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The King of Fighters XV/Rock Howard: Difference between revisions

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV_Rock_Profile.png|thumb|Though he’s the son of the fearsome Geese Howard, this young fighter with a complicated past was raised by Terry Bogard. A virtual prodigy when it comes to fighting, Rock has learned to utilize fighting styles passed down from both his father and stepfather. B. JENET convinces him to join Team GAROU this KOF.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV_Rock_Profile.png|thumb|Though he’s the son of the fearsome Geese Howard, this young fighter with a complicated past was raised by Terry Bogard. A virtual prodigy when it comes to fighting, Rock has learned to utilize fighting styles passed down from both his father and stepfather. B. JENET convinces him to join Team GAROU this KOF.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 40f
<br>'''Hop:''' 33f
<br>'''Backdash:''' 21f
<br>'''Run Speed Ranking:''' 4
</big></div>]]<section end="image"/>
{{TOClimit|3}}
{{TOClimit|3}}


Line 271: Line 277:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Not especially useful as it isn't faster than j.B or j.D and has no unique properties
* Not especially useful as it isn't faster than j.B or j.D and has no unique properties
Line 279: Line 286:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Primary air-to-air button, great speed and range.
* Primary air-to-air button, great speed and range.
Line 290: Line 298:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Not especially useful as it is slower than j.D while also having less horizontal and vertical range.
* Not especially useful as it is slower than j.D while also having less horizontal and vertical range.
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|moveId=rock_hd,rock_jd
|moveId=rock_hd,rock_jd
|name=jump D
|name=jump D
|caption= Get ready to see this a lot
|imageCaptions= Get ready to see this a lot
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, , Jump Version
|description2=
|description2=
* Primary jump-in button, great range and speed as well as reliably comboing into c.C.
* Primary jump-in button, great range and speed as well as reliably comboing into c.C.
}}
}}
===Rush===
===Rush===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 334: Line 345:
* Strong reward on both grounded and air hit.
* Strong reward on both grounded and air hit.
}}
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=rock_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
====jump CD====
====jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 339: Line 361:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Solid jump-in and air to air as well Rock's longest range air normal.
* Very strong j.CD that is good at both air-to-ground and air-to-air. Has a hurtbox before active frames, but good players will swap between j.CD and j.D, sometimes requiring pre-emptive or invulnerable anti-airs.
}}
}}


Line 383: Line 406:
|name=Parabola Kick
|name=Parabola Kick
|input=6B
|input=6B
|caption=Slow overhead, scary with meter
|imageCaptions=Slow overhead, scary with meter
|hitboxCaptions= Raw Version, Cancel Version
|description=
|description=
* Values in [] indicated when move is cancelled into.
* Lacks the range to combo from heavies.
* Cancelled version will not combo after any normal.
 
* Max mode cancellable
An interesting command normal. Usually, overheads in KoF XV serve as combo extenders, but Parabola Kick is an exception. Rock's 6B has decent range, but the pushback on his heavy normals make this impossible to combo into, as it will always whiff.
* Can be early cancelled into 632146A/C/AC.
}}
}}


Line 397: Line 420:
|name=Reppuken
|name=Reppuken
|input=236A/C/AC
|input=236A/C/AC
|caption= Daddy dearest's own fireball
|imageCaptions= Daddy dearest's own fireball
|hitboxCaptions= Normal Version, , EX Version, , , Normal Install Version
|description5=
|description5=
* Primary keep away tool, a grounded fireball that cannot be low profiled.
* Primary keep away tool, a grounded fireball that cannot be low profiled.
Line 408: Line 432:
*** Knocks down standing characters and juggles airborne characters.
*** Knocks down standing characters and juggles airborne characters.
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:
** A and C versions do additional damage and can OTG.
** A and C versions do additional damage, collide with ex-projectiles, and can OTG.
}}
}}


Line 415: Line 439:
|moveId=rock_214a,rock_214c,rock_214ac,rock_214a_install,rock_214c_install
|moveId=rock_214a,rock_214c,rock_214ac,rock_214a_install,rock_214c_install
|name=Hard Edge
|name=Hard Edge
|caption= Default combo ender, hard knockdown enforcer
|imageCaptions= Default combo ender, hard knockdown enforcer
|input=214A/C/AC
|input=214A/C/AC
|hitboxCaptions= A Version, C Version, EX Version
|description5=
|description5=
* Grounded lariat, useful as a combo, confirm, and neutral tool.
* Grounded lariat, useful as a combo, confirm, and neutral tool.
Line 426: Line 451:
** AC version travels about three-quarters of the screen, has two hits, and is very unsafe on block no matter the spacing.
** AC version travels about three-quarters of the screen, has two hits, and is very unsafe on block no matter the spacing.
*** Crumples opponents on grounded hit.
*** Crumples opponents on grounded hit.
*** Primarily used as a combo extender, hit confirm tool, and to call out grounded fireballs.
*** Primarily used as a combo extender, hit confirm tool  
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:
** A Install version does additional damage and can be cancelled into 623A on hit or block.
** A Install version does additional damage and can be cancelled into 623A on hit or block. It also gains free juggle properties on hit.
** C Install version gains a third hit, dealing additional damage and becoming much safer on block. It also hard knocks down and allows a guaranteed OTG followup.
** C Install version gains a third hit, dealing additional damage and becoming much safer on block. It also hard knocks down and allows a guaranteed OTG followup.


{{{!}} class="mw-collapsible mw-collapsed wikitable"
! colspan=3 {{!}} 214AC vs Grounded Fireballs &nbsp;
{{!}}-
! Character !! Beats !! Loses to
{{!}}-
{{!}} '''B.Jenet''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -
{{!}}-
{{!}} '''Gato''' {{!}}{{!}} - {{!}}{{!}} 214B~A, 214BD~A
{{!}}-
{{!}} '''Iori''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -
{{!}}-
{{!}} '''Isla''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -
{{!}}-
{{!}} '''Joe''' {{!}}{{!}} - {{!}}{{!}} 41236A/C/AC
{{!}}-
{{!}} '''Krohnen''' {{!}}{{!}} 236A/C {{!}}{{!}} 236AC
{{!}}-
{{!}} '''Kukri''' {{!}}{{!}} - {{!}}{{!}} 236A/C/AC
{{!}}-
{{!}} '''Rock''' {{!}}{{!}} 236A/C {{!}}{{!}} 236AC
{{!}}-
{{!}} '''Rugal''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -
{{!}}-
{{!}} '''Terry''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -
{{!}}-
{{!}}}
}}
}}


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|name=Rising Tackle
|name=Rising Tackle
|input=623A/C/AC
|input=623A/C/AC
|caption= Stepdaddy dearest's own DP
|imageCaptions= Stepdaddy dearest's own DP
|hitboxCaptions= A Version, , , , C Version, , , , EX Version
|description4=
|description4=
* Rising Uppercut, useful as a defensive option, anti-air, and combo extender.
* Rising Uppercut, useful as a defensive option, anti-air, and combo extender.
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|moveId=rock_214b,rock_214d,rock_214bd
|moveId=rock_214b,rock_214d,rock_214bd
|name=Rage Run
|name=Rage Run
|captions= It's good this time
|imageCaptions= It's good this time*
|input=214B/D/BD
|input=214B/D/BD
|description3= Rock runs forward to start his dashing rekka, opening up multiple mixup options. While a couple of the Rage Run followups already have standalone inputs, the others are only accessible through this rekka.
|hitboxCaptions= Normal Version, EX Version
|description3= The start of Rock's command run, opening up multiple mixup options. While a couple of the Rage Run followups already have standalone inputs, the others are only accessible through this move.
}}
}}


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|name=Stop
|name=Stop
|input=214B/D/BD~A
|input=214B/D/BD~A
|hitboxCaptions= Normal Version, EX Version
|description2=* Exactly what it says on the tin. Rock stops in his tracks.  
|description2=* Exactly what it says on the tin. Rock stops in his tracks.  
* Regular version doesn't recover fast enough to prevent him from being hit by an incoming projectile if he's already running.
* Regular version doesn't recover fast enough to prevent him from being hit by an incoming projectile if he's already running.
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|name=Type: Dunk
|name=Type: Dunk
|input=214B/D/BD~B
|input=214B/D/BD~B
|hitboxCaptions= Normal Version, EX Version
|description3=* Rock jumps up and slam dunks the opponent.  
|description3=* Rock jumps up and slam dunks the opponent.  
* As expected of the animation, this can go over low projectiles (e.g., Power Wave, Yamibarai) and punish them at a sizeable range.  
* As expected of the animation, this can go over low projectiles (e.g., Power Wave, Yamibarai) and punish them at a sizeable range.  
* Overhead that leads to a hard knockdown on hit.  
* Overhead that leads to a hard knockdown on hit.
* EX version is much faster but less damaging.  
* EX version is much faster but less damaging.
* Install version will instead cause a soft, non-juggle knockdown which can be followed up with (MAX) Raging Storm in the corner.
}}
}}
<!--Type: Hard Edge-->
<!--Type: Hard Edge-->
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=rock_214k_c,rock_214bd_c
|moveId=rock_214k_c,rock_214bd_c,rock_214k_c_install
|name=Type: Hard Edge
|name=Type: Hard Edge
|input=214B/D/BD~C
|input=214B/D/BD~C
|description2=* Rock lunges at the opponent with an empowered palm strike similar to the second hit of his 214C.  
|description3=* Rock lunges at the opponent with an empowered palm strike similar to the second hit of his 214C.  
* Regular version is a standard knockdown for 80 DMG.
* Regular version is a standard knockdown for 80 DMG.
* Install version is a hard knockdown for 100 DMG.
* Install version is a hard knockdown for 100 DMG.
* EX version is a hard knockdown for 120.  
* EX version is a hard knockdown for 120.
}}
}}
<!--Type: Shift-->
<!--Type: Shift-->
Line 523: Line 527:
|name=Type: Shift
|name=Type: Shift
|input=214B/D/BD~D
|input=214B/D/BD~D
|hitboxCaptions= Normal Version, , EX Version
|description2=* Rock runs behind the opponent once close enough.  
|description2=* Rock runs behind the opponent once close enough.  
* Can be used to escape the corner on some occasions, though it doesn't recover fast enough to save Rock from eating a punish for his troubles.  
* Can be used to escape the corner on some occasions, though it doesn't recover fast enough to save Rock from eating a punish for his troubles.  
* If timed right, it can dodge projectiles and end up behind the opponent, especially in neutral range. Heavily match-up dependant and situational otherwise, though.
* If timed right, it can dodge projectiles and end up behind the opponent, especially in neutral range. Heavily match-up dependant and situational otherwise, though.
* Can be special cancelled into 632146A/C/AC.
* Can be special cancelled into 632146A/C/AC.
*Since patch 2.10 you can cancel into Shinkuu Nage from Type:Shift by just pressing A/C/AC.


}}
}}
Line 534: Line 540:
|name=Type: Overhead Kick
|name=Type: Overhead Kick
|input=214B/D/BD~6B/D
|input=214B/D/BD~6B/D
|hitboxCaptions= B Version, D Version, , EX Version
|description3=* Identical to the standard (623K) version.  
|description3=* Identical to the standard (623K) version.  
}}
}}
Line 542: Line 549:
|name=Crack Counter
|name=Crack Counter
|input=236B/D/BD
|input=236B/D/BD
|caption= PREDICTABO
|imageCaptions= PREDICTABO
|hitboxCaptions= B Version, D Version, EX Version
|description3=
|description3=
* B version parries mids and highs on frame 5.
* B version parries mids and highs on frame 5.
Line 548: Line 556:
* D version parries lows on frame 3.
* D version parries lows on frame 3.
** Grants hard knockdown on a successful parry
** Grants hard knockdown on a successful parry
* EX version parries mids and highs on frame 1, as well having head invulnerability on frame 1.
* EX version parries mids and highs on frame 3, as well having full invulnerability on frame 1.
** Strong option against safejumps and jump-ins.
** Strong option against jump-ins.
** Be careful using this on wakeup against safe jumps and even some meaties, most 4f safe jumps will whiff and be able to punish you for doing ex counter, and some meaties on the ground will whiff similarly.
** Launches on successful parry for combo.
** Launches on successful parry for combo.
}}
}}
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|name=Shinkuu Nage
|name=Shinkuu Nage
|input=632146A/C/AC
|input=632146A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description4=* Rock, like his father, tosses the opponent behind him and strikes a pose. Leads to a Hard Knockdown.
|description4=* Rock, like his father, tosses the opponent behind him and strikes a pose. Leads to a Hard Knockdown.
* As with Heavy Rising Tackle, this can be broken with 632146P~AB, guaranteeing a Hard Edge at mid-screen and an EX Overhead Kick in the (left) corner.
* As with Heavy Rising Tackle, this can be broken with 632146P~AB, guaranteeing a Hard Edge at mid-screen and an EX Overhead Kick in the (left) corner.
Line 565: Line 575:
* Input as 6249A/C/AC to avoid getting 623P when input quickly
* Input as 6249A/C/AC to avoid getting 623P when input quickly


Perfectly timing this command grab so it connects meaty after a knockdown will make it very hard to deal with even if they guess right, as most characters will have to buffer a short hop to punish. Twofold with the EX version, as its invulnerability means they won't be able to mash or reversal either.
Perfectly timing this command grab so it connects meaty after a knockdown will make it very hard to deal with even if they guess right, as most characters will have to buffer a short hop to punish.
}}
}}


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|name=Overhead Kick
|name=Overhead Kick
|input=623B/D/BD
|input=623B/D/BD
|hitboxCaptions= B Version, D Version, , EX Version
|description3=* B Version is +1~3 on crouching opponents. Command grab is the perfect speed to connect after B version is blocked crouching.
|description3=* B Version is +1~3 on crouching opponents. Command grab is the perfect speed to connect after B version is blocked crouching.
* B/D versions will go over most projectiles (with some exceptions) in the game if timed right, making it good for punishing fireballs thrown at neutral range.  
* B/D versions will go over most projectiles (with some exceptions) in the game if timed right, making it good for punishing fireballs thrown at neutral range.  
Line 612: Line 623:
|name=Shining Knuckle
|name=Shining Knuckle
|input=236236B/D/BD
|input=236236B/D/BD
|hitboxCaptions= Normal Version, Max Version
|description2=
|description2=
* All versions are fully invul frame 1
* All versions are fully invul frame 1
Line 623: Line 635:
|name=Raging Storm
|name=Raging Storm
|input=236236A/C/AC
|input=236236A/C/AC
|hitboxCaptions= Normal Version, , Max Version, , Normal Install Version
|description4=
|description4=
* All versions are full invul on frame 1
* All versions are full invul on frame 1
* Install version hits OTG
* Install version hits OTG. MAX version can only OTG with its first hit and can be very awkward to time trying to OTG recovery rolls (e.g. in corner after non-counter jump CD or Rage Run Dunk).
}}
}}


Line 634: Line 647:
|name=Neo Deadly Rave
|name=Neo Deadly Rave
|input=2141236CD
|input=2141236CD
|hitboxCaptions= Normal Version, , Install Version
|description2=
|description2=
* Full invul on frame 1
* Full invul on frame 1
* Travels almost the same distance as 236236BD though it travels that distance much more slowly.
* Install version is anywhere juggle.
* 236236BD is by far the better fireball punish with better invincibility and speed.
}}
}}


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|name=Neo Deadly Rave
|name=Neo Deadly Rave
|input=2363214CD
|input=2363214CD
|hitboxCaptions= Normal Version, , Install Version
|description2=
|description2=
* Full invul on frame 1
* Full invul on frame 1
* Does slightly less damage than 2141236CD but Rock gains enhanced properties on several of his specials and supers for the remainder of the round.
* Does significantly less damage than 2141236CD but Rock gains enhanced properties on several of his specials and supers for the remainder of the match (across all rounds), as well as refunding 0.5 bar on hit.
* Install version is anywhere juggle.
}}
}}


==Misc==
==Misc==


{{Colors-KOFXV}}
==Videos==
==Videos==



Latest revision as of 04:09, 2 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Though he’s the son of the fearsome Geese Howard, this young fighter with a complicated past was raised by Terry Bogard. A virtual prodigy when it comes to fighting, Rock has learned to utilize fighting styles passed down from both his father and stepfather. B. JENET convinces him to join Team GAROU this KOF.
Jump: 40f
Hop: 33f
Backdash: 21f
Run Speed Ranking: 4

Gameplay Overview

Compared to his prior outing in KOF XIV, Rock has seen some tremendous gains that make him an even better character than he already was before. Notably, Rising Tackle, which was formerly a charge input ([2]~8P) is now a motion input (623P) that can be used at any given time. Pair this with the ability to break the move in the middle of the animation (623C~AB) - something which his teammates (B.Jenet and Gato) also carry over from Garou - and Rock's combo game is as flexible as it is damaging. Another key change is in his f.B - notably, the fact 6A can now chain into it, further increasing his meterless combo potential off of his light confirms. And finally, he has gained a brand-new move in the returning Overhead Kick (623K), formerly his T.O.P. attack. This move is different than how it was in Garou, notably the EX version caused a ground bound, which his EX Rage Run: Type Dunk (214BD) - itself having seen an overhaul for this installment - did previously.

Speaking of which, Rage Run has been overhauled for this installment. Whereas before, all he got was either a dunk (214B) or a side switch (214D), now he has multiple options out of his command run. New options include the ability to stop the run (214K~A), go straight into his Hard Edge (214K~C), or go straight into his Overhead Kick (214K~6K). Pair this with the prior options, and Rock's approach game is much more varied than it was previously.

Rock is also one of the lucky few characters in KOF XV to have more than two special cancelable far standing normals. f.A, f.B (which was already special cancelable in XIV), and f.C are all special cancelable and cover a decent amount of range, especially with the latter. This allows Rock to punish the opponent at a considerable range in addition to getting solid damage off of a relatively quick poke, especially if he has meter to spare.

Unfortunately, though, Rock isn't without his weaknesses. The biggest one is that - like any jack of all trades - he doesn't excel at any particular field. Furthermore, he also lacks good cross-ups, which hurts his mix-ups quite a bit. Some of his basic tools - such as his Command Grab - are also slower than average, making him prone to counter hits on a hard read. Overall, though, Rock is a very versatile, reliable, quick, and damaging character that can work in almost any position. Without meter, he can do plenty of damage thanks in part to Rising Tackle's Break and the ability to chain his f.B into 6A. With meter, however, Rock can rack up the damage very quickly and gain meter back as quickly as he uses it.

Rock Howard is an all-rounder with not only a variety of tools suited for most situations but great reward off from his confirms even without meter.
Pros Cons
  • Jack of All Trades: Rock has an option for almost every situation. He has great anti-air options, solid confirms thanks to 6A, great space control with Reppuken and Hard Edge, and tons of great punish options in Rage Run and Crack Counter.
  • Air Control: Rock's air normals are very strong and cover wide ranges. j.D in particular is amazing for stuffing poor air approaches.
  • Fantastic Damage Output: Rock's damage output is fantastic both with and without meter. Due to 623C being cancellable, Rock can convert anything into a high-damage launcher that leads into great corner carry.
  • Multiple Mix-ups: A Quick Max-cancellable overhead and a command grab make Rock surprisingly scary to defend against in the corner. His command grab even allows for combos afterward.
  • Meter Efficient: Rock not only uses meter really well, but he can also build it back as quickly as he uses it. This makes him ideal for any position.
  • Install: Deady Rave EXT causes Rock to gain OTG properties on many of his moves, which allows him to combo his supers together for massive damage. This alone makes him a deadly anchor.
  • Bad Crossups: Rock's crossup options in his jumping normals are mediocre, which can make it difficult to open people up off of a jump-in.
  • Slow Mix-ups: While he has multiple mix-up options, such as his overheads and command grab, they are slower than average. If you are looking for a character with hard to beat mix-ups, you should look elsewhere. That being said, Rock has good pressure options and normals, meaning his mixup potential is far from bad- instead, he relies heavily on conditioning.


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Fangs and Claws - / +

Kokusen - / +

Command Normals

Elbow Spike - +

Parabola Kick - +

Special Moves

Reppuken - + / (*)

Hard Edge - + / (*)

Rising Tackle - + / (*)

┗Brake - [ Rising Tackle]

Rage Run - + / (*)

┗Stop -
┗Type: Dunk -
┗Type: Hard Edge -
┗Type: Shift -
┗Type: Overhead Kick - + /

Crack Counter - [in time with opponent's attack] + / (*)

Shinkuu Nage - + / (*)

┗Brake - [ or Shinkuu Nage]

Overhead Kick - + / (*)

Super Special Moves

Shine Knuckle - + / (!)

Raging Storm - + / (!) [Hold OK]

Climax Super Special Moves

Neo Deadly Rave - ++

Deadly Rave EXT - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Ranged confirm/Punish
Blowback Combo
Low Confirm
Jump in Confirm

f.C > 214C = 180 dmg
CD > 214B, (delay) 623C~AB, 214C = 218 dmg
2B > 2B > 5B > 6A > 623C~AB, 214C = 261 dmg
h.D > c.C > 6A > 623C~AB, 214C = 324 dmg

½ Meter

Blowback Combo
Ranged confirm/Punish
Low Confirm
Jump in Confirm

CD > 214BD~6K, 623C~AB, 214C = 294 dmg
f.C > 214AC, 623C~AB, 214C = 314 dmg
2B > 2B > 5B > 6A > 623BD, 623C~AB, 214C = 332 dmg
h.D > c.C > 6A > 623BD, 623C~AB, 214C = 400 dmg

1 Meter

Command grab combo
Low confirm
Ranged confirm/Punish
Jump-in confirm, Super Cancel
Jump-in confirm

632146AC, 623BD, 623C~AB, 214C = 297 dmg
2B > 2B > 5B > 6A > 214AC, 623BD, 623C~AB, 214C = 389 dmg
f.C > 214AC, 623BD, 623C~AB, 214C = 390 dmg
h.D > c.C > 6A > 623C~AB > 214C > 236236B/D = 450 dmg
h.C > c.C > 6A > 214AC, 623BD, 623C~AB, 214C = 462 dmg

2 Meters

Blowback Quick MAX into Super
Low Confirm into Quick MAX
Low Confirm, Super Cancel
Jump-in Confirm, MAX Super Cancel Jump-in Confirm

CD > BC > [MAX] 214BD~6K, 623C~AB, 214C > [SC] 236236P = 376 dmg
2B > 2B > 5B > 6A > BC > [MAX] c.D > 6A > 214AC, 623BD, 623C~AB, 214C = 399 dmg
2B > 2B > 5B > 6A > 214AC, 623BD, 623C~AB, 214C > [SC] 236236P = 489 dmg
j.D > c.D > 6A > 214C > [SC] 236236AC = 551 dmg
j.D > c.D > 6A > 214AC, 623BD, 623C~AB, 214C > [SC] 236236P = 582 dmg

Normals

Far Standing Normals

far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 5 4 7 +4 +2 - 30 60
  • Standard anti-hop tool and Rock's fastest ranged, standing normal.
  • Whiffs on crouchers.

far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 4 12 -1 -3 - 30 60
  • One of Rock's best combo fillers for light confirms due to its range and chain into 6A.
  • Despite the animation, this is a mid.

far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 8 3 27 -9 -11 - 70 120
  • A very fast poke for its range.
  • Can be hit confirmed into 214A/C/AC for potentially massive damage.
  • Advances slightly.
  • Hits crouchers.

far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 4 23 -6 -8 - 70 120
  • Excellent anti-air against ranged jumps and hops.
  • Can be cancelled into any of Rock's supers off an anti-air on counter hit.
  • Hits crouchers at close range.

Close Standing Normals

close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 6 +6 +4 - 30 60
  • Tied with 2A and 2C for Rock's fastest normals.
  • Solid anti-hop option paired with f.A

close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 3 8 +4 +2 - 30 60
  • Combos into 6A on hit making f.B an even better normal for pressure and confirms.
  • Can function as an anti-air.

close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 3 19 -1 -3 - 70 120
  • Primary close normal after a jump-in. Despite c.D doing more damage, this normal's faster speed and stronger far version makes this a more reliable option.

close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 7 6 17 -2 -4 - 70 120
  • Tied with f.C for Rock's highest damage grounded normal.
  • Since both this and far D are acceptable anti-airs, D is the preferred button to mash when expecting a hop reset.

Crouch Normals

crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Tied with c.A and 2C for Rock's fastest normals.
  • Shorter range than 2B.
  • f.B makes this move more or less irrelevant for confirms and pressure.

crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 4 3 11 +1 -1 - 15 30
  • Primary low poke, f.B > 6A can connect after two 2B's at point blank, but it's most reliable to do a single 2B into f.B and confirm with 6A.

crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 6 18 -3 -5 - 70 120
  • Has almost no horizontal range but hits very high above and slightly behind Rock.
  • Extremely fast for a C normal, making it a strong anti-hop and jump tool at point blank.

crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 9 4 22 SKD (23: Tech / 50: Non-tech) -7 - 70 120
  • Mostly standard sweep in terms of range and speed.
  • Whiff cancellable into specials.
  • Advances slightly, can be used to do advancing fireballs.
  • Can function as an anti-air.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 5 1 on ground - - - 30 50

jump jump

45 High - 4 6 1 on ground - - - 30 60
  • Not especially useful as it isn't faster than j.B or j.D and has no unique properties

Jump B

jump B
j.B
j.B

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 5 1 on ground - - - 30 50

jump jump

45 High - 6 6 1 on ground - - - 30 60
  • Primary air-to-air button, great speed and range.
  • Jump version can crossup if spaced especially well
  • Hop version doesn't hit crouchers.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 9 7 1 on ground - - - 70 100

jump jump

70 High - 9 8 1 on ground - - - 70 120
  • Not especially useful as it is slower than j.D while also having less horizontal and vertical range.

Jump D

jump D
j.D
j.D

Get ready to see this a lot

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 5 1 on ground - - - 70 100

jump jump

70 High - 6 7 1 on ground - - - 70 120
  • Primary jump-in button, great range and speed as well as reliably comboing into c.C.

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 8 - - -3 -5 - 30 180 (60+60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 10 - - -4 -6 - 30 180 (60+60+60)
  • A ender for normal climax
  • B ender for 214A
  • C ender for 236236B/D
  • D ender for 236236BD

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 16 7 20 Wall Splat (+73~+88) -4 - 100 160
  • Average range.
  • Moves Rock forward, so it can be used to perform advancing fireballs.
  • On grounded hit be confirmed into good damage and oki.

Shatterstrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Panic defense / neutral option, punishable on block.
  • Strong reward on both grounded and air hit.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 15 7 1 on ground SKD - - 80 120

jump jump

90 Mid - 15 8 1 on ground SKD - - 80 140
  • Very strong j.CD that is good at both air-to-ground and air-to-air. Has a hurtbox before active frames, but good players will swap between j.CD and j.D, sometimes requiring pre-emptive or invulnerable anti-airs.

Throws

Fangs and Claws

Fangs and Claws
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (67) Unblockable - 0 0
  • Will most often use this throw as c.C / f.C are the more useful of your standing C and D normals.
  • Grants strong okizeme anywhere, though slightly better in the corner.

Kokusen

Kokusen
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (36) Unblockable - 0 0
  • Also has strong okizeme anywhere, though slightly better with back to the corner.

Command Moves

Elbow Spike

Elbow Spike
6A
6A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
50 Mid special 13 5 19 -3 -5 - 60 80
  • Combos from close lights, close heavies, and f.B.
  • Key combo and pressure tool, hit-confirm into 623C~AB on hit.
  • Will whiff at max f.B range.
  • Hits crouchers
  • Advances Rock forward.

Parabola Kick

Parabola Kick
6B
6B

Slow overhead
scary with meter

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 High [Mid] super [special] 26 [20] 3 23 -5 -7 - 60 [40] 60
  • Lacks the range to combo from heavies.

An interesting command normal. Usually, overheads in KoF XV serve as combo extenders, but Parabola Kick is an exception. Rock's 6B has decent range, but the pushback on his heavy normals make this impossible to combo into, as it will always whiff.

Special Moves

Reppuken

Reppuken
236A/C/AC
236A/C/AC

Daddy dearest's own fireball

Normal Version
EX Version
Normal Install Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 16 Full Screen Projectile 29 -3 (Close) to 26 (Max Range) -3 (Close) to 26 (Max Range) - 60 60

C C

65 Mid super 14 Full Screen Projectile 39 -13 (Close) to 25 (Max Range) -13 (Close) to 25 (Max Range) - 60 60

AC AC

97 (40+60) Mid - 10 6 (8) Full Screen Projectile 26 SKD (44: Tech / 84: Non-tech) - Close -3 (Close) to 18 (Max Range) - 0 130 (40+90)

A install A install

80 Mid super 16 Full Screen Projectile 29 -3 (Close) to 26 (Max Range) -3 (Close) to 26 (Max Range) - 80 80

C install C install

80 Mid super 14 Full Screen Projectile 39 -13 (Close) to 25 (Max Range) -13 (Close) to 25 (Max Range) - 80 80
  • Primary keep away tool, a grounded fireball that cannot be low profiled.
  • Has three versions with different properties:
    • A version travels the slowest and is the most advantageous on block/hit.
      • Useful as an okizeme tool in many situations.
    • C version travels faster than the A version but is less advantageous on block/hit.
    • EX has two hits. The first is a smaller hitbox in front of Rock. The second is a very fast fireball that beats other meterless fireballs and trades with most other EX fireballs.
      • Due to its speed it is always safe on block but generally less advantageous than the A version.
      • Knocks down standing characters and juggles airborne characters.
  • Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:
    • A and C versions do additional damage, collide with ex-projectiles, and can OTG.

Hard Edge

Hard Edge
214A/C/AC
214A/C/AC

Default combo ender
hard knockdown enforcer

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid super 12 7 23 SKD (33: Tech / 66: Non-tech) -6 (Close) to 0 (Max Range) - 60 80

C C

116 (40+80) Mid super 15 7 28 SKD (19: Tech / 59: Non-tech) -20 - 80 (40+40) 120 (60+60)

AC AC

107 (50+60) Mid - 15 6 27 Crumple - HKD (98) -20 - 0 120 (60+60)

A install A install

100 Mid super 12 7 23 SKD (33: Tech / 66: Non-tech) - Close -6 (Close) to 0 (Max Range) - 80 100

C install C install

188 (40+80+80) Mid super 15 7 18 HKD (68) -8 - 120 (40*3) 180 (60*3)
  • Grounded lariat, useful as a combo, confirm, and neutral tool.
  • Has three versions, with different properties:
    • A version travels about half of the screen, has a single hit, and can be fairly safe on block from range.
      • Primarily used as a confirm tool and random neutral option.
    • C version travels about two-thirds of the screen, has two hits, and is very unsafe on block no matter the spacing.
      • As of patch 1.62, this move no longer grants a hard knockdown, meaning Rock will need meter to get oki.
    • AC version travels about three-quarters of the screen, has two hits, and is very unsafe on block no matter the spacing.
      • Crumples opponents on grounded hit.
      • Primarily used as a combo extender, hit confirm tool
  • Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:
    • A Install version does additional damage and can be cancelled into 623A on hit or block. It also gains free juggle properties on hit.
    • C Install version gains a third hit, dealing additional damage and becoming much safer on block. It also hard knocks down and allows a guaranteed OTG followup.

Rising Tackle

Rising Tackle
623A/C/AC
623A/C/AC

Stepdaddy dearest's own DP

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

79 (40+20+20) Mid super (1) 5 8 (2) 4 47 (16 on ground) SKD (20: Tech / 47: Non-tech) -32 (Stand Block) / -37 (Crouch Block) Full Body: 1 to 6 (6 Frames) 60 (40+10+10) 60 (40+10+10)

C C

130 (60+25*3) Mid super 10 18 54 (20 on ground) SKD (14: Tech / 41: Non-tech) -44 - 70 (40+10*3) 70 (50+10+10)

C~AB C~AB

60 Mid - 10 1 24 SKD (42: Tech / 69: Non-tech) -6 - 40 50

AC AC

165 (65,30,15*5) Mid - 4 23 52 (16 on ground) SKD (18: Tech / 45: Non-tech) -45 Full Body: 1 to 10 (10 Frames) 0 100 (60+10*4)
  • Rising Uppercut, useful as a defensive option, anti-air, and combo extender.
  • Has three versions with different properties:
    • A version is fully invulnerable from frame 1 and is tied for the fastest meterless reversal in the game.
      • Moves forward slightly meaning it can whiff if an opponent jumps at close range.
      • Primarily used as a wakeup option and as an anti-air.
    • C version has no invulnerability but is a key part of Rock's combos.
      • Inputting AB after the C version turns it into a single hit launcher that can link into other specials.
    • EX version is fully invulnerable from frame 1 and is tied for the fastest metered reversal in the game.
      • Moves far forward meaning it can be used more effectively in pressure but can whiff on an opponent jumping at close range.
      • Primarily used as a wakeup option and as an anti-air, only a frame faster than the A version but does a good amount more damage.

Rage Run

Rage Run
214B/D/BD
214B/D/BD

It's good this time*

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

- N/A - - - 55 - - - - -

D D

- N/A - - - 55 - - - - -

BD BD

- N/A - - - 55 - - - - -

The start of Rock's command run, opening up multiple mixup options. While a couple of the Rage Run followups already have standalone inputs, the others are only accessible through this move.

Rage Run Followups

Stop
214B/D/BD~A
214B/D/BD~A

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

- N/A - - - 16 - - - - -

A EX A EX

- N/A - - - 12 - - - - -
  • Exactly what it says on the tin. Rock stops in his tracks.
  • Regular version doesn't recover fast enough to prevent him from being hit by an incoming projectile if he's already running.
  • EX version recovers much quicker, enough to block an incoming attack in time.
Type: Dunk
214B/D/BD~B
214B/D/BD~B

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 High - 20 4 22 HKD (39) - Close -7 (Close) to -4 (Max Range) - 60 100

B EX B EX

80 High - 16 4 17 SKD (34: Tech / 61: Non-tech) - Close -2 (Close) to 1 (Max Range) - 0 100

B install B install

120 (100+20) High - 20 6 14 SKD (35: Tech / 62: Non-tech) -2 - 80 (60+20) 120 (100+20)
  • Rock jumps up and slam dunks the opponent.
  • As expected of the animation, this can go over low projectiles (e.g., Power Wave, Yamibarai) and punish them at a sizeable range.
  • Overhead that leads to a hard knockdown on hit.
  • EX version is much faster but less damaging.
  • Install version will instead cause a soft, non-juggle knockdown which can be followed up with (MAX) Raging Storm in the corner.
Type: Hard Edge
214B/D/BD~C
214B/D/BD~C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

80 Mid super 10 4 22 SKD (18: Tech / 55: Non-tech) -7 (Close) to -4 (Max Range) - 40 60

C EX C EX

120 Mid - 5 4 17 HKD (73) - Close -2 (Close) to 1 (Max Range) - 0 60

C install C install

100 Mid super 10 4 22 HKD (68) - Close -7 (Close) to -4 (Max Range) - 60 80
  • Rock lunges at the opponent with an empowered palm strike similar to the second hit of his 214C.
  • Regular version is a standard knockdown for 80 DMG.
  • Install version is a hard knockdown for 100 DMG.
  • EX version is a hard knockdown for 120.
Type: Shift
214B/D/BD~D
214B/D/BD~D

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

- N/A - 1 / 11 from neutral - 30 (No shift through opponent) / 20 (Shift through opponent) - - Full Strike: 1 to 5 (5 frames) - -

EX D EX D

- N/A - 1 / 11 from neutral - 30 (No shift through opponent) / 20 (Shift through opponent) - - Full Body: 1 to 5 (5 frames) - -
  • Rock runs behind the opponent once close enough.
  • Can be used to escape the corner on some occasions, though it doesn't recover fast enough to save Rock from eating a punish for his troubles.
  • If timed right, it can dodge projectiles and end up behind the opponent, especially in neutral range. Heavily match-up dependant and situational otherwise, though.
  • Can be special cancelled into 632146A/C/AC.
*Since patch 2.10 you can cancel into Shinkuu Nage from Type:Shift by just pressing A/C/AC.
Type: Overhead Kick
214B/D/BD~6B/D
214B/D/BD~6B/D

B Version
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

6B 6B

80 Mid - 21 8 16 HKD (41 - Stand Hit / 48 - Crouch Hit) -5 (Stand Block) / 2 (Crouch Block) - 60 80

6D 6D

120 High - 33 10 13 HKD (44 - Stand Hit / 48 - Crouch Hit) 0 (Tall Characters)/ 2 (Medium Characters/ 3 (Small Characters) - 80 120

EX 6B/6D EX 6B/6D

100 Mid - 20 9 13 Ground Bounce - HKD (70 - Stand Hit / 73 Crouch Hit) -5 -5 (Stand Block) / -2 (Crouch Block) 0 100
  • Identical to the standard (623K) version.

Crack Counter

Crack Counter
236B/D/BD
236B/D/BD

PREDICTABO

B Version
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 N/A - 5 12 20 HKD (41) Mid and High Counter - 80 -

D D

100 N/A - 3 12 17 HKD (36) Low Counter - 80 -

BD BD

100 (40+60) N/A - 3 13 19 SKD (60: Tech / 87: Non-tech) Mid and High Counter Full Body: 1 to 2 (2 Frames) 0 -
  • B version parries mids and highs on frame 5.
    • Grants hard knockdown on a successful parry
  • D version parries lows on frame 3.
    • Grants hard knockdown on a successful parry
  • EX version parries mids and highs on frame 3, as well having full invulnerability on frame 1.
    • Strong option against jump-ins.
    • Be careful using this on wakeup against safe jumps and even some meaties, most 4f safe jumps will whiff and be able to punish you for doing ex counter, and some meaties on the ground will whiff similarly.
    • Launches on successful parry for combo.

Shinkuu Nage

Shinkuu Nage
632146A/C/AC
632146A/C/AC

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A/C A/C

115 N/A - 14 1 37 HKD (40) Unblockable Full Body: 14 (1 Frame) - -

A/C~AB A/C~AB

80 N/A - - - 16 HKD (67) - - - -

AC AC

80 N/A - 14 1 31 HKD (91) Unblockable Full Body: 14 (1 Frame) - -

A/C Install A/C Install

150 N/A - 14 1 31 HKD (74) Unblockable Full Body: 14 (1 Frame) - -
  • Rock, like his father, tosses the opponent behind him and strikes a pose. Leads to a Hard Knockdown.
  • As with Heavy Rising Tackle, this can be broken with 632146P~AB, guaranteeing a Hard Edge at mid-screen and an EX Overhead Kick in the (left) corner.
  • EX version leads to a wall bounce on hit for better combo routes. EX version also has some invulnerability and will beat GCCD attempts.
  • Install versions deal more damage with a hard knockdown Rasetsu with a guaranteed OTG follow up with C Reppuken.
  • Normal versions can only combo from or lights or lights > 6A. EX version has longer range and can combo from c.C/D > 6A with a tricky late cancelled 6A. However, it is generally not worth using in an EX combo over EX Hard Edge or EX Overhead Kick because it applies a heavy 30% scaling penalty.
  • Input as 6249A/C/AC to avoid getting 623P when input quickly

Perfectly timing this command grab so it connects meaty after a knockdown will make it very hard to deal with even if they guess right, as most characters will have to buffer a short hop to punish.

Overhead Kick

Overhead Kick
623B/D/BD
623B/D/BD

B Version
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Mid - 21 8 16 HKD (41 - Stand Hit / 48 - Crouch Hit) -5 (Stand Block) / 2 (Crouch Block) - 60 80

D D

120 High - 33 10 13 HKD (44 - Stand Hit / 48 - Crouch Hit) 0 (Tall Characters)/ 2 (Medium Characters/ 3 (Small Characters) - 80 120

BD BD

100 Mid - 20 9 13 Ground Bounce - HKD (70 - Stand Hit / 73 Crouch Hit) -5 (Stand Block) / -2 (Crouch Block) - 0 100
  • B Version is +1~3 on crouching opponents. Command grab is the perfect speed to connect after B version is blocked crouching.
  • B/D versions will go over most projectiles (with some exceptions) in the game if timed right, making it good for punishing fireballs thrown at neutral range.
  • EX version is harder to use compared to B/D version to call out aerial projectiles with. Has to be on reaction.
623K vs Airborne Fireballs  
Character Beats Loses to Notes
Andy 214A/C/AC (D ver.) 214AC (B ver.)
Ash [4]~6A (Both)/C (D ver.) 4~6C (B ver.)/AC (Both) First hit of [4]~6C is liable to smack Rock out of the air.
Athena 214A/C/AC (D ver.) 214AC (B ver.) Rarely does 623B go over Athena's 214AC (Rock is also juggled for his troubles on top of that), making 623D the more reliable option.
Heidern [4]~6A/C (Both)/AC (D ver.) [4]~6AC (B ver.) Rock has to be close to Heidern for either version to connect after his [4]~6A/C.
K' 236A/C/AC~6B -
King 236/B/D 236BD (B. ver, Trade) 623B will trade with King's 236BD while 623D will only hit at tip range.
Kula 214B/BD~6B - Projectile from Kula's 214D~6B only connects on hit. Up close, 623B has the tendency to trade.
Mai 236A/C (Both)/AC (D ver.) 236AC (B. ver, Trade) Humorously enough, 623B trades with Mai's 236AC more often than it connects, making 623D the more reliable option.
Robert 236A/C/AC -
Ryo - 236AC 623D has to already be in the air to even connect at all.
Yuri 236A*/C*/AC* 236AC* (B ver., Trade) The charge time on Yuri's 236P* is so slow you can easily hit her out of it before she even gets it out.

Super Special Moves

Shining Knuckle

Shining Knuckle
236236B/D/BD
236236B/D/BD

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

180 (20*4+100) Mid advanced, climax 9 11 26 HKD (65) -10 Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: 1 to 19 (19 Frames) 0 0

BD BD

340 (100+80+10+15*10) Min: 165 Mid climax 6 10 29 HKD (39) -20 (Close) to -11 (Max Range) Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 1 to 15 (15 Frames) 0 0
  • All versions are fully invul frame 1
  • B/D version has invul to projectiles until the first active frame, however it travels just short of fullscreen.
  • One gimmick that Rock has is using a 236A at fullscreen and cancelling it into a 236236K. Rock will travel across the screen and be up in front of the opponent with the projectile from 236A following behind him to protect him from being punished. This is far from a foolproof strategy and is likely a waste of meter, but it can catch your opponent by surprise.

Raging Storm

Raging Storm
236236A/C/AC
236236A/C/AC

Normal Version
Max Version
Normal Install Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

200 Mid advanced, climax 8 19 45 HKD (37) -45 Full Body: 1 to 12 (12 Frames) 0 0

AC AC

350 (70+80+80+120) Mid climax 5 24 51 HKD (49) -50 Full Body: 1 to 11 (11 Frames) 0 0

A or C install A or C install

220 Mid advanced, climax 8 19 45 HKD (37) -45 Full Body: 1 to 12 (12 Frames) 0 0

AC install AC install

370 (70+80+80+140) Mid climax 5 24 51 HKD (49) -50 Full Body: 1 to 11 (11 Frames) 0 0
  • All versions are full invul on frame 1
  • Install version hits OTG. MAX version can only OTG with its first hit and can be very awkward to time trying to OTG recovery rolls (e.g. in corner after non-counter jump CD or Rage Run Dunk).

Climax Super Special Moves

Neo Deadly Rave

Neo Deadly Rave
2141236CD
2141236CD

Normal Version
Install Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

450 (40+60+30+40+30+30+30+40+50+100) Min: 225 Mid - 5 22 38 HKD (16) -24 Full Body: 1 to 13 (13 Frames) 0 0

install install

480 (20+60+30+40+30+30+30+40+50+150) Min: 240 Mid - 5 22 38 HKD (16) -3 (Guard Cush) Full Body: 1 to 13 (13 Frames) 0 Crush
  • Full invul on frame 1
  • Travels almost the same distance as 236236BD though it travels that distance much more slowly.
  • Install version is anywhere juggle.
  • 236236BD is by far the better fireball punish with better invincibility and speed.

Deadly Rave EXT

Neo Deadly Rave
2363214CD
2363214CD

Normal Version
Install Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

300 (20*2+30+20+30*3+40+30+50) Min: 150 Mid - 5 22 38 HKD (27) -24 Full Body: 1 to 13 (13 Frames) 0 0

install install

350 (20*2+30+20+30*3+40+30+100) Min: 175 Mid - 5 22 38 HKD (27) -3 (Guard Cush) Full Body: 1 to 13 (13 Frames) 0 Crush
  • Full invul on frame 1
  • Does significantly less damage than 2141236CD but Rock gains enhanced properties on several of his specials and supers for the remainder of the match (across all rounds), as well as refunding 0.5 bar on hit.
  • Install version is anywhere juggle.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


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The King of Fighters XV
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