Garou: Mark of the Wolves/Rock

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Rock.PNG
Garou: Mark of the WolvesGarouLogo.gif

Introduction

He is the abandoned son of Geese Howard and Mary R. Heinlein, after his mother's death he was a vagabond and then found by Terry Bogard who adopted him as a father figure and legal tutor.

His fighting style its a mix about the reversals of Geese Howard with Terry Bogard rush attacks.

Pros

-High Counter options -Can combo after his P-Power in corner -Good ground projectiles

Cons

-Low Combo Options -Lack of BR potentials

Character Colors

Rockcolors.JPG

Gameplay Overview

Rock is a fast and mobile character. However he has low vitality, being able to zone and defend well is the key to victory.

He has below average bnb damage output, therefore most of his damage will come from landing his kick Super (Shinning Knuckle); once charged Rock has many options to land it (confirm from ground normals, hops, command grab, unblockable air resets or as a punish). Shinning Knuckle is an amazing punish tool and should restrict your opponent's options once you have it available. He also has decent meter building ability (whiff low counter).

Move List

Command Normal Moves

Standing Snkd.gif, F.png Snkd.gif

Special Command Moves

Command Move Weak Damage Strong Damage
Qcf.png + Punch.gif Reppu-ken 12 10/18 (2 hits)
Qcf.png + Kick.gif Crack Counter 12 16
Qcb.png + Punch.gif Hard Edge 12 18
Qcb.png + Kick.gif Rage Run 20 --
ch. D.png,U.png + Punch.gif Rising Tackle 18 21
360.png + Snkc.gif Evac Toss -- 20
Snka.gifSnkb.gif after 360.png Break Rasetsu -- 11
Qcf.png, Qcf.png + Punch.gif Raging Storm 33 46
Qcf.png, Qcf.png + Kick.gif Shinning Knuckle 32 47/55 (more dmg in corner)
Hcb.png, F.png + Snka.gif ; Snka.gif, Snka.gif, Snkb.gif, Snkb.gif, Snkc.gif, Snkc.gif, Snkd.gif, Snkd.gif, Qcb.png + Snkc.gif Neo Deadly Rave -- 49/59 (more dmg in corner)


Frame Data

Source : http://www13.atwiki.jp/garoumow/pages/19.html

Move Startup Hit Adv. Guard Adv. Guard Crush value Cancellable Notes
close A 3 +6 +6 4 chain / ◯
close B 3 +2 +2 4
close C 5 -8 -8 5
close D 10 -6 -6 5
Close D · → D -8 -8 5,9 ×
far A 3 +4 +4 4
far B 7 -3 -3 4 ×
far C 10 -6 -6 5 ×
far D 11 -9 -9 5
cr A 4 +3 +3 4 chain / ◯
cr B 4 +5 +5 4 chain / ◯
cr C 5 -3 -3 5
cr D 8 -12 KD 5 ×
Jump A 3 4 ×
Jump B 4 4 ×
Jump C 8 5 ×
Jump D 10 5 ×
2AB 9 -5 -11 6 1 ~ 5F upper body invincible
AB 21 +4 -2 six ×


Move Startup Hit Adv. Guard Adv. Guard Crush value Notes
Reppuken 12 -3 -3 Seven
Double Reppuken 13 0 0 4,4
B counter 3 0 down 7 4 ~ 19F upper body counter, activates 6F after proc
D counter 3 0 down 8 4 ~ 19F lower body counter, activates 9F after proc
Weak Rising tackle 3 -29 down 2,3,3 1 ~ 6F invincible
Strong Rising tackle 3 -32 down 2,3 × 3 1 ~ 6F invincible
Weak hard edge 11 -5 down 6
Strength hard edge 17 -12 down 6,6
Reijiran Type · "dunk" 24 -3 down 7
Throw vacuum 11 down
TOP Attack 29 -16 down 25
Raging Storm A 12 -23 down 15 1 ~ 9F invincible
Raging Storm C 17 -51 down 10 × 4 1 ~ 11F invincible
Shine knuckle B 1 -13 down 3 × 5
Shine knuckle D 0 -15 down 30
Deadly Neo Rave 0 -2 down 20

Hitboxes and Frame Data

Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.
Command = the input for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.


RockHitboxSet1.jpg

Standing, Crouching and Running


RockTaunt.jpg

Taunt


RockJump.jpg

Command Total Frames
Normal U.png 35


RockThrow.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif 9


RockFwdFeint.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif 12


RockDwnFeint.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif 11


RockCloseA.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +6 +6


RockCloseB.jpg

Command Start Up Hit Guard
Close Snkb.gif 3 +2 +2


RockCloseC.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 -8 -8


RockCloseDFwdD.jpg

Command Start Up Hit Guard
Close Snkd.gif 10 -6 -6
F.png + Snkd.gif -- -8 -8


RockStandA.jpg

Command Start Up Hit Guard
Far Snka.gif 3 +4 +4


RockStandB.jpg

Command Start Up Hit Guard
Far Snkb.gif 7 -3 -3


RockStandC.jpg

Command Start Up Hit Guard
Far Snkc.gif 10 -6 -6


RockStandD.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -9 -9



RockDwnA.jpg

Command Start Up Hit Guard
D.png + Snka.gif 4 +3 +3


RockDwnB.jpg

Command Start Up Hit Guard
D.png + Snkb.gif 4 +5 +5


RockDwnC.jpg

Command Start Up Hit Guard
D.png + Snkc.gif 5 -3 -3

Good anti-air, feint cancel it to prevent being punished after an air JD

RockDwnD.jpg

Command Start Up Hit Guard
D.png + Snkd.gif 8 KD -12


RockJumpA.jpg

Command
U.png + Snka.gif

For some reason, Rock's jump A can cross-up while staying in the front. It happens when the opponent holds back and rock hits jump A above their head.

RockJumpB.jpg

Command
U.png + Snkb.gif


RockJumpC.jpg

Command
U.png + Snkc.gif


RockJumpD.jpg

Command
U.png + Snkd.gif


RockStandAB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 21 -2 +4


RockDwnAB.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 9 -11 -5


RockTOP.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 29 KD -16


Rock236A.jpg

Command Start Up Hit Guard
Qcf.png + Snka.gif 12 -3 -3


Rock236C.jpg

Command Start Up Hit Guard
Qcf.png + Snkc.gif 13 0 0


Rock214A.jpg

Command Start Up Hit Guard
Qcb.png + Snka.gif 11 KD -5


Rock214C.jpg

Command Start Up Hit Guard
Qcb.png + Snkc.gif 17 KD -12



Rock214B.jpg

Command Start Up Hit Guard
Qcb.png + Snkb.gif 22 KD -3


Rock214D.jpg

Command Start Up Hit Guard
Qcb.png + Snkd.gif 22 -- --


RockHighCounter.jpg

Command Start Up Hit Guard
Qcf.png + Snkb.gif 3 KD --

Counters High and Mid attacks

RockLowCounter.jpg

Command Start Up Hit Guard
Qcf.png + Snkd.gif 3 KD --

Counters Low attacks. On whiff it is a decent meter building tool

RockRT.jpg

Command Start Up Hit Guard
Charge D.png,U.png + Snka.gif 3 KD -29
Command Start Up Hit Guard
Charge D.png,U.png + Snkc.gif 3 KD -32



Rock360Grab.jpg

Command Start Up Hit Guard
360a.png + Snkc.gif, Snka.gif + Snkb.gif 11 KD --


RockRSA.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snka.gif 13 KD -23


RockRSC.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkc.gif 18 KD -51


RockSKB.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkb.gif 1 KD -13


RockSKD.jpg

Command Start Up Hit Guard
Qcf.png, Qcf.png + Snkd.gif 0 KD -15


RockDRN.jpg


Command Start Up Hit Guard
Hcb.png, F.png + Snka.gif 0 KD -2


Attack Notes

Qcf.png + Punch.gif
Ground projectile C version does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken

Qcf.png + Kick.gif
Snkb.gif counters mid & high attacks, while Snkd.gif counters low attacks (good special to build meter when far enough).

Qcb.png + Punch.gif
A version has Rock do a quick short dash with an elbow attack, it needs to be spaced to be safe. C has him follow-up with a punch (highly unsafe).

Qcb.png + Kick.gif
B version has him dash then do an overhead punch, while D will warp him behind his opponent. The B version is risky as the punch has some start-up delay and is negative. The D version is cancellable by 360+C.

360.png + Snkc.gif
Command throw & is Break-able with AB. There are 3 things to do with this move:-
1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
2- Breaking the move with AB will allow Rock to follow up with a special move or super.
3- Holding AB during the Evac Toss will have Rock charge up his fist for an energy blast. The timing is strict to get this follow-up to connect. This follow-up is the Rasetsu.

Combos


Combos anywhere (No meter):
1) Close standing Snkc.gif/D.png+Snkc.gif/Snkd.gif/D.png+Snka.gif+Snkb.gif cancel into Qcb.png/Qcf.png + Snka.gif/Snkc.gif.

2) Jump Uf.png Snkc.gif/Snkd.gif, land, close standing Snkc.gif, cancel intoQcf.png+Snka.gif

3) 360.png + Snkc.gif into press (hold) Snka.gif + Snkb.gif, then release to hit.

4) 360.png + Snkc.gif into press (break) Snka.gif + Snkb.gif, (Qcf.png + Snka.gif/Snkc.gif)/run in Qcb.png + Snka.gif/TOP attack (Snkc.gif + Snkd.gif).


Combos anywhere (1 bar of meter):
1) Jumping Snkc.gif/Snkd.gif, land, close standing Snkc.gif, cancel intoQcf.pngx2+Kick.gif or Neo Deadly Rave

2) Jumping Snkc.gif/Snkd.gif-->D.png+Snka.gif+Snkb.gif-->Qcf.pngx2+Snka.gif

Combos anywhere (Full meter):


Combos mid-screen (No meter):

1) Jump Uf.png crossup Snkd.gif, land, close standing Snkc.gif cancel into Qcb.png/Qcf.png + Snka.gif/Snkc.gif.

2) Jump Uf.png crossup Snkd.gif, land, close standing Snka.gif, close standing Snkc.gif/D.png + Snkc.gif cancel into Qcf.png+Snka.gif

3) Qcb.png + Snkd.gif (get behind them) into 360.png + Snkc.gif into press (break) Snka.gif + Snkb.gif, (Qcf.png + Snka.gif/Snkc.gif)/run in Qcb.png + Snka.gif/walk in Qcb.png + Snkc.gif/TOP attack (Snkc.gif + Snkd.gif).

Combos mid-screen (1 bar of meter):

Combos mid-screen (Full meter):

Corner only (No meter):
1) Jumping C/D-->Down+AB-->QCFx2+P
2) Jumping C-->Standing A-->Standing C-->QCF+C


Corner only (1 Bar of meter):
1) Jumping C-->Standing A-->Standing C-->QCFx2+K

Corner only (Full meter):
1) Jumping C-->Standing A-->Standing C-->Neo Deadly Rave

Back to corner:
1) 360+C, Break-->QCB+A-->QCFx2+D-->C Rising Tackle
*Time this combo to get 15 hits total
2) 360+C, Break-->QCFx2+C
3) 360+C, Break-->Rising Tackle-->QCFx2+D-->C Rising Tackle

Overall Strategy

(Incomplete)

Since most of his damage come from his Super, he will have to be patient and build meter. Once he has meter, he has many ways to land damage.


Being your win condition, meter management is very important.

For example on the first round, if landing a super doesn't grant you life lead and the clock is running low, you should save it until using it will grant you victory.

It is very similar to the way Street Fighter V Ryu uses his meter.

Another example, if using your full P-power doesn't grant you victory, it is possible to use only 1 bar (S-power) to see if you can catch-up without throwing away your whole win condition.

Always try to take the enemy out of TOP if there is time left, as it puts you in a much better situation for the continuation of the round.


Rock has amazing punish ability with his B/D super, it is important for Rock players to have good knowledge of what is punishable (for example via framedata) and be ready to punish anything. As a general rule, all sweeps are punishable with Super, most AB are punishable on hit (but not on guard, you have to take the damage on purpose), most fireballs can be guard-cancelled into Super for a punish.

Matchup Notes

Coming soon.

Rock vs Rock:

Rock vs Dong:

Rock vs Hotaru:

Rock vs Butt (Marco):

Rock vs Hokutomaru:

Rock vs Kevin:

Rock vs Freeman:

Rock vs Tizoc(The Griffon/Griffon Mask):

Rock vs Jenet:

Rock vs Gato:

Rock vs Jae:

Rock vs Terry:

Rock vs Grant:

Rock vs Kain:

Advanced Tactics

Rock has a special ability to combo after any type of arial hit connects. This video explains it in more detail:

http://www.youtube.com/watch?v=FWc2ikH3u30

More info coming soon.