The King of Fighters XV/Rock Howard/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

==General Gameplan=+ Rock is an all around character with several tools that can deal with any situation. In addition to this, Rock has strong ground and air normals that allow him to cover multiple options at once. Rock's goal is to bully the opponent from midrange with his strong normals and fireball, and then convert his strong midrange presence into some of the strongest corner pressure in the game. His powerful anti airs help with this as well, letting him punish the opponent if they get annoyed with his midrange control. Rock can play any style very effectively, whether it be zoning, rushdown, footsies, or spacing. He can switch between any of these playstyles as needed, and it isn't difficult to do so.

Neutral

Pressure

Mixups

Defense

Okizeme

Safejumps

Definition and example of a safejump.

Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals.

Combo Enders

  • 214C:
    • ... > 623C~AB, 214C, 214A (whiff), Hyper Hop, h.D (6f Safejump)
    • ... > 623C~AB, 214C, Roll, Hyper Hop, h.D (4f Safejump)
      • Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.
    • 632146A/C~AB, 214C, 214C (whiff), Hyper Hop, h.D (5f Safejump)
  • LVl 1 Shining Knuckle (236236B/D):
    • ... > 623C~AB, 214C > 236236B/D, Forward Jump, (land) Hop, h.D (5f Safejump)

Meaty 236A

  • Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent.
    • Use 236A after:
      • A Raw 214C
      • A midscreen C throw
      • A midscreen D throw
      • An anti-air blowback
      • A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option.

After C Throw

  • 214C (whiff), Hyper Hop, h.D (6f Safejump)

After Corner C Throw

  • 214A (whiff), Hop, h.D (4f Safejump)

After D Throw

  • Forward Jump, j.D (5f Safejump)
    • Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.

After 236D

  • Jump, j.D (5f Safejump)

After Corner 236B

  • Hyper Jump, j.D (5f Safejump)

After Raw Supers

  • Lvl 1 and lvl 2 Raging Storm (236236A/C and 236236AC) have an awkward amount of frame advantage, making an auto-timed safejump difficult to find.
    • Raw 236236B/D, 214A (Whiff), Hop, h.D (5f Safejump)

Safe Jump Video

Rock Safe Jumps by B Cole

Countering Rock

External Resources

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