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Fatal Fury: City of the Wolves/Rock Howard/Combos
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Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
c. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Combo | Damage (S.P.G.) | Notes |
---|---|---|
2B > 2A > f.B | 75 (81) | Most common Light Starter. Omit the second light normal if too far away. |
c.B, c.C | 111 (122) | A good link that compliments Rock's close range pressure options. Useful in situations where c.D will not connect due to its greater startup. 2C works after c.B too but does less damage than c.C. |
c.D > 6D+REV, 2C | 132 (144) | Rock's optimal Heavy Starter in most situations. 2C usually tends to whiff after jump-ins, so use c.D ~ 6D instead in those situations. |
c.D > 6D | 103 (112) | While less damaging than Feint canceling c.D into 2C, using c.D's follow-up can work in situations where 2C can't, such as if the opponent has been pushed back by a jump-in. |
f.C | 70 (77) | Far C is hit confirmable and can lead into combos if cancelled into such moves as 214AC. |
Other Starters
Combo | Damage (S.P.G.) | Notes |
---|---|---|
632146C ~ AB | 60 (66) | Can get small, heavily scaled combos from Rock's command grab when his back is to the corner. Midscreen, you're probably better off not Braking Shinkuu Nage for the higher damage and the untechable knockdown, but Braking it midscreen can allow for a combo into Shining Knuckle. Useful if it will kill. |
632146AC | 100 (110) | More useful than the normal version due to being able to REV Accel. Damage still isn't really that great unless you spend meter on a super. |
2C+REV | 50 (55) |
Notes
- All combos are written assuming the character is facing right.
Combos
Meterless
Combo | Damage (S.P.G.) | REV Gauge Gain | Power Gauge | Location | Notes |
---|---|---|---|---|---|
Light Starter > 214A | 143 (155) | 0% | 0 | Anywhere | |
Heavy Starter > 214C | 240 (262) | 0% | 0 | Anywhere | 623C ~ AC doesn't work after c.D > 6D+REV, 2C. |
2B > f.B > 623C ~ AB, 214C | 182 (197) | 0% | 0 | Anywhere | Must be point-blank for this combo to work. Too far and 623C will whiff. |
REV Arts Combos
Combo | Damage (S.P.G.) | Net REV Gauge Gain/Loss | Power Gauge | Location | Notes |
---|---|---|---|---|---|
Heavy Starter > 214AC > 214BD ~ C, 623C ~ AB, 214C | 0 | Anywhere | Rock's bread and butter combo. | ||
Heavy Starter > 214AC > 214BD ~ A, 623C ~ AB, 214C | 0 | Anywhere | An optimized version of the BNB, doing slightly more damage in exchange for 214BD ~ A being slightly more strict in timing compared to the C followup. Use this if you can get the timing for 214BD ~ A down. | ||
Heavy Starter > 214AC > 214BD ~ A, 623C ~ AB, 236C, 623A | 0 | Corner | Corner version of the BNB, does slightly more damage. |