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.
cl.
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
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A > f.B > 6A
107
Optimal light starter. 6A will whiff if canceled into from longer ranges. A general rule of thumb is 6A will whiff after a string of 4 light normals. If you find yourself in a range where 6A will not connect, use the below starter.
2B > 2A > f.B
65
Light starter for when 6A is too far to connect. Can add an additional 2A/2B depending on range. Just about the only things you can combo into from a far 5B are 214A, 236AC, 236236P, and Climax, so keep this in mind in situations where a light normal into 6A won't work.
Heavy Starters
Combo
Damage
Notes
cl.C > 6A
117
Standard heavy starter and Rock's most consistent combo starter.
cl.D > 6A
127
More damaging than the above at the cost of slightly slower startup on cl.D. Useful for punishes or after landing a deep jump-in.
cl.D > 6B
146
6B does more damage than 6A. While it does combo from cl.C as well, cl.D's lesser pushback makes it more reliable for going into 6B. Note 623C will whiff on this starter.
cl.B > cl.A, cl.C > 6A
158
Link into cl.C > 6A. Optimal heavy starter in terms of damage, though Rock needs to be point blank to get cl.C after cl.A.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
Any combo that starts with 2B*2 > f.B > 6A can also be started with cl.C/cl.D/2C > 6A.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending in a special move.
cl.A > A > A > C
223
1
Rush combo ending in a super.
cl.A > A > A > D
351
2
Rush combo ending in a Max super.
cl.A > A > A > A
450
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
Starter > 623C ~ AB, 214C
241/269
255/250
36%
Anywhere
Meterless BNB after a confirm into 6A. If you have your install up, you can land an OTG 236C after if close enough to the corner.
Starter > 623C ~ AB, 236A, 623A
255/285
295/290
42%
Corner
Meterless corner BNB. The above combo does more damage if you tack on a super afterward compared to a super cancel from this one, otherwise use this one if you can't/don't want to use a super.
2B > 2A > 6A > 632146P
180
105
25.5%
Anywhere
A niche combo that trades damage for a sideswap, useful if you're in the corner. Usually works as 2 light normals into 6A, though cl.A > cl.B and cl.B > cl.A > f.B > 6A works too. Does not work at longer ranges, after Heavy Starters, or after any Heavy normal.
5C > 214C
180
150
24%
Anywhere
Small close or far C combo in case you're too far away for Rock's other combo starters.
CD > 236A, 214K ~ C
169
200
26.5%
Midscreen
Midscreen CD confirm. Also works if your back is to the corner, but not when the opponent is in the corner.
CD, 623C ~ AB, 236A, 623A
203
260
37.5%
Corner
Corner CD confirm.
632146P ~ AB, 236A, 623C ~ AB, 236A, 623A
160
220
41%
Cornered
A way to squeeze a little extra damage off a command grab. Otherwise just let the command grab play out to deal 115 damage.
0.5 Bar
Combo
Damage
Stun
Meter Gain
Location
Notes
Starter > 623BD, 623C ~ AB, 214C
312/350
255/250
36%
Anywhere
Great damage and meter gain for just half a bar.
Starter > 623BD, 623C ~ AB, 236A, 623A
325/365
295/290
42%
Corner
Starter > 623BD, 623C ~ AB, 236A, cl.D/2D
326/366
305/300
33%
Corner
Alternate ender that does slightly more damage(but less metergain) and gives a different post-combo situation(air reset for cl.D).
2B > 2B > 2B > f.B > 236AC, 214C
224
155
24.5%
Anywhere
Suboptimal but idiot-proof confirm.
632146P ~ AB, 236A, 236AC, 623C ~ AB, 236A, 623A
202
220
41%
Cornered
632146AC, run, 623C ~ AB, 214C
196
120
24%
Anywhere
EX command grab combo. Possible anywhere on screen, but more difficult the closer you are to the corner.
236BD, run, 623C ~ AB, 214C
177
120
24%
Anywhere
Confirm after an EX counter. The combo will be exactly the same as the 632146AC combo.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Starter > 214AC, 623BD, 623C ~ AB, 214C
369/418
255/250
1
36%
Anywhere
Starter > 214AC, 623BD, 623C ~ AB, 236A, cl.D/2D
381/432
305/300
1
33%
Corner
CD, 214K ~ C > 236236K
248
140
1
20.5%
Anywhere
Most consistent CD combo.
CD > 236A, 214K ~ (delay)C > 236236K
277
200
1
26.5%
Midscreen
Requires you to delay Rage Run's C follow-up to land all 5 hits of Shine Knuckle. Not really worth the extra damage when the above is easier. Can do Raging Storm instead of Shine Knuckle for more damage but less corner carry.
CD, 623BD, 236AC, 623C ~ AB, 236A, cl.D
306
270
1
35%
Corner
Same as your corner combo.
236CD, 623C ~ AB, 214C
245
120
1 (Refunded 0.5)
80%
Anywhere
Shatter strike combo. If out of range for 623C, skip it and go straight into 214C.
632146P ~ AB, 214C > 236236K
188
80
1
20%
Anywhere
632146P ~ AB, 236A, 623C ~ AB, 214C > 236236P
249
180
1
40%
Back to Corner
632146AC, 623BD, 623C ~ AB, 214C
257
120
1
30%
Midscreen/Corner
Doesn't work if Rock has his back to the corner.
Starter > 6A > 623BD, 623C ~ AB, 214C > 236236P or K
420/476
255/250
1.5
45%
Anywhere
Either super works here. 236236P does slightly more damage, but 236236K grants much better corner carry and okizeme opportunity. In the corner however, the screen carry and oki is less significant so 236236P is the preferred ender there. The damage notation here assumes you've used 236236K.
Starter > 6A > 214AC, 623C ~ AB, 214C > 236236P or K
407/464
255/250
1.5
40%
Anywhere
Easier but slightly weaker version of the above.
CD, 623BD, 623C ~ AB, 214C > 236236P
352
220
1.5
40%
Corner
236CD (AA), 623BD, 623C ~ AB, 214C
336
120
1.5 (Refunded 0.5)
80%
Midscreen
Rock can only meaningfully use EX moves after Shatter Strikes midscreen if they hit in the air.
Keeping the combo short with 214A tends to improve the scaling in Climax combos. Note that 214P > 236236P can drop when done at too far ranges; use 236236K if you aren't confident in the spacing.