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==3 meters==
==3 meters==


* far D [BC] cl.C, f+A, qcb+AC, qcf,hcb+AC = (532 DMG)
* far D [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,hcb+AC = (567 DMG)


* cl.C, f+A, qcb+C (SC) qcf,qcf+D (AC) qcf,qcf+AC = (539 DMG)
* cl.C, f+A, qcb+C (SC) qcf,qcf+D (AC) qcf,qcf+AC = (561 DMG)
(this combo is easier to land than the one below but does less damage; qcf,qcf+D has 5 hits, so AC into qcf,qcf+AC on the very last hit to maximize damage)
 
*j.D, cl.C, f+A, qcb+C (SC) qcf,qcf+P (AC) qcf,qcf+BD


==4 meters==
==4 meters==

Revision as of 04:28, 19 August 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Fangs and Claws - close / +

Kokusen - close / +

Command Normals

Elbow Spike - +

Parabola Kick - +

Special Moves

Reppuken - + / (*)

Hard Edge - + / (*)

Rising Tackle - charge briefly then + /

Break - +

Rage Run - Type "Dunk" - +

Rage Run - Type "Shift" - +

Crack Counter - + / (Timed To Your Opponent's Attack)

Shinkuu Nage - close, , + /

Super Special Moves

Shining Knuckle - + / (!)

Raging Storm - + / (!)

Climax Super Special Move

Neo Deadly Rave - +

Normals

Standing

  • st. A: Standard jab by all means, whiffs on crouchers except large characters
  • st. B: Doesn’t hit low, despite animation. General combo filler, can use as an ender for MAX confirms alongside cr. A
  • st. C: 10 Frame startup, -10 Frames on block
  • st. D: Hitbox placement lets it work well as a harder hitting hop anti-air. Whiffs on crouching opponents except for large characters.


Close

  • cl. A: 4 Frame startup, +3 Frames on block
  • cl. B: 6 Frame startup, +2 Frames on block
  • cl. C: Same damage as Cl. D, but it comes out slightly faster (5 frames compared to 7 for cl.D) and is a tiny bit safer on block
  • cl. D: 7 Frame startup, -4 Frames on block


Crouching

  • cr. A: one of Rock’s normals that only has a 4 frame startup, can chain into itself
  • cr. B: Can chain into itself, one of Rock’s only lows
  • cr. C: 4 Frame startup, best used as a grounded anti-air option
  • cr. D: 9 Frame startup, -7 Frames on block


Jumping

  • j. A: Works as a quick jump-in or air-to-air
  • j. B: Good to use as air-to-air attack, but whiffs on crouching characters
  • j. C: Can be used as a jump-in
  • j. D: One of Rock’s go-to normals when jumping in.


Blowback

  • st. CD: 19 Frame startup, like other st.CDs can be canceled out of early in the mov
  • j. CD: 13 Frame startup, has great horizontal range and is a great jump-in and pressure tool, can be used as an air-to-air if done early

Throws

Fangs and Claws - (b/f+C) close

  • Rock grabs the opponent, punches them, then kicks them away
  • The opponent lands near the corner of the screen
  • Soft knockdown


Kokusen - (b/f+D) close

  • Rock grabs the opponent by the collar then slams them over his shoulder
  • The opponent lands half screen distance away from Rock

Command Moves

Elbow Strike - (f+A)

  • 15 Frame startup
  • -5 Frames on block
  • Lacks anti-air properties it had in Garou
  • Mainly used as MAX cancel filler following a Cl. C/D


Parabola Kick - (f+B)

  • 20 Frame startup
  • -7 Frames on block
  • Hits overhead when not cancelled into
  • Invulnerable to lows during a portion of startup

Special Moves

Reppuken - (qcf + A/C)

  • A starts in 16 Frames, is -3 on block
  • C starts in 14 frames, is -13 on block
  • Typical grounded fireball for the most part

EX: 10 Frame startup, +3 on block. Acts similarly to Geese’s double Reppuken (QCF+C). Works well in MAX combos


Hard Edge - (qcb + A/C)

  • A starts 12 Frames, -5 on block
  • C starts in 17 Frames, -20 on block
  • Solid meterless combo ender, A version causes soft knockdown, C version gives a hard knockdown

EX: 13 Frames on startup, -10 on block. Causes wallbounce


Rising Tackle - (charge down briefly then up + A/C)

  • A starts in 5 Frames, -33 on block
  • C starts in 10 Frames, -44 on block
  • A version has invulnerability on startup, C version does not
Break (A+B)
  • Only possible on C version, reduces frame disadvantage on block to -6
  • Prevents Rock from leaving the ground, allowing you to follow up

EX: 3 Frame startup, -48 on block. Can be used as a MAX combo ender


Rage Run - Type "Dunk" - (qcb + B)

  • 25 Frame startup, -4 on block
  • Hits overhead
  • Causes hard knockdown
  • Rock runs a small distance forward before dunking the opponent. If the opponent is too far away, he will still run but not dunk them.

EX: 21 frame startup, -9 on block. Causes a floor bounce, allowing for followups. Similar to the regular version, Rock will run but not dunk the opponent if they are too far away. Has Low Invul


Rage Run - Type "Shift" - (qcb + D)

  • Run animation a la Type: Dunk that crosses the opponent up instead
  • Animation after crossup can be cancelled into Shinkuu Nage
  • Does not cross the opponent up in the corner
  • If Rock is too far away from the opponent, he will run but not dash behind them


Crack Counter - (qcf + B/D) (Timed To Your Opponent's Attack)

  • B starts in 5 frames, D starts in 4 frames
  • B counters high and mid attacks, D counters low attacks
  • Causes hard knockdown

EX: 3 frame startup, invincible for frames 1-2. Counters high and mid attacks, does not counter lows. Launches opponent high into the air leaving them open for combos afterward


Shinkuu Nage - (hcb, f+ A/C)

  • 12 frame startup
  • Command grab that tosses the opponent behind Rock
  • Can be comboed into, with limited applications outside of the EX version
  • Can cancel Rock’s overhead (f.B) into this move, useful for mixups
Break (A+B)
  • Cancels the recovery animation after landing Shinkuu Nage successfully, allows for followups afterwards

EX: Starts in 12 frames, same as non-EX. Cannot be Break Cancelled, instead has Rock emit a blast that causes a wallbounce. Can be comboed out of. Is throw invul.

Super Special Moves

Shining Knuckle - (qcf, qcf + B/D)

  • 9 frame startup, -10 on block
  • Has Rock punching across the screen, serving as a multi-hit Buster Wolf

Max: * 6 frame startup, -20 on block, Longer version of the move that does more hits and adds several followups in the air. Inadvisable for Climax Cancelling, as you won’t be able to get the full damage of the move before being forced to cancel into Neo Deadly Rave


Raging Storm - (qcf, qcf + A/C)

  • 8 frame startup, -45 on block
  • Rock’s go-to reversal super, has invuln on startup and large anti-air hitbox

Max: 5 frame startup, -55 on block. Has even more invincibility on startup.

Climax Super Special Moves

Neo Deadly Rave - (qcf~hcb+A+C)

  • 5 frame startup, -24 on block
  • Has some invulnerability

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cl.C, f+A, qcb+C = (195 DMG)

(60 more damage if started from j.C or j.D)

  • cr.B, cr.B, st.B, qcb+A

(basic low combo)

1 meter

  • cl.C, f+A, qcb+C (SC) qcf,qcf+C = (339 DMG)

(a basic combo cancelled into Raging Storm)

  • cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcb+C

(simple max combo that can be performed anywhere but the corner)

  • cl.C, f+A [BC] cl.C, f+A, qcb+AC, d~u+C -> AB, qcb+A

(combo that can be done from the starting positions or close to the starting positions, C can be used at the end instead of A if the Rising Tackle break is done early enough)

  • cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcf+AC, d~u+C -> AB, qcb+A

(basic corner combo, qcb+C can be used if the d~u+C -> AB is done quickly after qcb+AC)

2 meters

  • far D [BC] cl.C, f+A, qcb+AC, qcf,qcf+BD = (453 DMG)

(place combo description here)

  • cl.C, f+A, qcb+C (SC) qcf,qcf+BD = (466 DMG)

(you can use level 2 Raging Storm instead of Shine Knuckle, but it does less damage)

  • j.D, cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,qcf+BD (570 DMG)

(basic Max mode combo that can be done anywhere but the corner)

  • j.D, cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcf+AC, d~u+C -> AB, qcb+A (SC) qcf,qcf+K = (519 DMG)

3 meters

  • far D [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,hcb+AC = (567 DMG)
  • cl.C, f+A, qcb+C (SC) qcf,qcf+D (AC) qcf,qcf+AC = (561 DMG)

(this combo is easier to land than the one below but does less damage; qcf,qcf+D has 5 hits, so AC into qcf,qcf+AC on the very last hit to maximize damage)

  • j.D, cl.C, f+A, qcb+C (SC) qcf,qcf+P (AC) qcf,qcf+BD

4 meters

  • cl.C, f+A, qcb+C (SC) qcf,qcf+C, qcf,hcb+AC = (668 DMG)

(you want to climax cancel really late so the opponent is already flying of the Raging Storm when Neo Deadly Rave starts up)

5 meters

  • cl.C, f+A, qcb+C (SC) qcf,qcf+AC, qcf,hcb+AC = (737 DMG)

(same as the version with regular Raging Storm)

Misc

Videos

Contributors

https://twitter.com/crazyli825

External Links

Discussion Threads

Discuss at [add character section link here Dream Cancel]

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina