The King of Fighters XIV/Rock Howard

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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

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)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cl.C, f+A, qcb+C = 195

(60 more damage if started from j.C or j.D)

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