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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
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: 8 frame startup, -55 on block
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)
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)
1 meter
- cl.C, f+A, qcb+C (SC) qcf,qcf+C = (339 DMG)
(a basic combo cancelled into Raging Storm)
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)
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
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