NeoGeo Battle Coliseum/Rock Howard
- cl. A/B/C/D are cancel-able.
- st. A/B/D is cancel-able.
- st. D is the only move that can truly be canceled at any distance. It doesn't necessarily guarantee a combo, however.
- (more to be updated)
- cr. A/B/C/D are cancel-able.
- cr. B links with cr. A.
- cr. C is a moderately good anti-air if Rising Tackle (charge d~u + A/C) can't be done quick enough, or if there's no meter for Raging Storm (qcf x2 + A/C).
- cr. D is good only for the fact that it has range, and it can be canceled into a single or double reppuuken (qcf + A/C).
- j. C can be used in combos if the move hits deep enough.
- j. D has a weird angle to it, so depending on the opponent, it can hit very low.
Guard Cancel Tag Attack Pressing the E button while blocking will allow Rock to do an attack, and he will then tag out.
Kokuusen - b/f + CD
- Can be broken. Regular knockdown. This throw leaves the opponent close enough for applied pressure or for a command throw.
Upper Parry: A + C
- (more to be updated)
Lower Parry: B + D
- (more to be updated)
Combination: D, f + D
- Rock does a kick to an axe kick combination. The first kick comes out pretty fast, but the other kick comes out a bit slower. The second kick does count as an overhead. This can be used for mixups, as the first kick by itself can be canceled into a special move of choice.
Reppuken - (qcf+A)
- Rock throws a projectile that travels along the ground. It's rather slow, but can be used to put pressure on the opponent.
Double Reppuken - (qcf+C)
- Rock throws two Reppuken together to form a bigger projectile that travels along the ground. This projectile moves faster than the A version. Also note that if the opponent is close to Rock, this move hits twice.
Rising Tackle - (d~u+A/C)
- Rock does an rising spinning attack that hits multiple times. Both versions can be super cancelled. This move can also be used as an anti-air. The button strength determines how high Rock goes into the air.
Hard Edge - (qcb+A/C)
- Rock does a dashing elbow attack. The C version adds on a palm strik. The A version of this move can be canceled into a super, and can also be used to extend a corner juggle combo.
Rage Run ~ Type Dunk - (qcb+B)
- Rock runs towards the opponent, and does his version of Terry's "Power Dunk" move. Hits high, unsafe on block. There really isn't much to this move, other than using it for mixup purposes.
Rage Run ~ Type Shift (qcb+D)
- Rock runs towards the opponent, and does a dashing teleport to the other side of the opponent. Aside from using this for mixups, this move can sometimes prove worthy when it comes to getting out of the corner.
Shinkuu Nage - (360+C)
- Rock does a command throw similar to his father Geese's command throw (animation and all). The plus side to this move is the recovery animation can be "broken" by pressing A + B quickly after the throw. If A + B is held for a certain length of time, Rock will transition into Rasetsu. This break mechanic is very important, because it can allow for Rock to combo his opponent afterward, especially in the corner. The best option to use after the Break is qcb+A, and if in the corner, qcb+A can be canceled into Raging Storm.
Rasetsu - (360+C -> [A+B] -> ]A+B[)
- Immediately after breaking the command throw's recovery animation, Rock's hand will begin to charge. Upon releasing A + B, Rock will shoot out an energy burst from his hand, doing a substantial amount of damage. This is one of the "easiest" options after doing 360 + C ~ A + B. It's easy because the timing is only based on releasing A + B, instead of going for qcb + A. However, doing Rasetsu does require a little bit of practice.
Atemi Nage Joudan - (qcf+B)
- This is one of Rock's counter moves, which is similar to one of Geese's counters. This can stop high to mid moves. If successful, Rock will counter. Does not lead into anything else except for oki.
Atemi Nage Gedan - (qcf+D)
- This is the second counter move Rock has, which is also similar to one of Geese's counters. This can stop low moves. If successful, Rock will counter. Does not lead into anything else except for oki.
Raging Storm: qcf x 2 + A/C
- Rock does a "mini" version of Geese's Raging Storm. The button strength determines the amount of damage, and the color of the blast. This can be used in combos, especially in the corner. In the corner, this super can be followed up with a jumping attack, qcb + A, Rising Tackle (charge d, u + A/C), or another Raging Storm. This is one of Rock's strong points.
Shine Knuckle: qcf x2 + B/D
- Rock does a super version of Hard Edge. The button strength determines the amount of damage. This is another follow-up to Rock's command throw (360 + C).
Deadly Rave: hcb, f + A/C A, A, B, B, C, C, D, D, qcb + C (when meter stock is at level 3)
- Rock does his version of Geese's Deadly Rave. He rushes the opponent and does a series of attacks, which can end with a pulsating blast if done correctly. If the inputs stop, Rock will not continue to attack.
Storm & Stream: rdp + CE (When partner is Terry Bogard and within 10 counts after Rage Run: Shift)
- Rock does a Rising Tackle sending the opponent in the air. Terry then follows up with a Power Geyser, and Rock finishes with a charged Raging Storm.
- Rock's strategy is similar to that in "Garou: Mark of the Wolves", which is to corner trap the opponent relentlessly. Rock has several tools that can assist in this, primarily his command throw (360 + C). After doing the command throw, Rock can charge A + B and time the attack, use qcb + A, or qcf x2 + B/D to get damage in. These options also assist in forcing the opponent into the corner. If you don't want to waste time in timing any moves and just want to force the opponent in the corner still, a simple jumping C or D will do the trick, although jumping D can work better for this case. Note that damage will be sacrificed using this option, but this can allow for better mixup since Rock will still be in range.
- Once in the corner, variations of block strings can be used to pressure the opponent. Don't expect to break their guard, however. Most of the moves (not counting hard attacks) don't do too much in that field. While continuing the corner assault, be mindful that turtlers can switch their game up with a simple GCFS/JDFS and turn offensive instantly. If that's the case, a simple forward throw will stop their attempts. If they happen to be good at breaking throws, crouching A can sometimes stop them. Don't expect to go crazy with Reppuken rushdowns. Rock's projectiles come out a bit slower than Geese's, and make him more likely to get caught with a move after GCFS/JDFS.
- If fighting opponents that tend to stay airborn, Rising Tackle (charge d, u + A/C), crouching C, standing D (within range), and sometimes Atemi Nage Joudan (qcf + B) can prevent constant air rushdowns. This should ultimately be used in the sheer goal of corner trapping.
- Some characters can give Rock a hard time, most notably Mr. Big, Marco, K', Mudman, and even Hotaru. In this case, the best suggestion would be to play patient, and command throw often. It can't be broken, and can even still assist in taking the opponent to the corner. Learn what moves Rock can block in order to get a free 360 + C, qcb + A/C, or qcf x2 + B/D. Make sure to do the strongest combos afterwards, and extend them if in the corner. Don't worry about Deadly Rave (hcb, f + A/C) because most times it will prove a waste of meter. Ensure that the second character can build a considerable amount of meter, so that by the time Rock enters the fray, he can do damage. Most opponents might know Rock's corner game, so always have a backup plan. Tactics like doing Rage Run ~ Type Shift (qcb + D) after a knockdown in order to throw the opponent back in the corner with Shinkuu Nage (360 + C) can definitely help avoid opponents from stopping Rock's game.
- Block strings to use are:
- crouching B, crouching A, qcf + A
- crouching A/B/D, qcf + C
- cl. D ~ f + D, qcf + C
- (j.X) cr.B > d~u+C
- st.D > qcb+C
Useful for those ranges where cl.C won't come out. Will not combo if st.D is done from too far away.
- A+C > qcb+C/qcf+E
A+C has slower startup than st.D, but covers more range, and moves Rock forward slightly. Relatively long hitstun allows for confirming into a qcb+C, qcf+E or qcf+K, even from maximum range.
- (j.X) cl. C > qcb + C
- (j.X) cl.C > qcb+A, d~u+C
Will not be able to link into Rising Tackle if done from too close. If done with a jump in, you're guaranteed to be at the right distance to link Rising Tackle after qcb+A.
- A+C > qcb+A, d~u+C
Will not combo from maximum range.
- 360 + C -> A+B, qcb + A, d~u+C/qcf+E
- (j.X) cr.B > cr.B > qcfx2+B
Chain into the second cr.B as soon as possible, otherwise the super will not combo.
- (j.X) cl.C > AB Tactical Step, cl.C > qcb+C
- cl.D > f+D > qcfx2+B
Will only work from point blank range.
- (j.X) cl.C > AB Tactical Step, cl.C > qcb+A, d~u+C
- (j.X) cl.C > qcb+A > SC qcfx2+C, qcb+A, d~u+C/qcf+E
- 360 + C -> A+B, qcb + A > SC qcfx2+C, qcb+A, d~u+C/qcf+E
- (j.X) cr.B > cr.B > qcfx2+D
- A+C > qcfx2+D
- cl.D > f+D > qcfx2+D
- (j.X) cl.C > AB Tactical Step, cl.C > qcfx2+B
- (j.X) cl.C > qcb+A > SC qcfx2+C, qcb+A, d~u+C
- Note: The 'S' is the start button.