Oil Bomb. If the bomb is hit out of the air, it explodes. If the oil slick is struck, it bursts into flames. These two "attacks" are detailed below.

Oil Bomb Air Explosion
-
UMVC3 Rocket 623L Explode.png
Damage Startup Active Recovery
70,000 1 8 -
On Hit On Block Guard Properties
- - Mid Otg.png, Softknockdown.png, Priority: Medium, Durability: 5

If Oil Bomb is shot out of the air - usually by shooting it with 2H immediately after throwing it - a short-duration explosion is created. It is OTG-capable, and can be used for relaunches in situations where Rocket has time to throw and then shoot the bomb.

The hit caused by Oil Bomb's explosion causes a lengthy spinout animation which is easy to combo from. However, you may notice that enemies popped upwards with this attack will often not go into the spinout animation, and recover much faster. This is because the opponent is also being hit by the 5H or 2H laser afterwards, which causes significantly less hitstun. Advanced Rocket BnBs that make use of Oil Bomb OTGs require you to time the shot so that the opponent is only hit by the explosion, and not the laser itself. Classic advice for timing this is to throw the bomb as quickly as possible upon landing (buffer the 623L input while falling), then shoot just before Rocket finishes saying the word "Bomb". Regardless, it is very precise timing and requires a good amount of dedicated practice to perform consistently.

Oil Slick Ground Explosion
-
UMVC3 Rocket 623L Fire.png
Damage Startup Active Recovery
10,000 x10 1 100 -
On Hit On Block Guard Properties
- - Mid Otg.png

If the Oil Slick created by Oil Bomb is shot after landing - usually by shooting it with 5H - the oil ignites into multi-hitting flames which burn for 100 frames. The flames are OTG-capable and useful for relaunches so long as Rocket has a way to set up the oil spill mid-combo. The flames also can keep an opponent locked down in blockstun for a good amount of time, but they do disappear if Rocket is hit by any attack.


Mr. Flapper
"Bear Trap"
623M
UMVC3 Rocket 623M.png
Damage Startup Active Recovery
70,000 27 - 8
On Hit On Block Guard Properties
+22 +22 Mid Otg.png, Groundbounce.png (vs airborne),

Rocket calls for a large spiked board, which pops up from the ground in front of him, swings forward in an arc, then slams down into the ground. In total, the trap is active on screen for 10 frames.

Although this attack has very good frame advantage and a good hitbox, it is mainly notable for its OTG and Ground Bounce properties. Note that this attack only Ground Bounces if it hits an airborne opponent. It is possible for Bear Trap to hit a knocked-down opponent but not Ground Bounce, if the Knockdown animation has progressed to the point where the character is lying flat on the ground. In this case, the opponent will be hit by the opponent but then immediately recover and tech out. This typically happens if Bear Trap is used too slowly after the knockdown.


Pendulum
"Log Trap"
623H
UMVC3 Rocket 623H.png
Damage Startup Active Recovery
90,000 20 - 30
On Hit On Block Guard Properties
- +3 Mid Wallbounce.png, Priority: Low, Durability: 5

Rocket calls for a giant tree log, which swings across the screen suspended from a rope. In total, the log is active on screen for 28 frames, but it becomes inactive if Rocket is hit by an attack.

Log Trap is great at controlling airspace as it covers a large area quickly, can easily be converted into a combo using its Wall Bounce, and is safe on block. It can also be used mid-combo for extensions, but its startup usually necessitates another trap be used first in order to combo into it.


Angel Gift
"Boulder Trap"
214L
UMVC3 Rocket 214L.png
UMVC3 Rocket 214L Shot.png
Damage Startup Active Recovery
80,000 3 - 17
On Hit On Block Guard Properties
+36 +36 OH Otg.png, Priority: Low, Durability:5 (trap), 5 (rock)

Rocket places a trap on the ground. The trap will trigger if an opponent who is grounded or very close to the ground comes within proximity of it. On activation, the trap causes a boulder to fall from the sky over the trap's position, hopefully landing on the opponent's head. The boulder can also hit OTG. While placing the trap, Rocket hops backwards, about two character lengths. The trap lasts for 180 frames (3 seconds) once placed before fading away. It will also disappear early if Rocket is hit by an attack.

The boulder is an Overhead attack, and so it can be used for High/Low mixups or even unblockables if the opponent is forced to block it while Rocket himself attacks with Low-hitting moves.

In the corner, Rocket can follow up the hit of a falling boulder with 5S, then cancel 5S back into Boulder Trap by using a superjump as a bridge: 5S xx 2147L. This sequence requires some setup, but afterwards can be repeated several times, creating a "Boulder Trap Loop" that deals great damage.

Rocket can have only one Boulder Trap active on screen at a time, although he can pair it with his other 214X Trap specials, for a total of three different ones active on screen.

Claymore
"Shrapnel Trap"
214M
UMVC3 Rocket 214M.png
UMVC3 Rocket 214M Shot.png
Damage Startup Active Recovery
15,000 x10 15 - 25
On Hit On Block Guard Properties
+16 +16 Mid Priority: Low, Durability:5 (trap), Beam Durability: 1 per frame for 10 frames

Rocket places a claymore on the ground. The trap will trigger if an opponent who is grounded or very close to the ground comes within proximity of it. On activation, the trap explodes, dealing damage over multiple hits. The explosion has no particularly special properties, but can keep an opponent locked in place on hit or block. Once placed, the Claymore remains active for 180 frames (3 seconds) before disappearing.

Claymore will be destroyed, without exploding, if it is struck by an opponent's attack. However, this will also negate the attack which destroyed it, preventing it from affecting your character. If Claymore is destroyed by a multi-hitting attack, only one hit will be nullified, and the rest will act normally.

Rocket can have only one Shrapnel Trap active on screen at a time, although he can pair it with his other 214X Trap specials, for a total of three different ones active on screen.

Grab Bag
"Net Trap"
214H
UMVC3 Rocket 214H.png
UMVC3 Rocket 214H Shot.png
Damage Startup Active Recovery
56,000 25 - 15
On Hit On Block Guard Properties
- +5 Mid Hardknockdown.png, Cptr.png, Priority: Low, Durability: 5

Rocket places a landmine on the ground. The trap will trigger if an opponent who is grounded or very close to the ground comes within proximity of it. On activation, the landmine shoots a small laser. if the laser hits an opponent, they will be placed into a Capture state, trapped in a net floating just off the ground for 45 frames. The trap remains active for 180 frames (3 seconds) after being placed, but goes away early if Rocket is hit by any attack.

Rocket can take advantage of the Capture state to start or extend combos, including by placing other traps underneath the helpless opponent. If the opponent is not hit before the Capture state expires, they will fall on the ground for a Hard Knockdown. Opponents captured by Net Trap have any following combo scaled by the same penalty as command throws.

Rocket can have only one Net Trap active on screen at a time, although he can pair it with his other 214X Trap specials, for a total of three different ones active on screen.


Rocket Skate
X+S
UMVC3 Rocket XS.png
By default, Rocket Skates travel directly forward.
UMVC3 Rocket 1XS.png
Skates can be aimed in any direction.
Damage Startup Active Recovery
- Varies - -
On Hit On Block Guard Properties
- - - Airok.png

Rocket uses his rocket-powered shoes to propel himself. It acts as a pseudo-dash on the ground and a pseudo-airdash while airborne. It can be steered by holding a direction on the stick during the input:

  • On the ground, holding [6] or [4] will steer Rocket forward or backwards, respectively. It has a total duration of 30 frames, and can be chained into another Rocket Skates in any other direction (but not the same direction).
  • On the ground, holding [7], [8], or [9] will steer Rocket upwards in the respective direction. It has a total duration of 22 frames, and is airborne starting frame 11. Once airborne, it can be chained into any other version of Rocket Skates.
  • In the air, holding [1], [4], [7], [8], [9], or [6] will steer Rocket through the air in the respective direction. It has a total duration of 22 frames. If Rocket uses [1] Rocket Skates to dash into the ground, he has 11 frames of grounded recovery. Rocket can only perform one Air Rocket Skate per airborne state.
  • In the air, holding [3] or [2] will steer Rocket downwards in the respective direction. It has a total duration of 14 frames. If Rocket reaches the ground this way, he has an additional 11 frames of grounded recovery. Rocket can only perform one Air Rocket Skate per airborne state.

Rocket can not cancel Rocket Skate into aerial normals, they way most characters can cancel their (air)dashes into normals. However, Rocket Skate is special-cancelable, and can be canceled into 5S or other special moves in order to maintain pressure or cover Rocket's retreat.


Tunnel Rat
22X
UMVC3 Rocket 22L.png
L Version
UMVC3 Rocket 22M.png
M Version
UMVC3 Rocket 22H.png
H Version
L
D.pngD.png + L.png
Damage Startup Active Recovery
- 13 - 27
On Hit On Block Guard Properties
- - - Invuln frames 13-21
M
D.pngD.png + M.png
Damage Startup Active Recovery
- 13 - 27
On Hit On Block Guard Properties
- - - Invuln frames 13-21
H
D.pngD.png + H.png
Damage Startup Active Recovery
- 13 5-126 ~9
On Hit On Block Guard Properties
- - - Invuln frames 13-17 ~ 13-138

Rocket's "teleport" special. He burrows underground, where he is unable to be hit by any attack. In the L version, he reappears directly in front of the opponent. With the M version, he reappears directly behind the opponent. Paired together, these two versions can create simple cross-up setups when paired with an assist or one of Rocket's traps.

H version works differently. By default, Rocket will dig down and them immediately resurface in the same spot. By holding down the H button, Rocket can remain underground for roughly 2 full seconds, retaining his invincibility. Additionally, as long as Rocket remains burrowed, he can tunnel left or right by holding the stick in the respective direction. H Tunnel Rat can be useful for avoiding chip damage from an opponent's hypers, or for stalling out an opponent's powerful install states or X-Factor. It does have a small window of vulnerable recovery, but this can be difficult to punish.

Hyper Combos

Rock 'n' Roll
236XX (1 bar)
UMVC3 Rocket 236XX.png
UMVC3 Rocket 236XX Final.png
Damage Startup Active Recovery
12,000 x34 + 100,000 8+2 67(82)1 36
On Hit On Block Guard Properties
-5 -15 Mid mashable, Softknockdown.png (second-to-last and last hit), Priority: High, Durability: 1 (bullet), 5 (energy blast)

Rocket pulls out a minigun and fires a barrage of bullets. The final bullet knocks the opponent high into the air with a spinout animation. Rocket uses this time to pull out and fire his cannon, launching an energy blast that homes in on the opponent.

This is Rocket's standard combo-ending hyper and deals respectable damage when mashed. The spinout caused on the second to last hit gives this hyper a large amount of THC synergy, and makes it friendly for DHCing into other hypers. However, the bullets are fired very low to the ground, so it can be difficult to DHC into this hyper from other hypers that juggle the opponent too high into the air.

Although not a beam, this hyper has very fast startup and can be used for sniping assist calls. Although the frame data would suggest this hyper is safe on block, there is a large gap between the final minigun hit and the energy blast. On block, the opponent is free to move and can attack Rocket while he is vulnerable.


Mad Hopper
"This weighs more than me!"
214XX (1 bar)
UMVC3 Rocket 214XX.png
UMVC3 Rocket 214XX Shot.png
Damage Startup Active Recovery
220,000 10+1 - 28
On Hit On Block Guard Properties
- +8 Mid Softknockdown.png, Priority: High, Durability: 5, scales by 0.9

Rocket produces a giant spring trap and tosses it on the ground. The trap lands at Rocket's initial position, with Rocket hopping backwards slightly as part of the animation. This can be thought of as an enhanced version of Rocket's 214X trap specials.

If an opponent passes over Spring Trap, while grounded or close to the ground, it activates. The activation causes the trap to spring upwards into the air, dealing heavy damage and knocking the opponent into a lengthy spinning knockdown. The two button combination used for his hyper alters how the spring deploys, and thus affects where the opponent is sent flying by its hit:

  • L+M knocks opponents to the left.
  • M+H knocks opponents to the right.
  • L+H knocks opponents straight up.

Note that these directions are absolute and do not change based on whether Rocket is on p1/p2 side.

Mad Hopper is a powerful hyper with a large amount of utility. It is safe on block and can be used as an escape option, for himself or for his teammates via DHC. It can also be used for combo extensions - again for himself for for his teammates. A partner can DHC their hyper to Mad Hopper, then Rocket can Hard Tag back to the initial character while the opponent falls down onto the trap. It can even just be tossed onto the ground to control space.

Mad Hopper remains on screen for 10 seconds once deployed, and does not go away if Rocket is hit or tags out. Rocket can have up to three Hoppers on screen at once, and can even place them directly on top of each other. When overlapping Hoppers trigger, they all activate simultaneously, dealing a large amount of total damage.


Rocky Raccoon
"Airstrike Suckas!"
623XX (3 bars)
UMVC3 Rocket 623XX.png
UMVC3 Rocket 623XX Cinematic.png
"I love the smell of napalm in the morning."
Damage Startup Active Recovery
370,000 ~ 472,000 8+1 15 5
On Hit On Block Guard Properties
- +1 Mid Otg.png, mashable, Hardknockdown.png, Priority: High, Durability: 5

Rocket activates his secret pitfall trap, creating a hole underneath the opponent. If they are "hit" by the hole, a cinematic starts where they fall inside and are pummeled by Rocket, ending in a giant bomb falling on them and detonating. Like most level 3 hypers, it is a cinematic combo ender that deals large, unscaled damage. However, it has no invincibility and is not a particularly useful defensive tool.

Besides ending in a Hard Knockdown, there is a brief period after the cinematic ends where the opponent is falling out of the sky. Rocket can hit the opponent at this point before they reach the ground, allowing him to continue comboing afterwards. The simplest way to pick up after Rocky Raccon is to use Log Trap (623H), which will catch them out of the air, and cause a Wall Bounce if it has not already been used.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Rocket GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that results in the opponent knocked down next to Rocket. Converting effectively can be done with an instant Air L Spitfire, which OTGs and allows Rocket to catch the opponent with 6H.

Air Throw
j.6H, j.4H
UMVC3 Rocket AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in a hard knockdown.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Rocket 6H.png
Damage Startup Active Recovery
50,000 2 6 26
On Hit On Block Guard Properties
- -11 Mid Snapback

Animation and hitbox based on 6H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Rocket HardTag.png
Damage Startup Active Recovery
30,000 - 18 33
On Hit On Block Guard Properties
- -14 OH Softknockdown.png

-


Air Exchange
(During a Launcher Combo) U.png / F.png / B.png / D.png + S.png
Up
U.png + S.png
Damage Startup Active Recovery
60,000 8 4 29
On Hit On Block Guard Properties
- - - -
Side
F.png / B.png + S.png
Damage Startup Active Recovery
50,000 6 5 23
On Hit On Block Guard Properties
- - - Forcedwallbounce.png
Down
D.png + H.png
Damage Startup Active Recovery
80,000 9 4 29
On Hit On Block Guard Properties
- - - Forcedgroundbounce.png

-

Team Position

Rocket is typically picked as an Anchor character, although he is sometimes run Second instead. One of Rocket's biggest contributions to a team is his exceptional Log Trap assist (in-game called "Pendulum"), so placing him in the backline maximizes the time it will be available. Rocket's combo routes are awkward to extend with assists, but he can use his trap specials to creatively extend his own combos and even enable some nasty solo mixup options. He thus benefits much less from assists than most other characters, but still scales nicely with X-Factor as the speed boost makes his mixup game even more difficult (sometime outright impossible) to block.


Notable Synergies

Rocket is a generically strong anchor who can be used to support almost any team if you are willing to take the time to learn him. He makes the most sense to pair with zoning characters, as Log Trap assist is great at punishing opponents who overextend while trying to approach. He also is ideally used with characters who do not have (or do not really utilize) wall-bounce moves, as Rocket's assist causes a wallbounce that might otherwise be wasted. Example characters that meet this criteria include Hawkeye, Doctor Strange, and Viewtiful Joe.


Rocket's "Mad Hopper" 214XX hyper represents a safe DHC for other characters to use as an escape. It can also be combined with his other special move traps to create a (literal) minefield before hard tagging back to a more aggressive character. This has been used effectively when paired with characters like MODOK and Wolverine.

Players to Watch: Punisher (MODOK/Rocket/Hawkeye), Kusoru Ageojoe (VJoe/Frank/Rocket), IronGod (Thor/Strange/Rocket), Tonosama (Shuma/Rocket/Ammy), Oreo (Dante/Rocket/Vergil), 215Jesse (Cap/Rocket/Strange, Vergil/Rocket/Strange), SalutexMO (Shuma/Dorm/Rocket)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Rocket Raccoon Color 1.png UMVC3 Rocket Raccoon Color 2.png UMVC3 Rocket Raccoon Color 3.png UMVC3 Rocket Raccoon Color 4.png UMVC3 Rocket Raccoon Color 5.png UMVC3 Rocket Raccoon Color 6.png UMVC3 Rocket Raccoon Color Alt.png