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XV Broken/Rock Howard: Difference between revisions
Line 347: | Line 347: | ||
|name=Stop | |name=Stop | ||
|input=214B/D/BD~A | |input=214B/D/BD~A | ||
|description2=* | |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. | |||
* EX version recovers much quicker, enough to block an incoming attack in time. | |||
}} | }} | ||
<!--Type: Dunk--> | <!--Type: Dunk--> | ||
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|name=Type: Dunk | |name=Type: Dunk | ||
|input=214B/D/BD~B | |input=214B/D/BD~B | ||
|description3=* | |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. | |||
* Overhead that leads to a hard knockdown on hit. | |||
* EX version is much faster and more damaging. | |||
}} | }} | ||
<!--Type: Hard Edge--> | <!--Type: Hard Edge--> | ||
Line 361: | Line 366: | ||
|name=Type: Hard Edge | |name=Type: Hard Edge | ||
|input=214B/D/BD~C | |input=214B/D/BD~C | ||
|description2=* | |description2=* 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. | |||
* 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 | ||
|description2=* | |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. | |||
* 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. | |||
* Nothing personnel, kid. | |||
}} | }} | ||
<!--Type: Overhead Hick--> | <!--Type: Overhead Hick--> | ||
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|name=Type: Overhead Hick | |name=Type: Overhead Hick | ||
|input=214B/D/BD~6B/D | |input=214B/D/BD~6B/D | ||
|description3=* | |description3=* Identical to the standard (623K) version. | ||
}} | }} | ||
===Crack Counter=== | ===Crack Counter=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV |
Revision as of 06:25, 19 March 2022
The King of Fighters XV | |
Contents
Gameplay Overview
Rock Howard, the protagonist of Garou: Mark of the Wolves, the biological son of Geese Howard and later the adoptive son of the Hungry Wolf himself, Terry Bogard, is a very well-rounded character that has just about all you need. He has a great projectile to zone with in Reppuken (236P), multiple anti-air options (i.e., 2C and Rising Tackle), an approach tool that covers distance in Hard Edge (214P), a very solid command grab in Shinkuu Nage (632146P), and normals with good range that make for excellent pokes, especially f.B and f.C. 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 Blowback and 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. |
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Pros | Cons |
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Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Crack Counter - [in time with opponent's attack] + / (*)
Super Special Moves
Raging Storm - + / (!) [Hold OK]
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low Confirm |
2B > 2B > 5B > 6A > 623C~AB, 214C = 261 dmg |
½ Meter |
Low Confirm |
2B > 2B > 5B > 6A > 623BD, 623C~AB, 214C = 332 dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A
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far B
far B
f.B
f.B
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far C
far C
f.C
f.C
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far D
far D
f.D
f.D
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Close Standing Normals
close A
close A
cl.A
cl.A
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close B
close B
cl.B
cl.B
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close C
close C
cl.C
cl.C
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close D
close D
cl.D
cl.D
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Crouch Normals
crouch A
crouch A
2A
2A
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crouch B
crouch B
2B
2B
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crouch C
crouch C
2C
2C
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crouch D
crouch D
2D
2D
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Jump Normals
Jump A
jump A
j.A
j.A
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Jump B
jump B
j.B
j.B
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Jump C
jump C
j.C
j.C
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Jump D
jump D
j.D
j.D
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Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD
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Shatterstrike
Shatterstrike
236CD
236CD
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jump CD
jump CD
j.CD
j.CD
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Throws
Fangs and Claws
Fangs and Claws
(close) 4/6C
(close) 4/6C
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Kokusen
Kokusen
(close) 4/6D
(close) 4/6D
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Command Moves
Elbow Spike
Elbow Spike
6A
6A
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Parabola Kick
Parabola Kick
6B
6B
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Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC
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Hard Edge
Hard Edge
214A/C/AC
214A/C/AC
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Rising Tackle
Rising Tackle
623A/C/AC
623A/C/AC
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Rage Run
Rage Run
214B/D/BD
214B/D/BD
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Rage Run Followups
Stop
214B/D/BD~A
214B/D/BD~A
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Type: Dunk
214B/D/BD~B
214B/D/BD~B
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Type: Hard Edge
214B/D/BD~C
214B/D/BD~C
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Type: Shift
214B/D/BD~D
214B/D/BD~D
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Type: Overhead Hick
214B/D/BD~6B/D
214B/D/BD~6B/D
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Crack Counter
Crack Counter
236B/D/BD
236B/D/BD
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Shinkuu Nage
Shinkuu Nage
632146A/C/AC
632146A/C/AC
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No resultsNo results
|
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Overhead Kick
Overhead Kick
623B/D/BD
623B/D/BD
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Super Special Moves
Shining Knuckle
Shining Knuckle
236236B/D/BD
236236B/D/BD
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Raging Storm
Raging Storm
236236A/C/AC
236236A/C/AC
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Climax Super Special Moves
Neo Deadly Rave
Neo Deadly Rave
2141236CD
2141236CD
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Deadly Rave EXT
Neo Deadly Rave
2363214CD
2363214CD
|
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|