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Fatal Fury: City of the Wolves/Rock Howard

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Fatal Fury: City of the Wolves

OverviewStrategyDataCombos

Born to Geese Howard, raised by Terry Bogard—Rock’s very being is one of mixed emotions and internal conflict.
Despite having lived a new life with Terry, one day Rock finds himself facing off against a foe who claims to know about his past—namely his birth mother, and the fact that she is very much alive.
Armed with this new information, the troubled youth resolves to find his own way through life—and fight on in order to make that happen.
Jump: 41f
Hop: 36f
Short Dash: 12f
Backdash: 23f


Movelist

(*) = Brake
(Midair Only) = Can only be done in the air.

Command Moves

Command Combo 1 - Close > +

Command Combo 2 - Jump >


REV Blows

Overhead Kick - (S.P.G. active) +

Hishou Getsurin Zan - (S.P.G. active) + (Midair Only)


Special Moves

Reppuu Ken - + /

Shippuu Ken - + / (Midair Only)

Rising Tackle - + / (*)

Hard Edge - + (*) / (*)

Crack Counter - + /

Rage Run - + /

Type: Layup -
Type: Cut -
Type: Dunk -
Type: Shift -
Shinkuu Nage - / (*)

Shinkuu Nage - + / (*)


Ignition / Redline Gears

Raging Storm - + /

Shining Knuckle - + / (*)


Hidden Gear

Power Geyser "R" - +

Gameplay Overview

Rock Howard is an all rounder with a simple, but versatile and effective toolkit.
Pros Cons
  • Strong Normals: With strong pokes such as 2B and f.C, good jump-ins with j.C and j.D, and plus frames that can be easily linked on hit to 2C, Rock has moves that can fit almost any need.
  • Varied Defense: Rock can use his Crack Counter (236B/D), A Rising Tackle (623A), or Raging Storm (236236A/C) either on wakeup or buffered after a Just Defend to keep opponents guessing, or he can rely on his strong lights to mash out as well.
  • Strike/Throw: Not only is his strike/throw with his normal grab bolstered by his well-rounded normals, Rock can also use Shinkuu Nage (632146A/C) to side switch or get extra damage with the REV version. Shinkuu Nage being available from Rage Run (214B/D) also makes his mixups in Rage Run even scarier.
  • No Standout Tools: His moves are effective, but none are the best in any particular category.
  • Lackluster Anti-Airs: With a somewhat stubby High Dodge attack and 2C's habit of trading, Rock has to rely on his C Rising Tackle Brake to anti-air consistently, which is more committal than other characters with better High Dodge Attacks.


Normals

Far Standing Normals

Far A

far A
f.A
f.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
35 Mid special 5 3 9 +3 (-7 Feint) -1 (-11 Feint) - 3.5% 100

Rock’s standing jab is his fastest far normal, chain and special cancellable on hit or block, allowing a knockdown with 214A on hit.
It can be cancelled up to three times, though the third cancel will whiff.
Its decent range is good, but lacking a cancel into f.B makes long-range confirms harder.

Far B

far B
f.B
f.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid special 7 3 17 -2 (-6 Feint) -5 (-6 Feint) - 3% 100

Rock does a kick to the shins. A strong poke and easy hit confirm. He can cancel into this after 2A or 2B, making it an easy autopilot option.
Special cancellable on hit or block, allowing either a DP+C brake for combos or a 214A for a simple knockdown, depending on the distance.

Far C

far C
f.C
f.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 9 3 23 -3 (+2 Feint) -8 (-3 Feint) - 7% 150

Rock delivers a right-arm hook, a KoF XV classic.
Strong mid-range poke with good range and special cancellable, good for neutral and catching opponents pressing buttons in spacing traps.
Use with caution, as its recovery can lead to a wild punish if used recklessly.

Far D

far D
f.D
f.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid super 11 3 18 +2 -5 - 9% 150
  • +22 after Wild Punish, meaning Rock can run in and do f.C for a follow-up combo.

The Wild Punisher.
Rock does a somewhat slow side kick, It’s a decent long-range poke but can only be super cancelled, with practice you can hit-confirm into a buffered Shining Knuckle.
On block, this move deals good REV damage, but its main use is for Wild Punishing.
Combined with f.C’s range and special cancel, it’s easy to follow up with a combo at mid-range after a Wild Punish by dashing in and doing f.C — however, at farther ranges you may need to dash more for a combo.

Close Standing Normals

Close A

close A
cl.A
cl.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 4 3 8 +5 (-7 Feint) +1 (-11 Feint) - 2.5% 100
  • +5 on hit, can link into 2C.

Strong standing jab and Rock's fastest normal, using an elbow strike.
Can be canceled into other lights like cl.B for better frame advantage or 2B for a low option.

Close B

close B
cl.B
cl.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
40 Mid special 5 4 9 +6 (-6 Feint) +3 (-9 Feint) - 4% 100

Quick knee with fewer cancel options than cl.A, but better range and frame advantage.
On block, it's more pressure-oriented than cl.A, letting Rock go for a throw, a spacing trap, or a shimmy.

Close C

close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 6 3 21 0 (+3 Feint) -1 (+2 Feint) - 7.5% 150

Rock performs a left hook. Weaker than far C, but more reliable than cl.D, which is less effective without proper spacing.
If out of range, f.C comes out instead — still solid, and safer than cl.D but with lower reward.
+2 on block with forward feint cancel but only +3 on hit, leaving you no ability to link for a combo, so avoid autopiloting.

Other Feint framedata :
Neutral Feint(5BC) : -1 on hit, -2 on block.
Down Feint(2BC) : -7 on hit, -8 on block.

Close D

close D
cl.D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 7 5 21 0 (+5 Feint) -3 (+2 Feint) - 7.5% 150
  • Can be cancelled into 6D for a target combo.
  • On hit, link to 2C if cancelled by forward feint(+5).
  • Force the opponent to stand on hit.

Rock raises his leg for a devastating kick. A haymaker normal with great versatility, positive on block when cancelled into forward feint.
Its high REV gauge damage and frame advantage make it a strong close-range normal that can easily be autopiloted on hit or block to maintain pressure.

Other Feint framedata:
Neutral Feint : +1 on hit, -2 on block
Down Feint : -5 on hit, -8 on block

Crouch Normals

Crouch A

crouch A
2A
cr.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 5 3 10 +2 (-6 Feint) -1 (-9 Feint) - 2.5% 100

Rock does a crouching jab. Simple jab, good for mashing out and to apply pressure due to its chain cancel.
The special cancel allows for cancels like 2B > 2A > 214A on hit, making 2A valuable in that aspect. 2A is also an alternative normal used for linking due to its horizontal range compared to 2C.
This makes it more useful after something like 214BD~B, where you're left +5 on hit, but not close enough to link into 2C.

Crouch B

crouch B
2B
cr.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
25 Low super 5 4 9 0 -2 - 2.5% 100

Rock kicks at their ankles. Rock's go-to low, and a strong one at that. Chain cancels allow for a hit confirm into f.B, which can grant a knockdown or combo depending on range.
Outside of that, it sports long range, allowing Rock to catch people walking back in neutral or pressure by simply running and hitting 2B.
A very abusable normal for Rock.

Crouch C

crouch C
2C
cr.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
60 Mid special 5 4 20 -3 (0 Feint) -6 (-3 Feint) - 6% 150

Rock does a crouching uppercut. Somewhat subpar for anti-airing due to its tendency to trade, but it's Rock's main tool for linking.
The special cancel allows Rock to cancel into 623C brake, 214AC, or other various party starters. Notably can be linked after c.A and c.D feint.

Crouch D

crouch D
2D
cr.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
100 Low - 8 4 23 SKD (+58) -11 - 10% 150

Rock does a sweep with his leg. Standard sweep, not much to write home about in this aspect.
Can be used as an alternative Wild Punisher over f.D, though the reward is immensely weaker. Good to catch opponents walking back out of your pressure or in neutral, but you're not in range to hit 2B.

Jump Normals

Jump A

Jump A
j.A
j.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
50 High - 3 7 Landing+2 / +4 early jump - - - 5% 100
  • Only available during neutral and back hop/jump.

A really fast(3F) vertical air to air move.

Forward Jump A

Forward jump A
6j.A
6j.A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

Jump A Jump A

50 High special 4 8 Landing+2 / +4 early - - - 5% 100

Hop A Hop A

50 High - 4 8 Landing+2 - - - 5% 100
  • Can only be performed from a forward jump.
  • Jump version is special cancelable and by j.B (Command Combo 2).

Can be used air-to-air, cancelling this move will combo in the air on counter hit.

Jump B

Jump B
j.B
j.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
40 High - 6 5 Landing+2 / +4 early jump - - - 4% 100
  • Can cross-up

Rock's jump attack with the longest horizontal range, can be used as an air-to-air.

Jump C

Jump C
j.C
j.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
80 High - 7 6 Landing+2 / +4 early jump - - - 8% 150

Jump-in attack with the highest damage and better horizontal reach than j.D.

Jump D

Jump D
j.D
j.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
70 High - 9 4 Landing+2 / +4 early jump - - - 7% 150

Slower and deals less damage than j.C but has a better vertical hitbox.

Combination Attack

Combination Attack

Combination Attack
cl.AC
cl.AC

cl.AC

cl.ACC

D ender

6D ender

2D ender
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

cl.AC cl.AC

60 Mid REV Blow 8 4 17 +2 -2 - 3.75% 30

cl.ACC cl.ACC

70 Mid REV Blow 11 3 20 +2 -4 - 3.75% 30

cl.AC/CC > D cl.AC/CC > D

80 Mid REV Blow 10 4 24 SKD (+82) -8 - 8% 30

cl.AC/CC > 6D cl.AC/CC > f+D

80 High - 24 3 14 +2 +2 - 8% 30

cl.AC/CC > 2D cl.AC/CC > cr.D

100 Low - 8 4 23 SKD (+58) -11 - 10% 30
  • Every ender can be done during cl.AC or cl.ACC.
  • During S.P.G, REV Blow can be used as an ender.
  • D ender is REV Blow cancellable.

Auto combo that can only be used by starting with close A > 5C(And no other direction), none of these moves are special or super cancellable.


cl.AC : Starter of the combination attack, deals some damage.


cl.AC > C : Follow-up that adds damage and gives time to choose the ender.


D ender : Very unsafe on block but causes a soft knockdown on hit.


6D ender : Overhead ender, same move as his Low Dodge Attack(5C+REV) but it's +2F on hit and block.


2D ender : Low ender, same as his 2D, it's very unsafe on block.

Throws

Forward Throw

Forward Throw
AB
AB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
120 - - 5 3 26 (Total : 33) HKD (+40) - - - -

Hard knockdown with a good amount of advantage and the opponent is always at jump distance for Rock.

Back Throw

Back Throw
4AB
b+AB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
120 - - 5 3 26 (Total : 33) HKD (+24) - - - -

Hard knockdown, end closer than his forward throw but with less frame advantage.

Feints

Neutral Feint

Neutral Feint
5BC or 5DRev
st+BC or st+DRev
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
- - - - - 24 - - - - -
  • Mimics Rising Tackle. 24 total frames.

Forward Feint

Forward Feint
6BC or 6DRev
f+BC or f+DRev
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
- - - - - 20 - - - - -
  • Mimics Reppuu Ken. 20 total frames.

Rock's fastest feint and the one used for his normal frame data.
Use this when canceling a normal to gain more advantage.

Down Feint

Down Feint
2BC or 2DRev
cr+BC or cr+DRev
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
- - - - - 30 - - - - -
  • Mimics Hard Edge. 30 total frames.

Command Combos

Command Combo 1

Command Combo 1
cl.D > 6D
cl.D > 6D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid special 18 3 20 +2 (+4 Brake) -4 (-2 Brake) - 3% 40
  • cl.D > 6D is blockstring.

An easy confirm tool that is safe on block if canceled with a forward feint.

Command Combo 2

Command Combo 2
f+j.A > j.B
f+j.A > j.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
50 Mid - 6 5 - - - - 5% 100
  • Cannot be performed out of hop.

REV Blows

Overhead Kick

Overhead Kick
CD
st.CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
132 Mid - 25 5 22 HKD (+54) -2 Full armor at 2nd frame 10% 300

Only available during S.P.G, this REV Blow has a good horizontal hitbox and travels about 40% of the screen forward.
The vertical hitbox is good too but won’t hit opponents at their maximum jump height.

Hishou Getsurin Zan

Hishou Getsurin Zan
j.CD
j.CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
132 Mid - 28 6 Total : 58 at the minimum height HKD -3 ~ +1 Full armor at 2nd frame 10% 300

Only available during S.P.G, Rock's air REV Blow causes hard knockdown and is safe on block.

Dodge Attacks

High Dodge Attack

High Dodge Attack
2C+REV
cr.C+REV
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
50 Mid special (Hit only) 12 3 24 -1 (+5 Feint) -6 Dodge mid/high at 5f 5% 150
  • Cannot be cancelled on block

Wins against jump attack, standing normals and REV Blows.
Easier to execute than a DP, but upper body invulnerability doesn’t start on frame 1, so it can lose to jump-ins and is punishable on block.

Low Dodge Attack

Low Dodge Attack
5C+REV
st.C+REV
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
80 High - 24 4 13 +3 ~ +6(Late hit) -2 ~ +1(Late hit) Dodge low at 10f 8% 150

Rock's universal overhead, win against low.
The later you hit, the more frame advantage you get, allowing you to combo on a meaty hit or be positive on block.

Special Moves

Reppuu Ken

Reppuu Ken
236A/C/AC
qcf+A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid - 13 Projectile Total : 47 -6 -9 - 5% 100

C C

100 (20+80) Mid - 11 Projectile Total : 56 -2 +2 - 10%2%+8% 200 (100x2)

AC AC

100 (20+80) Mid rev 10 Projectile Total : 55 HKD (+68) +2 - 10%2%+8% 250 (100+150)
  • C and AC version is two hit, the first hit can nullify a projectile and the second throw the projectile.

Rock's grounded projectile, travel full screen.


A version : One hit projectile, longer startup than the other version but the projectile come out faster and has less recovery.


C version : One hit that nullify projectile and the second that throw a projectile, positif on block.
This version is really slow for zoning and your opponent can jump on you easily, it's better to counter your opponent zoning.


AC version : The first hit can nullify any projectile even EX and the second win against every non-EX projectile.
Nearly the same than C version, it's still a bit slow because the projectile come out at the second hit.

Shippuu Ken

Shippuu Ken
j.214A/C/AC
j.qcb+A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

A/C A/C

60 Mid - 11 Projectile - - - - 6% 100

AC AC

80 (40x2) Mid rev blow 11 Projectile - - - - 8%4%x2 200 (100+100)
  • A angle is a bit upward, C downward and AC is between both of them.
  • A and C version are only available during neutral and forward jump.
  • REV version fires two projectiles and can be used in any jump direction and also backdash.

Rock's air projectile, cancel his jump momentum to do a small back hop while launching the projectile.

Rising Tackle

Rising Tackle
623A/C/AC
dp+A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 (30+10x2+30) Mid - 5 3,(3),13 53 SKD (+49) -47 Full 5%3%+1%x2 140 (100+20x2)

C C

100 (30+20x2+30) Mid brake 7 3,(2),15 57 SKD (+48 / +82 Brake) -43 (-2 Brake) Air invincibility 10%3%+2%x2+3% 140 (100+20x2)

AC AC

120 (40+10x4+40) Mid rev / brake 5 3,(2),16 55 HKD (+54 / +84 Brake) -45 (-2 Brake) Air invincibility 7%4%+1%x3 210 (150+20x3)
  • C and AC versions first hit is brake-able(hit & block).

Rock's dragon punch with a decent speed, a good reversal or anti-air tool.


A version : Rock fastest reversal, fully invincible but really unsafe on block.
Can be nice to use in a guard cancel situation to punish recover or any cancel because it's fast and invincible but for the reward is low.


C version : Still fast and air invincible, by far is best choice to anti-air and the brake version allow Rock to start a combo.
It can be comboed from lights if close enough(cl.A > cl.B > DP+C or 2B > far B > DP+C for exemple). And also the brake version is safe on block(-2), meaning it's a good tool to use and allow to combo in guard cancel.


AC version : Nearly the same than the C version exept it's faster and it hit further, so it's easier to combo from light.
And same the brake version is safe on block(-2), so it's a faster guard cancel than DP+C but it cost a lot of REV.

Hard Edge

Hard Edge
214A/C/AC
qcb+A/C/AC

A version and C/AC first hit

C/AC follow-up
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid brake 11 9 (1 Brake) 21 (15 Brake) SKD (+74) -9 ~ -1 - 8% 150

C C

120 (40+80) Mid brake 15 10 (1 Brake) 25 / 17 whiff (15 Brake) SKD (+82) -11 - 12%4%+8% 100 (50x2)

AC AC

100 (40+60) Mid rev / brake 15 8 28 / 19 whiff (15 Brake) HKD (+82) -11 10%4%+6% 250 (50+200) -
  • Every versions are Brake-able before they connect with the opponent.

Rock's lariat, a nice combo ender because it can connect from any range and travel half of the screen(~40% for the A version).


A version : Can be safe is spaced, a good tool to end a combo from light because it work at any max range.


C version : Unsafe on block at any range because a follow-up come out when Rock connect to the opponent on hit and on block.
Good heavy combo ender because it work at any range and deal some decent damage.


AC version : Same than C version, a follow-up come out when Rock connect to the opponent on hit and on block but this version is REV cancellable so it can be safe in exchange of REV.
With some REV, we can call this one the neutral skip version.

Crack Counter

Crack Counter
236B/D/BD
qcf+B/D/BD

Counter Stance

Follow-up
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 - - 3 1 29 (34 whiff) SKD (+48) - Counter mid/high at 3rd frame - -

D D

120 - - 3 3 29 (34 whiff) SKD (+48) - Counter low at 3rd frame - -

BD BD

120 - rev 3 3 33 (32 whiff) HKD (+77) - Counter mid/high at 3rd frame - -
  • B and BD version counter mid and high
  • D version counter low
  • The follow-up is 1F and triggers automatically when Rock successfully counters a move.

Rock's counter stance, you have to choose between Mid/High and Low.
It's not a real reversal, it as some startup before it's able to counter a move, it cause a counter hit if hit during start-up and wild punish during recovery.
It can be used against frametrap if the gap between the two hit is long enough and the REV version allow Rock to start a combo by REV cancelling.

Rage Run

Rage Run
214B/D/BD
qcb+B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B/D B/D

- - follow-up 8 - 70 - - - - -

BD BD

- - follow-up 5 - 50 - - - - -
  • REV Rage Run turns all follow-ups into their REV versions at no additional REV cost.

Command run with a variety of options.

Rage Run Followups

Type: Layup
214B/D/BD > A
qcb+B/D/BD > A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B/D > A B/D > A

80 Mid - 31 5 15 +1 / +4 Crouch +1 - 8% 200

BD > A BD > A

90 Mid rev blow 26 7 15 +3 : Stand / +7 Crouch(+6 cross-up) +1 : Stand / +5 Crouch(+4 cross-up) - 9% 250
  • Can be used as a cross up

A slow jump attack but every version is positif on block.
Hit advantage depend a lot of the situation(stand/crouch opponent, cross-up or not) making it kinda hard to connect a light on hit.
The normal version has too much pushback to allow Rock to link with his cl.A.

Type: Cut
214B/D/BD > B
qcb+B/D/BD > B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B/D > B B/D > B

60 Low - 12 4 19 +2 -4 - 6% 200

BD > B BD > B

70 Low rev 12 4 19 +5 -4 - 7% 250
  • REV version can combo into light if close enough.

Low follow-up that is safe with a minimum of spacing.

Type: Dunk
214B/D/BD > C
qcb+B/D/BD > C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B/D > C B/D > C

60 Mid - 20 5 19 +1 -3 - 6% 200

BD > C BD > C

70 Mid rev blow 20 5 17 +3 +2 - 7% 250
  • REV version is positif, meaning it's a good ender during a REV cancel combo.

Safe follow-up, faster than the A follow-up and cannot be punished on block, and the REV version is positif.

Type: Shift
214B/D/BD > D
qcb+B/D/BD > D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B/D > D B/D > D

- - follow-up - - Total : 26 (34 cross-up) - - - - -

BD > D BD > D

- - follow-up - - Total : 26 (34 cross-up) - - - - -
  • Swaps sides with the opponent when done up close, or simply stops Rock in his tracks when done further away.

This move can phase through the opponent(even in the corner) but the recover is longer in this case.

Type: Shinkuu Nage
214B/D/BD~D > A/C/AC
qcb+B/D/BD~D > A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

214K~D > A qcb+K~D > A

80 Unblockable - 11 2 91 / 34 whiff HKD (+37) - - - -

214K~D > C qcb+K~D > C

90 Unblockable brake 16 2 91 / 16 Brake / 34 whiff HKD (+37 / +90 Brake) - - - -

214K~D > AC qcb+K~D > AC

100 Unblockable rev 11 2 25 / 34 whiff HKD (+100) - - - -
  • Identical to the standard (632146P) version.
  • B/D Rage Run can use the A, C, or AC versions.
  • BD Rage Run always uses the REV version of Shinkuu Nage, regardless of input, with no extra REV cost.

This move can be performed regardless of whether or not Rock switches sides with the opponent.

Shinkuu Nage

Shinkuu Nage
632146A/C/AC
hcb,f+A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Unblockable - 11 2 91 / 34 whiff HKD (+37) - - - -

C C

90 Unblockable brake 16 2 91 / 16 Brake / 34 whiff HKD (+37 / +90 Brake) - - - -

AC AC

100 Unblockable rev 11 2 25 / 34 whiff HKD (+100) - - - -

Rock's special throw, can be used manually at any by doing the 632146+P input or as a Type: Shift follow-up by pressing any P buttons.


A version : Is kinda fast and throw the opponent really far away without any way to cancel Rock's animation.


C version : Slower, also throw the opponent far away but you can brake it and be able to move before the opponent fall on the ground.
In brake version, the throw deal less damage but you have a better advantage and also you can choose to combo(214C, 236236B for exemple).
The issue with that is the damage reduction is really high.


AC version : Same speed than the A version and have an automatically follow-up that allow Rock to combo with less damage reduction than the C version.

Super Special Moves

Raging Storm

Raging Storm
236236A/C
qcfqcf+A/C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

A A

240 Mid - 9 45 36 HKD (+57) -46 Full 24% 350

C C

310 (60x3+130) Mid - 6 49 32 HKD (+61) -31 Full 31%6%x3+13% 400
  • Both version are invincible

Big vertical super with a lot of active frame, it can be weird to punish on whiff because of that.


A version : One hit big damage super, can be used as a reversal but it's slower than a DP.


C version : Deal a lot of damage and multi-hit, because of that it's harder for the opponent to air just defend it.

Shining Knuckle

Shining Knuckle
236236B/D
qcfqcf+B/D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers

B B

220 (30x4+100) Mid - 12 15 56 HKD (+60) -27 - 22%3%x4+10% 350 (70x5)

D D

260 (60+30x2+7x10+70) Mid brake 10 20 50 HKD (+50 / +88 Brake) -23 Full 6% 400
  • D version is invincible and is brake-able at the third hit.

Rock's horizontal super, not a really good reversal because it's a bit slow and only the D version is invincible.


B version : Not invincible and loose against projectile, it can be used as an ender in a light combo, giving some nice damage and a hard knockdown.


D version : This version invincibility combined with its fast travel time, makes it a good way to blow through fireballs in neutral.
And you can brake it, meaning you can extend your combo or choose your ender.

Hidden Gear

Power Geyser - Type: R

Power Geyser - Type: R
236236REV
qcfqcf+REV
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
451 (88+363) Mid - 6 6 56 HKD (+25) -31 Full 8% 500
  • Resets the Rev meter to 0%, even during Overheat.

Only available during S.P.G.

Videos, Links & References

Rock Howard|Character Breakdown by SNK


Fatal Fury: City of the Wolves

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