-Happy New Year 2025!
The King of Fighters XIV/Rock Howard
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Rising Tackle - charge briefly then + /
Crack Counter - + / (Timed To Your Opponent's Attack)
Super Special Moves
Climax Super Special Move
Normals
Standing
- st. A: 5 Frame startup, +2 Frames on block, Standard jab by all means
- st. B: 6 Frame startup, -3 Frames on block, 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: 12 Frame startup, -5 Frames on block. Hitbox placement lets it work well as a harder hitting hop anti-air
Close
- cl. A: 4 Frame startup, +3 Frames on block
- cl. B: 6 Frame startup, +2 Frames on block
- cl. C: 5 Frame startup, -3 Frames on block. Same damage as Cl. D, so may as well use this instead due to being slightly safer on block
- cl. D: 7 Frame startup, -4 Frames on block
Crouching
- cr. A: 4 Frame startup, -1 Frame on block
- cr. B: 5 Frame startup, +2 Frames on block. One of Rock’s only lows
- cr. C: 4 Frame startup, -5 Frames on block. Only really usable as an anti-air
- cr. D: 9 Frame startup, -7 Frames on block
Jumping
- j. A: 6 Frame startup
- j. B: Good to use as air-to-air attack, but whiffs on crouching characters
- j. C: 9 Frame startup
- j. D: 6 Frame startup. One of Rock’s go-to normals when jumping in
Blowback
- st. CD: 19 Frame startup, -4 Frames on block
- j. CD: 13 Frame startup
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
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, causes 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
- Neither version has invuln on startup
- ∟ 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
EX: 21 frame startup, -9 on block. Causes a floor bounce, allowing for followups. Is 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
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 attacks of all heights. 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
- ∟ 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
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Contributors
External Links
Discussion Threads
Discuss at [add character section link here Dream Cancel]