<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.
* 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
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|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.
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|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
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* 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
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|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.
}}
}}
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|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.
}}
}}
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|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.
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*** 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.
|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.
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** 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.
|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.
|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-->
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|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.
}}
}}
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|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.
}}
}}
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|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.
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* 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.
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* 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.
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|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
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|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).
}}
}}
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|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 significantly less damage than 2141236CD but Rock gains enhanced properties on several of his specials and supers for the remainder of the round, as well as refunding 0.5 bar on hit.
* 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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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).
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.
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.