Difference between revisions of "The King of Fighters XIV/Rock Howard"

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=Special Moves=
=Special Moves=


'''name of special move''' - (place motion here example qcf + A/C)
'''Reppuken''' - (qcf + A/C)


* (description here)
* A starts in 16 Frames, is -3 on block


* (description here)
* C starts in 14 frames, is -13 on block


* (description here)
* Typical grounded fireball for the most part


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




'''name of special move''' - (place motion here)
'''Hard Edge''' - (qcb + A/C)  


* (description here)
* A starts 12 Frames, -5 on block


* (description here)
* C starts in 17 Frames, -20 on block


* (description here)
* Solid meterless combo ender, causes knockdown


'''EX:''' (description here)
'''EX:''' 13 Frames on startup, -10 on block. Causes wallbounce




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


'''name of move''' - (motion here)
* A starts in 5 Frames, -33 on block


* (description here)
* C starts in 10 Frames, -44 on block


* (description here)
* Neither version has invuln on startup
:∟ '''Break''' (A+B)
:* Only possible on C version, reduces frame disadvantage on block to -6


* (description here)
:* Prevents Rock from leaving the ground, allowing you to follow up


'''EX:''' (description here)
'''EX:''' 3 Frame startup, -48 on block. Can be used as a MAX combo ender


::'''name of follow up move''' - (motion here)


::* (description here)
'''Rage Run - Type "Dunk"''' - (qcb + B)
     
:::'''name of follow up move''' - (motion here)


:::* (description here)
* 25 Frame startup, -4 on block


* EX: (description here)
* Hits overhead


* Causes hard knockdown


'''name of move here''' - (motion here)
'''EX:''' 21 frame startup, -9 on block. Causes a floor bounce, allowing for followups. Is Low Invul


* (description here)


* (description here)
'''Rage Run - Type "Shift"''' -  (qcb + D)  
 
* Run animation a la Type: Dunk that crosses the opponent up instead


* (description here)
* Animation after crossup can be cancelled into Shinkuu Nage


'''EX:''' (description here)
* Does not cross the opponent up in the corner


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


'''name of move''' - (motion here)
* B starts in 5 frames, D starts in 4 frames


* (description here)
* B counters high and mid attacks, D counters low attacks


* (description here)
* Causes hard knockdown (?)


* (description here)
'''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


'''EX:''' (description here)
 
'''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=
=Super Special Moves=

Revision as of 14:08, 17 August 2017

Charaimg rock.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Fangs and Claws - close Bk.gif / Fd.gif + C.gif

Kokusen - close Bk.gif / Fd.gif + D.gif

Command Normals

Elbow Spike - Fd.gif + A.gif

Parabola Kick - Fd.gif + B.gif

Special Moves

Reppuken - Qcf.gif + A.gif / C.gif (*)

Hard Edge - Qcb.gif + A.gif / C.gif (*)

Rising Tackle - charge briefly Dn.gif then Up.gif + A.gif/C.gif

Break - A.gif + C.gif

Rage Run - Type "Dunk" - Qcb.gif + B.gif

Rage Run - Type "Shift" - Qcb.gif + D.gif

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

Shinkuu Nage - close, Hcb.gif, Fd.gif + A.gif/C.gif

Super Special Moves

Shining Knuckle - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Raging Storm - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Climax Super Special Move

Neo Deadly Rave - Qcf.gif Hcb.gif + A.gif C.gif

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)

Notation

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]

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