Difference between revisions of "XV Broken/Rock Howard"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV_Rock_Profile.png|thumb|Though he’s the son of the fearsome Geese Howard, this young fighter with a complicated past was raised by Terry Bogard. A virtual prodigy when it comes to fighting, Rock has learned to utilize fighting styles passed down from both his father and stepfather. B. JENET convinces him to join Team GAROU this KOF.]] | <section begin="image"/>[[File:KOFXV_Rock_Profile.png|thumb|Though he’s the son of the fearsome Geese Howard, this young fighter with a complicated past was raised by Terry Bogard. A virtual prodigy when it comes to fighting, Rock has learned to utilize fighting styles passed down from both his father and stepfather. B. JENET convinces him to join Team GAROU this KOF.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
Compared to his prior outing in KOF XIV, Rock has seen some tremendous gains that make him an even better character than he already was before. Notably, Rising Tackle, which was formerly a charge input ([2]~8P) is now a motion input (623P) that can be used at any given time. Pair this with the ability to break the move in the middle of the animation (623C~AB) - something which his teammates (B.Jenet and Gato) also carry over from Garou - and Rock's combo game is as flexible as it is damaging. Another key change is in his f.B - notably, the fact 6A can now chain into it, further increasing his meterless combo potential off of his light confirms. And finally, he has gained a brand-new move in the returning Overhead Kick (623K), formerly his T.O.P. attack. This move is different than how it was in Garou, notably the EX version caused a ground bound, which his EX Rage Run: Type Dunk (214BD) - itself having seen an overhaul for this installment - did previously. | |||
Speaking of which, Rage Run has been overhauled for this installment. Whereas before, all he got was either a dunk (214B) or a side switch (214D), now he has multiple options out of his command run. New options include the ability to stop the run (214K~A), go straight into his Hard Edge (214K~C), or go straight into his Overhead Kick (214K~6K). Pair this with the prior options, and Rock's approach game is much more varied than it was previously. | |||
Rock is also one of the lucky few characters in KOF XV to have more than two special cancelable far standing normals. f.A, f.B (which was already special cancelable in XIV), and f.C are all special cancelable and cover a decent amount of range, especially with the latter. This allows Rock to punish the opponent at a considerable range in addition to getting solid damage off of a relatively quick poke, especially if he has meter to spare. | |||
Rock is also | Unfortunately, though, Rock isn't without his weaknesses. The biggest one is that - like any jack of all trades - he doesn't excel at any particular field. Furthermore, he also lacks good cross-ups, which hurts his mix-ups quite a bit. Some of his basic tools - such as his Command Grab - are also slower than average, making him prone to counter hits on a hard read. | ||
Overall, though, Rock is a very versatile, reliable, quick, and damaging character that can work in almost any position. Without meter, he can do plenty of damage thanks in part to Rising Tackle's Break and the ability to chain his f.B into 6A. With meter, however, Rock can rack up the damage very quickly and gain meter back as quickly as he uses it. | |||
{{StrengthsAndWeaknesses | |||
| intro = '''''{{SUBPAGENAME}} is an all-rounder with not only a variety of tools suited for most situations but great reward off from his confirms even without meter.''''' | |||
| pros= | | pros= | ||
* | * '''Jack of All Trades''': Rock has an option for almost every situation. He has great anti-air options, solid confirms thanks to 6A, great space control with Reppuken and Hard Edge, and tons of great punish options in Rage Run and Crack Counter. | ||
* | * '''Air Control''': Rock's air normals are very strong and cover wide ranges. j.D in particular is amazing for stuffing poor air approaches. | ||
* | * '''Fantastic Damage Output''': Rock's damage output is fantastic both with and without meter. Due to 623C being cancellable, Rock can convert anything into a high-damage launcher that leads into great corner carry. | ||
* | * '''Multiple Mix-ups''': A Quick Max-cancellable overhead and a command grab make Rock surprisingly scary to defend against in the corner. His command grab even allows for combos afterward. | ||
* '''Meter Efficient:''' Rock not only uses meter really well, but he can also build it back as quickly as he uses it. This makes him ideal for any position. | |||
* '''Install''': Deady Rave EXT causes Rock to gain OTG properties on many of his moves, which allows him to combo his supers together for massive damage. This alone makes him a deadly anchor. | |||
| cons= | | cons= | ||
* | * '''Bad Crossups''': Rock's crossup options in his jumping normals are mediocre, which can make it difficult to open people up off of a jump-in. | ||
* | * '''Slow Mix-ups''': While he has multiple mix-up options, such as his overheads and command grab, they are slower than average. If you are looking for a character with hard to beat mix-ups, you should look elsewhere. That being said, Rock has good pressure options and normals, meaning his mixup potential is far from bad- instead, he relies heavily on conditioning. | ||
}} | }} | ||
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Crack Counter - [in time with opponent's attack] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | Crack Counter - [in time with opponent's attack] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | ||
Shinkuu Nage - [[image:hcb.gif]][[image:fd.gif]] + [[image: | Shinkuu Nage - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
:┗Brake - [ [[image:a.gif]] or [[image:c.gif]] Shinkuu Nage] [[image:a.gif]][[image:b.gif]] | :┗Brake - [ [[image:a.gif]] or [[image:c.gif]] Shinkuu Nage] [[image:a.gif]][[image:b.gif]] | ||
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|description= | |description= | ||
* Excellent anti-air against ranged jumps and hops. | * Excellent anti-air against ranged jumps and hops. | ||
* Can be cancelled into any of Rock's supers off an anti-air | * Can be cancelled into any of Rock's supers off an anti-air on counter hit. | ||
* Hits crouchers at close range. | * Hits crouchers at close range. | ||
}} | }} | ||
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|name=close B | |name=close B | ||
|input=cl.B | |input=cl.B | ||
|caption= Special-cancellable Far normal of the gods | |||
|description= | |description= | ||
* Combos into 6A on hit making f.B an even better normal for pressure and confirms. | * Combos into 6A on hit making f.B an even better normal for pressure and confirms. | ||
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|moveId=rock_cld | |moveId=rock_cld | ||
|name=close D | |name=close D | ||
|caption= Stop hopping | |||
|input=cl.D | |input=cl.D | ||
|description= | |description= | ||
* Tied with f.C for Rock's highest damage grounded normal. | * Tied with f.C for Rock's highest damage grounded normal. | ||
* Since both this and far D are acceptable anti-airs, D is the preferred button to mash when expecting a hop reset. | |||
}} | }} | ||
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|moveId=rock_2b | |moveId=rock_2b | ||
|name=crouch B | |name=crouch B | ||
|caption=Great crouching poke | |||
|input=2B | |input=2B | ||
|description= | |description= | ||
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|moveId=rock_2c | |moveId=rock_2c | ||
|name=crouch C | |name=crouch C | ||
|caption= Outta the sky! | |||
|input=2C | |input=2C | ||
|description= | |description= | ||
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|moveId=rock_hd,rock_jd | |moveId=rock_hd,rock_jd | ||
|name=jump D | |name=jump D | ||
|caption= Get ready to see this a lot | |||
|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
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|input=CD | |input=CD | ||
|description= | |description= | ||
* | * Average range. | ||
* Moves Rock forward, so it can be used to perform advancing fireballs. | * Moves Rock forward, so it can be used to perform advancing fireballs. | ||
* On grounded hit be confirmed into good damage and oki. | * On grounded hit be confirmed into good damage and oki. | ||
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|input=236CD | |input=236CD | ||
|description= | |description= | ||
* Panic defense / neutral option, punishable on block. | * Panic defense / neutral option, punishable on block. | ||
* Strong reward on both grounded and air hit. | * Strong reward on both grounded and air hit. | ||
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|name=Elbow Spike | |name=Elbow Spike | ||
|input=6A | |input=6A | ||
|caption=Incredible hit confirm button | |||
|description= | |description= | ||
* Combos from close lights, close heavies, and f.B. | * Combos from close lights, close heavies, and f.B. | ||
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|name=Parabola Kick | |name=Parabola Kick | ||
|input=6B | |input=6B | ||
|caption=Slow overhead, scary with meter | |||
|description= | |description= | ||
* Values in [] indicated when move is cancelled into. | * Values in [] indicated when move is cancelled into. | ||
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|name=Reppuken | |name=Reppuken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|caption= Daddy dearest's own fireball | |||
|description5= | |description5= | ||
* Primary keep away tool, a grounded fireball that cannot be low profiled. | * Primary keep away tool, a grounded fireball that cannot be low profiled. | ||
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|moveId=rock_214a,rock_214c,rock_214ac,rock_214a_install,rock_214c_install | |moveId=rock_214a,rock_214c,rock_214ac,rock_214a_install,rock_214c_install | ||
|name=Hard Edge | |name=Hard Edge | ||
|caption= Default combo ender, hard knockdown enforcer | |||
|input=214A/C/AC | |input=214A/C/AC | ||
|description5= | |description5= | ||
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*** Primarily used as a confirm tool and random neutral option. | *** Primarily used as a confirm tool and random neutral option. | ||
** C version travels about two-thirds of the screen, has two hits, and is very unsafe on block no matter the spacing. | ** C version travels about two-thirds of the screen, has two hits, and is very unsafe on block no matter the spacing. | ||
*** | *** As of patch 1.62, this move no longer grants a hard knockdown, meaning Rock will need meter to get oki. | ||
** AC version travels about three-quarters of the screen, has two hits, and is very unsafe on block no matter the spacing. | ** AC version travels about three-quarters of the screen, has two hits, and is very unsafe on block no matter the spacing. | ||
*** Crumples opponents on grounded hit. | *** Crumples opponents on grounded hit. | ||
*** Primarily used as a combo extender, hit confirm tool, and to call out grounded fireballs. | *** Primarily used as a combo extender, hit confirm tool, and to call out grounded fireballs. | ||
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed: | * Neo Deadly Rave EXT grants additional properties to the A and C versions when landed: | ||
** A Install version does additional damage. | ** A Install version does additional damage and can be cancelled into 623A on hit or block. | ||
** C Install version gains a third hit, dealing additional damage and becoming much safer on block. | ** C Install version gains a third hit, dealing additional damage and becoming much safer on block. It also hard knocks down and allows a guaranteed OTG followup. | ||
{{{!}} class="mw-collapsible mw-collapsed wikitable" | {{{!}} class="mw-collapsible mw-collapsed wikitable" | ||
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{{!}}- | {{!}}- | ||
{{!}} '''Rock''' {{!}}{{!}} 236A/C {{!}}{{!}} 236AC | {{!}} '''Rock''' {{!}}{{!}} 236A/C {{!}}{{!}} 236AC | ||
{{!}}- | |||
{{!}} '''Rugal''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} - | |||
{{!}}- | {{!}}- | ||
{{!}} '''Terry''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} - | {{!}} '''Terry''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} - | ||
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|name=Rising Tackle | |name=Rising Tackle | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|caption= Stepdaddy dearest's own DP | |||
|description4= | |description4= | ||
* Rising Uppercut, useful as a defensive option, anti-air, and combo extender. | * Rising Uppercut, useful as a defensive option, anti-air, and combo extender. | ||
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*** Primarily used as a wakeup option and as an anti-air. | *** Primarily used as a wakeup option and as an anti-air. | ||
** C version has no invulnerability but is a key part of Rock's combos. | ** C version has no invulnerability but is a key part of Rock's combos. | ||
*** Inputting AB after the C version | *** Inputting AB after the C version turns it into a single hit launcher that can link into other specials. | ||
** | ** EX version is fully invulnerable from frame 1 and is tied for the fastest metered reversal in the game. | ||
*** Moves far forward meaning it can be used more effectively in pressure but can whiff on an opponent jumping at close range. | *** Moves far forward meaning it can be used more effectively in pressure but can whiff on an opponent jumping at close range. | ||
*** Primarily used as a wakeup option and as an anti-air, only a frame faster than the A version but does a good amount more damage. | *** Primarily used as a wakeup option and as an anti-air, only a frame faster than the A version but does a good amount more damage. | ||
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|moveId=rock_214b,rock_214d,rock_214bd | |moveId=rock_214b,rock_214d,rock_214bd | ||
|name=Rage Run | |name=Rage Run | ||
|captions= It's good this time | |||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |description3= Rock runs forward to start his dashing rekka, opening up multiple mixup options. While a couple of the Rage Run followups already have standalone inputs, the others are only accessible through this rekka. | ||
}} | }} | ||
===Rage Run Followups=== | ===Rage Run Followups=== | ||
<!--Stop--> | <!--Stop--> | ||
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* As expected of the animation, this can go over low projectiles (e.g., Power Wave, Yamibarai) and punish them at a sizeable range. | * As expected of the animation, this can go over low projectiles (e.g., Power Wave, Yamibarai) and punish them at a sizeable range. | ||
* Overhead that leads to a hard knockdown on hit. | * Overhead that leads to a hard knockdown on hit. | ||
* EX version is much faster | * EX version is much faster but less damaging. | ||
}} | }} | ||
<!--Type: Hard Edge--> | <!--Type: Hard Edge--> | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=rock_214k_d,rock_214bd_d | |moveId=rock_214k_d,rock_214bd_d | ||
|caption= Nothing personnel, kid. | |||
|name=Type: Shift | |name=Type: Shift | ||
|input=214B/D/BD~D | |input=214B/D/BD~D | ||
|description2=* Rock runs behind the opponent once close enough. | |description2=* Rock runs behind the opponent once close enough. | ||
* Can be used to escape the corner on some occasions, though it doesn't recover fast enough to save Rock from eating a punish for his troubles. | * Can be used to escape the corner on some occasions, though it doesn't recover fast enough to save Rock from eating a punish for his troubles. | ||
* If timed right, it can dodge projectiles and end up behind the opponent, especially in neutral range. Heavily match-up dependant and situational otherwise, though. | * If timed right, it can dodge projectiles and end up behind the opponent, especially in neutral range. Heavily match-up dependant and situational otherwise, though. | ||
* | * Can be special cancelled into 632146A/C/AC. | ||
}} | }} | ||
<!--Type: Overhead Kick--> | <!--Type: Overhead Kick--> | ||
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|name=Crack Counter | |name=Crack Counter | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|caption= PREDICTABO | |||
|description3= | |description3= | ||
* B version parries mids and highs on frame 5. | * B version parries mids and highs on frame 5. | ||
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** Strong option against safejumps and jump-ins. | ** Strong option against safejumps and jump-ins. | ||
** Launches on successful parry for combo. | ** Launches on successful parry for combo. | ||
}} | }} | ||
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|description4=* Rock, like his father, tosses the opponent behind him and strikes a pose. Leads to a Hard Knockdown. | |description4=* Rock, like his father, tosses the opponent behind him and strikes a pose. Leads to a Hard Knockdown. | ||
* As with Heavy Rising Tackle, this can be broken with 632146P~AB, guaranteeing a Hard Edge at mid-screen and an EX Overhead Kick in the (left) corner. | * As with Heavy Rising Tackle, this can be broken with 632146P~AB, guaranteeing a Hard Edge at mid-screen and an EX Overhead Kick in the (left) corner. | ||
* EX version leads to a wall bounce on hit for | * EX version leads to a wall bounce on hit for better combo routes. EX version also has some invulnerability and will beat GCCD attempts. | ||
* Install versions deal more damage with a hard knockdown Rasetsu with a guaranteed OTG follow up with C Reppuken. | * Install versions deal more damage with a hard knockdown Rasetsu with a guaranteed OTG follow up with C Reppuken. | ||
* Normal versions can only combo from or lights or lights > 6A. EX version has longer range and can combo from c.C/D > 6A with a tricky late cancelled 6A. However, it is generally not worth using in an EX combo over EX Hard Edge or EX Overhead Kick because it applies a heavy 30% scaling penalty. | * Normal versions can only combo from or lights or lights > 6A. EX version has longer range and can combo from c.C/D > 6A with a tricky late cancelled 6A. However, it is generally not worth using in an EX combo over EX Hard Edge or EX Overhead Kick because it applies a heavy 30% scaling penalty. | ||
Perfectly timing this command grab so it connects meaty after a knockdown will make it very hard to deal with even if they guess right, as most characters will have to buffer a short hop to punish. Twofold with the EX version, as its invulnerability means they won't be able to mash or reversal either. | |||
}} | }} | ||
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|input=623B/D/BD | |input=623B/D/BD | ||
|description3=* B Version is +1~3 on crouching opponents. Command grab is the perfect speed to connect after B version is blocked crouching. | |description3=* B Version is +1~3 on crouching opponents. Command grab is the perfect speed to connect after B version is blocked crouching. | ||
* | * B/D versions will go over most projectiles (with some exceptions) in the game if timed right, making it good for punishing fireballs thrown at neutral range. | ||
* EX version is harder to use compared to B/D version to call out aerial projectiles with. Has to be on reaction. | |||
{{{!}} class="mw-collapsible mw-collapsed wikitable" | |||
! colspan=3 {{!}} 623K vs Airborne Fireballs | |||
{{!}}- | |||
! Character !! Beats !! Loses to !! Notes | |||
{{!}}- | |||
{{!}} '''Andy''' {{!}}{{!}} 214A/C/AC (D ver.) {{!}}{{!}} 214AC (B ver.) {{!}}{{!}} | |||
{{!}}- | |||
{{!}} '''Ash''' {{!}}{{!}} [4]~6A (Both)/C (D ver.) {{!}}{{!}} 4~6C (B ver.)/AC (Both) {{!}}{{!}} First hit of [4]~6C is liable to smack Rock out of the air. | |||
{{!}}- | |||
{{!}} '''Athena''' {{!}}{{!}} 214A/C/AC (D ver.) {{!}}{{!}} 214AC (B ver.) {{!}}{{!}} Rarely does 623B go over Athena's 214AC (Rock is also juggled for his troubles on top of that), making 623D the more reliable option. | |||
{{!}}- | |||
{{!}} '''Heidern''' {{!}}{{!}} [4]~6A/C (Both)/AC (D ver.) {{!}}{{!}} [4]~6AC (B ver.) {{!}}{{!}} Rock has to be close to Heidern for either version to connect after his [4]~6A/C. | |||
{{!}}- | |||
{{!}} '''K'''' {{!}}{{!}} 236A/C/AC~6B {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} '''King''' {{!}}{{!}} 236/B/D {{!}}{{!}} 236BD (B. ver, Trade) {{!}}{{!}} 623B will trade with King's 236BD while 623D will only hit at tip range. | |||
{{!}}- | |||
{{!}} '''Kula''' {{!}}{{!}} 214B/BD~6B {{!}}{{!}} - {{!}}{{!}} Projectile from Kula's 214D~6B only connects on hit. Up close, 623B has the tendency to trade. | |||
{{!}}- | |||
{{!}} '''Mai''' {{!}}{{!}} 236A/C (Both)/AC (D ver.) {{!}}{{!}} 236AC (B. ver, Trade) {{!}}{{!}} Humorously enough, 623B trades with Mai's 236AC more often than it connects, making 623D the more reliable option. | |||
{{!}}- | |||
{{!}} '''Robert''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} '''Ryo''' {{!}}{{!}} - {{!}}{{!}} 236AC {{!}}{{!}} 623D has to already be in the air to even connect at all. | |||
{{!}}- | |||
{{!}} '''Yuri''' {{!}}{{!}} 236A*/C*/AC* {{!}}{{!}} 236AC* (B ver., Trade) {{!}}{{!}} The charge time on Yuri's 236P* is so slow you can easily hit her out of it before she even gets it out. | |||
{{!}}} | |||
}} | }} | ||
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* All versions are fully invul frame 1 | * All versions are fully invul frame 1 | ||
* B/D version has invul to projectiles until the first active frame, however it travels just short of fullscreen. | * B/D version has invul to projectiles until the first active frame, however it travels just short of fullscreen. | ||
* One gimmick that Rock has is using a 236A at fullscreen and cancelling it into a 236236K. Rock will travel across the screen and be up in front of the opponent with the projectile from 236A following behind him to protect him from being punished. This is far from a foolproof strategy and is likely a waste of meter, but it can catch your opponent by surprise. | |||
}} | }} | ||
Revision as of 22:28, 31 January 2023
Gameplay Overview
Compared to his prior outing in KOF XIV, Rock has seen some tremendous gains that make him an even better character than he already was before. Notably, Rising Tackle, which was formerly a charge input ([2]~8P) is now a motion input (623P) that can be used at any given time. Pair this with the ability to break the move in the middle of the animation (623C~AB) - something which his teammates (B.Jenet and Gato) also carry over from Garou - and Rock's combo game is as flexible as it is damaging. Another key change is in his f.B - notably, the fact 6A can now chain into it, further increasing his meterless combo potential off of his light confirms. And finally, he has gained a brand-new move in the returning Overhead Kick (623K), formerly his T.O.P. attack. This move is different than how it was in Garou, notably the EX version caused a ground bound, which his EX Rage Run: Type Dunk (214BD) - itself having seen an overhaul for this installment - did previously.
Speaking of which, Rage Run has been overhauled for this installment. Whereas before, all he got was either a dunk (214B) or a side switch (214D), now he has multiple options out of his command run. New options include the ability to stop the run (214K~A), go straight into his Hard Edge (214K~C), or go straight into his Overhead Kick (214K~6K). Pair this with the prior options, and Rock's approach game is much more varied than it was previously.
Rock is also one of the lucky few characters in KOF XV to have more than two special cancelable far standing normals. f.A, f.B (which was already special cancelable in XIV), and f.C are all special cancelable and cover a decent amount of range, especially with the latter. This allows Rock to punish the opponent at a considerable range in addition to getting solid damage off of a relatively quick poke, especially if he has meter to spare.
Unfortunately, though, Rock isn't without his weaknesses. The biggest one is that - like any jack of all trades - he doesn't excel at any particular field. Furthermore, he also lacks good cross-ups, which hurts his mix-ups quite a bit. Some of his basic tools - such as his Command Grab - are also slower than average, making him prone to counter hits on a hard read. Overall, though, Rock is a very versatile, reliable, quick, and damaging character that can work in almost any position. Without meter, he can do plenty of damage thanks in part to Rising Tackle's Break and the ability to chain his f.B into 6A. With meter, however, Rock can rack up the damage very quickly and gain meter back as quickly as he uses it.
Rock Howard is an all-rounder with not only a variety of tools suited for most situations but great reward off from his confirms even without meter. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Crack Counter - [in time with opponent's attack] + / (*)
Super Special Moves
Raging Storm - + / (!) [Hold OK]
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Ranged confirm/Punish |
f.C > 214C = 180 dmg |
½ Meter |
Blowback Combo |
CD > 214BD~6K, 623C~AB, 214C = 294 dmg |
1 Meter |
Command grab combo |
632146AC, 623BD, 623C~AB, 214C = 297 dmg |
2 Meters |
Blowback Quick MAX into Super |
CD > BC > [MAX] 214BD~6K, 623C~AB, 214C > [SC] 236236P = 376 dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Fangs and Claws
Fangs and Claws
(close) 4/6C
(close) 4/6C |
---|
Kokusen
Kokusen
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Elbow Spike
Elbow Spike
6A
6A |
---|
Parabola Kick
Parabola Kick
6B
6B |
---|
Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC |
---|
Hard Edge
Hard Edge
214A/C/AC
214A/C/AC |
---|
Rising Tackle
Rising Tackle
623A/C/AC
623A/C/AC |
---|
Rage Run
Rage Run
214B/D/BD
214B/D/BD |
---|
Rage Run Followups
Stop
214B/D/BD~A
214B/D/BD~A |
---|
Type: Dunk
214B/D/BD~B
214B/D/BD~B |
---|
Type: Hard Edge
214B/D/BD~C
214B/D/BD~C |
---|
Type: Shift
214B/D/BD~D
214B/D/BD~D |
---|
Type: Overhead Kick
214B/D/BD~6B/D
214B/D/BD~6B/D |
---|
Crack Counter
Crack Counter
236B/D/BD
236B/D/BD |
---|
Shinkuu Nage
Shinkuu Nage
632146A/C/AC
632146A/C/AC |
---|
Overhead Kick
Overhead Kick
623B/D/BD
623B/D/BD |
---|
Super Special Moves
Shining Knuckle
Shining Knuckle
236236B/D/BD
236236B/D/BD |
---|
Raging Storm
Raging Storm
236236A/C/AC
236236A/C/AC |
---|
Climax Super Special Moves
Neo Deadly Rave
Neo Deadly Rave
2141236CD
2141236CD |
---|
Deadly Rave EXT
Neo Deadly Rave
2363214CD
2363214CD |
---|