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

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[[File:Charaimg (char).png]]
[[File:Charaimg rock.png]]


=Movelist=
=Movelist=
Line 9: Line 9:
'''Throws'''
'''Throws'''


Name of throw - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]  
Fangs and Claws - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]  


Name of throw - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
Kokusen - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Normals'''
'''Command Normals'''


Name of f+B - [[image:fd.gif]] + [[image:b.gif]]
Elbow Spike - [[image:fd.gif]] + [[image:a.gif]]


df+D command normal - [[image:df.gif]] + [[image:d.gif]]
Parabola Kick - [[image:fd.gif]] + [[image:b.gif]]
 
name of f+A - [[image:fd.gif]] + [[image:a.gif]], [[image:a.gif]]
 
jump back+B move - in air, [[image:bk.gif]] + [[image:b.gif]]


'''Special Moves'''
'''Special Moves'''


dragon punch special move - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Reppuken - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
 
reverse dragon punch move - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
 
qcf kick move - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]


qcf punch move - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
Hard Edge - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)


hcb punch move - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
Rising Tackle - charge briefly [[image:dn.gif]] then [[image:up.gif]] + [[image:a.gif]]/[[image:c.gif]]
::Break - [[image:a.gif]] + [[image:c.gif]]  


hcb kick move - [[image:hcb.gif]] + [[image:b.gif]]/[[image:d.gif]]
Rage Run - Type "Dunk" - [[image:qcb.gif]] + [[image:b.gif]]


hcb,f punch move - close, [[image:hcb.gif]], [[image:fd.gif]] + [[image:a.gif]]/[[image:c.gif]]
Rage Run - Type "Shift" - [[image:qcb.gif]] + [[image:d.gif]]


down up charge kick move: charge briefly [[image:dn.gif]] then [[image:up.gif]] + [[image:b.gif]]/[[image:d.gif]]  
Crack Counter - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Timed To Your Opponent's Attack)


back forward charge kick move charge briefly [[image:bk.gif]] then [[image:fd.gif]] + [[image:b.gif]]/[[image:d.gif]]  
Shinkuu Nage - close, [[image:hcb.gif]], [[image:fd.gif]] + [[image:a.gif]]/[[image:c.gif]]


'''Super Special Moves'''
'''Super Special Moves'''


qcb~hcf punch move - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Shining Knuckle - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)
 
qcf~hcb punch move - [[image:qcf.gif]], [[image:hcb.gif]] + [[image:a.gif]]/[[image:c.gif]]


qcfx2 punch move - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Raging Storm - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)


'''Climax Super Special Move'''
'''Climax Super Special Move'''


qcbx2 punch move - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] [[image:c.gif]]
Neo Deadly Rave - [[image:qcf.gif]] [[image:hcb.gif]] + [[image:a.gif]] [[image:c.gif]]


hcbx2 punch move - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] [[image:c.gif]]
=Normals=
=Normals=


'''Standing'''
'''Standing'''


* st. A
* 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. Special cancel-able.


* st. B
* st. C: Horizontal punch that can be used as a ground poke. It is slow however. 10 Frame startup, -10 Frames on block


* st. C
* st. D: Hitbox placement lets it work well as a harder hitting hop anti-air. Whiffs on crouching opponents except for large characters.


* st. D


'''Close'''
'''Close'''


* cl. A
* cl. A:  A quick elbow aimed at the opponent’s jaw. Does not whiff on crouchers and is special cancel-able. Can chain into Rock’s other standing and crouching light normals. 4 Frame startup, +3 Frames on block
 
* cl. B: cl. B: This knee attack is aimed at the opponent’s jaw. Special cancel-able but cannot be chained into Rock’s standing and crouching normals. 6 Frame startup, +2 Frames on block


* cl. B
* 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. C
* cl. D: 7 Frame startup, -4 Frames on block


* cl. D


'''Crouching'''
'''Crouching'''


* cr. A
* cr. A: one of Rock’s normals that only has a 4 frame startup, can chain into itself


* cr. B
* cr. B: Can chain into itself, one of Rock’s only lows. Can link into cr. C. +2 on block.


* cr. C
* cr. C: 4 Frame startup, best used as a grounded anti-air option
 
* cr. D: 9 Frame startup, -7 Frames on block


* cr. D


'''Jumping'''
'''Jumping'''


* j. A
* j. A: Works as a quick jump-in or air-to-air


* j. B
* j. B: Good to use as air-to-air attack with its long horizontal range, but whiffs on crouching characters


* j. C
* j. C: Versatile tool that can be used as an anti air and as a jump-in tool. However, it has a long horizontal arc.
 
* j. D: One of Rock’s go-to normals when jumping in.


* j. D


'''Blowback'''
'''Blowback'''


* st. CD
* st. CD: 19 Frame startup, like other st.CDs can be canceled out of early in the move. Causes a wallsplat on grounded opponents.


* j. CD
* 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=
=Throws=


'''name of throw''' -  (b/f+C) close
'''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


* (description)
* Soft knockdown
* Can be broken
* (soft or hard knockdown)


'''name of throw''' - (b/f+D) close  
 
* (description)
'''Kokusen''' - (b/f+D) close  
* Can be broken
 
* (soft or hard knockdown)
* Rock grabs the opponent by the collar then slams them over his shoulder
 
* The opponent lands half screen distance away from Rock


=Command Moves=
=Command Moves=


'''name of command normal''' - - (place motion here example f+A)
'''Elbow Strike''' - (f+A)
* (description here)
* 15 Frame startup


* -5 Frames on block


'''name of command normal''' - (motion here) (if in air)
* Lacks anti-air properties it had in Garou


* (description here)
* Mainly used as MAX cancel filler following a Cl. C/D




'''name of motion''' - (motion here)
'''Parabola Kick ''' - (f+B)


* (description here)
* 20 Frame startup
 
* -7 Frames on block
 
* Hits overhead when not cancelled into
 
* Invulnerable to lows during a portion of startup


=Special Moves=
=Special Moves=


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


* (description here)
* Solid meterless combo ender, A version causes soft knockdown, C version gives a hard knockdown


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


* (description here)


'''EX:''' (description here)
'''Rising Tackle''' - (charge down briefly then up +  A/C)


* A starts in 5 Frames, -33 on block


'''name of special move''' - (place motion here)
* C starts in 10 Frames, -44 on block


* (description here)
* A version has invulnerability on startup, C version does not


* (description here)
:∟ '''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




'''Rage Run - Type "Dunk"''' -  (qcb + B)


'''name of move''' - (motion here)
* 25 Frame startup, -4 on block


* (description here)
* Hits overhead


* (description here)
* Causes hard knockdown


* (description here)
* 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:''' (description here)
'''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


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


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


* If Rock is too far away from the opponent, he will run but not dash behind them


'''name of move here''' - (motion here)


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


* (description here)
* B starts in 5 frames, D starts in 4 frames


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


'''EX:''' (description here)
* 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


'''name of move''' - (motion here)


* (description here)
'''Shinkuu Nage''' - (hcb, f+ A/C)


* (description here)
* 12 frame startup


* (description here)
* Command grab that tosses the opponent behind Rock


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


'''name of move''' - (motion here)
'''Shining Knuckle''' - (qcf, qcf + B/D)


* (description here)
* 9 frame startup, -10 on block


* (description here)
* Has Rock punching across the screen, serving as a multi-hit Buster Wolf


* (description here)
'''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


'''Max:'''


::'''follow up move''' - (motion if possible qcfx4 + B/D)
'''Raging Storm''' - (qcf, qcf + A/C)


* (description here)
* 8 frame startup, -45 on block


* (description here)
* Rock’s go-to reversal super, has invuln on startup and large anti-air hitbox
 
* (description here)


'''Max:''' 5 frame startup, -55 on block. Has even more invincibility on startup.


=Climax Super Special Moves=
=Climax Super Special Moves=


'''name of move''' - (motion here qcf, qcf + B+D)
'''Neo Deadly Rave''' - (qcf~hcb+A+C)
 
* (description here)


* (description here)
* 5 frame startup, -24 on block


* (description here)
* Has some invulnerability


=Combos=
=Combos=
Line 246: Line 272:
==0 meter==
==0 meter==


* (place combo here) = (place damage amount here)
* cl.C, f+A, qcb+C = (195 DMG)
(place combo description here)
(60 more damage if started from j.C or j.D)
 
* cr.Bx2 st.B, qcb+A
(basic low combo. Can be used to start low confirming max mode combos, replace qcb+A with [BC] Max Mode activation)


==1 meter==
==1 meter==


* (place combo here) = (place damage amount here)
* cl.C, f+A, qcb+C (SC) qcf,qcf+C = (339 DMG)
(place combo description here)
(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==
==2 meters==


* (place combo here) = (place damage amount here)
* far D [BC] cl.C, f+A, qcb+AC, qcf,qcf+BD = (453 DMG)
(place combo description here)
(place combo description here)
* j.D, cl.C, f+A, qcb+C (SC) qcf,qcf+BD = (486 DMG)
(you can use level 2 Raging Storm instead of Shine Knuckle, but it does less damage)
*j.D, cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,qcf+BD (570 DMG) {1000}
(basic Max mode combo that can be done anywhere but the corner. Can start with cr. Bx2, st. B into [BC] for 523 damage. Use qcb+A instead of qcb+C if you are performing this combo on an opponent in the corner)
*j.D, cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcf+AC, d~u+C -> AB, qcb+A (SC) qcf,qcf+K = (619 DMG) {1500}
(corner only. Can start with cr. Bx2, st. B into [BC] for 523 damage)


==3 meters==
==3 meters==


* (place combo here) = (place damage amount here)
* far D [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,hcb+AC = (567 DMG)
(place combo description here)
 
* cl.C, f+A, qcb+C (SC) qcf,qcf+D (AC) qcf,qcf+AC = (561 DMG)
(this combo is easier to land than the one below but does less damage; qcf,qcf+D has 5 hits, so AC into qcf,qcf+AC on the very last hit to maximize damage)
 
*j.D, cl.C, f+A, qcb+C (SC) qcf,qcf+P (AC) qcf,qcf+BD


==4 meters==
==4 meters==


* (place combo here) = (place damage amount here)
* cl.C, f+A, qcb+C (SC) qcf,qcf+C, qcf,hcb+AC = (668 DMG)
(place combo description here)
(you want to climax cancel really late so the opponent is already flying of the Raging Storm when Neo Deadly Rave starts up, right about when Rock finishes saying “storm”)


==5 meters==
==5 meters==


* (place combo here) = (place damage amount here)
* cl.C, f+A, qcb+C (SC) qcf,qcf+AC, qcf,hcb+AC = (737 DMG)
(place combo description here)
(same as the version with regular Raging Storm)


=Misc=
=Misc=
==Frame Data==
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=1956053173 Rock KOFXIV Frama Data Link]


=Videos=
=Videos=
{{#ev:youtube|addhere}}
 
{{#ev:youtube|jy2EYn02U50}}
 
'''Rock Slow Motion Hitboxes'''
{{#ev:youtube|8YNXO9P6knY}}
 
 
{{#ev:youtube|h5yWMOo0I94}}
 
{{#ev:youtube|4TiQQqkKqlc}}
 
{{#ev:youtube|DBoc6ng3TlE}}


=Contributors=
=Contributors=
https://twitter.com/crazyli825


=External Links=
=External Links=
Line 288: Line 358:


{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:Rock Howard]]

Latest revision as of 19:58, 12 January 2020

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: 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. Special cancel-able.
  • st. C: Horizontal punch that can be used as a ground poke. It is slow however. 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: A quick elbow aimed at the opponent’s jaw. Does not whiff on crouchers and is special cancel-able. Can chain into Rock’s other standing and crouching light normals. 4 Frame startup, +3 Frames on block
  • cl. B: cl. B: This knee attack is aimed at the opponent’s jaw. Special cancel-able but cannot be chained into Rock’s standing and crouching normals. 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. Can link into cr. C. +2 on block.
  • 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 with its long horizontal range, but whiffs on crouching characters
  • j. C: Versatile tool that can be used as an anti air and as a jump-in tool. However, it has a long horizontal arc.
  • 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 move. Causes a wallsplat on grounded opponents.
  • 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)

Notation

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.Bx2 st.B, qcb+A

(basic low combo. Can be used to start low confirming max mode combos, replace qcb+A with [BC] Max Mode activation)

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)

  • j.D, cl.C, f+A, qcb+C (SC) qcf,qcf+BD = (486 DMG)

(you can use level 2 Raging Storm instead of Shine Knuckle, but it does less damage)

  • j.D, cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,qcf+BD (570 DMG) {1000}

(basic Max mode combo that can be done anywhere but the corner. Can start with cr. Bx2, st. B into [BC] for 523 damage. Use qcb+A instead of qcb+C if you are performing this combo on an opponent in the corner)

  • j.D, cl.C, f+A [BC] cl.C, f+A, qcb+AC, qcf+AC, d~u+C -> AB, qcb+A (SC) qcf,qcf+K = (619 DMG) {1500}

(corner only. Can start with cr. Bx2, st. B into [BC] for 523 damage)

3 meters

  • far D [BC] cl.C, f+A, qcb+AC, qcb+C (SC) qcf,hcb+AC = (567 DMG)
  • cl.C, f+A, qcb+C (SC) qcf,qcf+D (AC) qcf,qcf+AC = (561 DMG)

(this combo is easier to land than the one below but does less damage; qcf,qcf+D has 5 hits, so AC into qcf,qcf+AC on the very last hit to maximize damage)

  • j.D, cl.C, f+A, qcb+C (SC) qcf,qcf+P (AC) qcf,qcf+BD

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, right about when Rock finishes saying “storm”)

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

Frame Data

Rock KOFXIV Frama Data Link

Videos

Rock Slow Motion Hitboxes


Contributors

https://twitter.com/crazyli825

External Links

Discussion Threads

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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