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User:TotallyNotAutomated/Rock Howard

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This article is about Rock Howard's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Rock Howard.
Rock
in Super Smash Bros. Ultimate
Rock
FatalFurySymbol.svg
Universe Fatal Fury
Availability Downloadable
Final Smash Neo Deadly Rave
Rock Spreads his Wings!
—Introduction tagline.

WORK IN PROGRESS; FEEDBACK APPRECIATED


Rock Howard is a playable character in Super Smash Bros. Ultimate and the second third-party representative from SNK.

Yuuma Uchida, who voiced Rock in The King of Fighters XIV and onwards, reprises his role as the character in all regions.

Attributes

Rock is a tall, middleweight fighter, weighing around the same as Joker that uses special inputs for his special moves, much like Ryu, Ken, and Terry before him. He also shares their trait of always facing the opponent in 1v1 matches. His walk, air, and run speeds are all average and the mechanics surrounding him reward players for keeping their distance and attacking in short, powerful bursts.

Much like Terry, Rock has special inputs to add more power to his special moves, complete with a second side special. Also like Terry, there are four variations to each special move depending on how the inputs are done, but Rock handles them much differently. Most of Rock's special moves change drastically between the weak and strong versions, so instead of how long a button was pressed determining between the weak and strong variations, they can simply be switched out by pressing the special button (or attack button when doing an input with an attack button) again before a certain time to "break" the special move into its variant. Usually this involves mashing the attack button. For example, to do a strong Hard Edge, the input would either be → + special + special or ↓ ↘ → + attack/special + attack/special This is based off a similar mechanic from Garou: Mark of the Wolves where certain special attacks could be "broken" to help carry out combos. Reppuken will become Double Reppuken, Hard Edge adds an extra hit like in its strong variant, Rage Run Type "Dunk" becomes Rage Run Type "Shift", and Crack Counter Jou-Dan becomes Crack Counter Ge-Dan. The only exception is his Rising Tackle which "breaks" traditionally like in The King of Fighters XIV to set up combos. To make up for this, his Rising Tackle is naturally better than Terry's. However, when broken in the air, it goes even higher than normal.

Additionally, he has a special mechanic that will give him access to more special attacks like Terry. In his case, Rock brings the S/P-power gauge from Garou: Mark of the Wolves. It consists of three meters that each fill up slightly quicker than the Final Smash meter and are carried between KOs. The meter is filled up through attacking, getting attacked, and even taunting. The first "meter" isn't truly a meter itself but rather "fills up" to get the real meter to appear, which can then be filled to S-power and then P-power. It will stay unless the game detects players using his S/P-power moves too quickly, where it will then reset and force the player to get it back. With the S-power meter full, Rock will unlock Raging Storm and Shine Knuckle. With the P-power meter full, Rock's hidden special moves will be upgraded into Neo Raging Storm and Rising Force, which are able to kill at much lower percents. Using any of these hidden special moves will make the meter start draining. Before the meter runs out, the moves can be used as many times as the player wishes. Once it runs out, no matter if the gauge was at S-power or P-power, the meter will return to an emptied state, forcing the player to build up the S/P-power again.

Rock's main weakness is that he, ironically, has little combo potential with the way his specials reward a "hit-and-run" mentality. His best combo tool is his admittedly pathetic break Rising Tackle. He also fares badly against speedy characters who can catch up to him from afar and evade his quicker attacks. While his S/P-power moves are very powerful, the time it takes to earn them and their timed availability in comparison to Terry's Super Special moves make them very risky despite being an integral part of his playstyle.

Moveset

  • Like Ryu, Ken, and Terry, Rock always faces his opponent in one-on-one matches.
  • Rock has three meters which can be filled up by doing attacks, taking attacks, or taunting. 2 meters brings him to S-power and unlocks Raging Storm and Shine Knuckle. 3 meters brings him to P-power and unlocks Neo Raging Storm and Rising Force. "S-power" and "P-power" icons straight from Garou: Mark of the Wolves appears next to his character portrait
  • Uniquely, Rock's moves don't have traditionally weak and strong variants, but rather regular and break variants, activated by pressing the attack/special button again before a certain part of the executed special move. The break variants either extend or radically change the moves.
    • Also like Ryu, Ken, and Terry, Rock's input specials utilize "negative edge", where specials can be performed on the release of a held attack button after performing certain stick motions.
Name Description
Neutral attack Jab/Low Kick/Hook Rock throws out a jab, a low kick, and finishes with a left hook. The last hit has decent knockback and the jab combo is a decent option to cancel into special moves like with Terry. Based on his standing light punch, standing light kick, and standing close heavy punch in Garou: Mark of the Wolves respectively.
Forward tilt Middle Roundhouse A mid-level Roundhouse kick. Based on his close standing heavy kick in Garou Mark of the Wolves.
Up tilt Sok Ngat A rising elbow strike in Muay Thai, based on his close standing light punch in in Garou Mark of the Wolves. It's noticeably angled slightly more upward than the original move it's based on.
Down tilt Shin Kick A crouching hapkido-style shin kick, based on his crouching light kick in Garou Mark of the Wolves.
Dash attack Elbow Spike Rock skids into an elbow. Based on a command normal in Garou Mark of the Wolves and The King of Fighters XIV.
Forward smash Parabola Kick A 360 inner crescent kick. Based on a command normal in Garou Mark of the Wolves and The King of Fighters XIV.
Up smash Wild Upper A squatting uppercut, notably inherited from Terry. Based on his crouching heavy punch in Garou Mark of the Wolves.
Down smash Front Sweep A short yet powerful sweep with his leading leg while crouching. Based on his crouching heavy kick in Garou Mark of the Wolves.
Neutral aerial Air Elbow A downward aerial elbow. Based on his air light punch in Garou Mark of the Wolves.
Forward aerial Side Kick An aerial side kick. Based on his air light kick in Garou Mark of the Wolves.
Back aerial Jump Roundhouse An aerial roundhouse kick, done with the leg behind Rock. Based on his air heavy kick in Garou Mark of the Wolves.
Up aerial Overhead Kick An aerial bicycle kick. Based on his T.O.P attack in Garou Mark of the Wolves, albeit slightly modified to better suit an up aerial.
Down aerial Jump Karate Punch A downward angled cross. Based on his air heavy punch in Garou Mark of the Wolves.
Grab - Rock reaches out with both arms.
Pummel Knee Rock knees the opponent in the abdomen while grabbing them. Based off his close standing light kick in Garou Mark of the Wolves.
Forward throw Fangs and Claws Rock does a right hook and a high roundhouse kick out of the grab. Based on a throw in The King of Fighters XIV.
Back throw Rasetsu Begins with a Shinkuu Nage similar to one of Geese's before blasting the enemy out of the air with a powerful ki blast once they're behind him. Based on a command throw he has in Garou Mark of the Wolves and The King of Fighters XIV.
Up throw Axe Kick An axe kick that knocks the opponent upward. Based on the second hit of a command normal in Garou Mark of the Wolves.
Down throw Kokusen Rock brings the enemy behind him and throws them over his shoulder and into the ground. Based on his throw in Garou Mark of the Wolves and a throw in The King of Fighters XIV.
Floor attack (front) Does a spin kick from the ground starting from in front of him before getting up. Not based on anything for once.
Floor attack (back) Same as his front floor attack.
Floor attack (trip) Same as his front floor attack.
Edge attack Climbs up and fires and brief ki blast.
Neutral special Reppuken/Double Reppuken Rock sends out a small gale of wind to travel along the ground in front of him. If the attack/special button is pressed before the Reppuken is fully launched, it gets broken into Double Reppuken, where he keeps the Reppuken by him for a little longer, and giving it a hitbox to attack nearby opponents while adding another Reppuken to it, before launching it to create a bigger, yet ironically less damaging, Reppuken. He will either shout "Reppuken!" or "Double Reppuken!" depending on which variant is used. In the air, Rock simply creates a large wing of ki in front of him that does about equal damage but greater knockback than a regular Reppuken.
Side special Hard Edge/Rage Run (Type Dunk/Shift) Rock charges into the enemy in a quick short dash with his elbow, dealing good damage and knockback. If the attack/special button is pressed before the attack ends, it gets broken into Strong Hard Edge, where a palm strike infused with ki is added at the end. The motion is ↓ ↘ → + attack or special/Rock runs up to the enemy and does a quick Power Dunk while blue wings of ki sprout from his back briefly. The dunk is very effective against crouching opponents and the wings do very little damage and knockback, about equal to a forming Double Reppuken, but it's enough to deter most attackers from behind. Rock will shout "Dunk!" during the Power Dunk portion of this attack. The attack can be broken into Rage Run Type Shift during the initial dash before Rock initiates the dunk, where Rock will instead dash behind the enemy. This attack works best when the opponent is completely not expecting it, or used as a horizontal recovery, as the initial dash into the actual Shift still covers a good amount of distance in a relatively short time. The motion is ↓ ↙ ← + attack/special.
Up special Rising Tackle Rock jumps into the air, preforming an upside-down double clothesline with his arms and a drilling kick with his legs. This is Rock's main recovery tool, and even the ground unbroken version goes slightly higher than Terry's. The motion is c.↓ ↑ + attack/special. When it comes to breaking, this move is unique in that it has more than one break variant to make up for the fact that charging in the air is impractical. When broken before Rock ascends into the air, the move is cancelled, though anyone caught in the startup still gets affected normally, making a great lead-in to combos. When broken before the Rising Tackle reaches its peak height in the air, the move will be broken into strong Rising Tackle which covers about the same height as Mr. Game & Watch's Fire special and grants brief invincibility. Of course, any version except the ground break variant will put Rock into a helpless state. Rock will shout "Rising Tackle!", though the ground break variant will cut this off.
Down special Crack Counter Jou-Dan/Ge-Dan Rock positions himself ready to counter an attack. If he's hit with a physical attack that doesn't hit his legs, he counters with a Crack Shoot. The move can be broken at any time into Crack Counter Ge-Dan, where he's positioned to counter low attacks but is vulnerable to high ones. The counter can't be turned back Jou-Dan, meaning Rock players have to actually be smart about their counters. For once. The motion is ← ↙ ↓ ↘ → + attack/special, though it's not recommended to use this in most cases.
Final Smash Neo Deadly Rave - Rock will shout "DEADLY RAVE!" while striking a pose before dashing forward, and anyone who's hit is then treated to a series of extremely powerful punches and kicks before finishing with a ki blast. Like final smashes such as Triforce Slash, the first person or people to get hit by the dash will then be subjected to the full Final Smash. Anyone who ends up caught in the final smash while it's going on will also take the full damage of the hits but may have a chance to escape.