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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: 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)
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)
3 meters
- far D [BC] cl.C, f+A, qcb+AC, qcf,hcb+AC = (532 DMG)
- cl.C, f+A, qcb+C (SC) qcf,qcf+D (AC) qcf,qcf+AC = (539 DMG)
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
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External Links
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