Rock is an All-Rounder Character who can apply offensive mindgames and/or defensive conditioning on the fly to suit the situation. Gameplay-wise, he's a very basic type of versatile character to play in most of his appearances, being something of a "Shoto Clone" but with other extra offensive and defensive tools.
As a sufficient jack-of-all-trades, Rock has access to a fireball-styled projectile in the form of Geese's Reppuken and Double Reppuken, a rising-anti-air uppercut move in the form of Terry's Rising Tackle, and his own gap-closing dash move in the form of Hard Edge as just surface-level basics. This also accounts for some of his normals being easy to use as well, such as his crouching being a great alternate anti-air and his jumping kick normals being great air-to-airs.
Additionally, he also has the Crack Counter, a move that allows him to punish predictable opponents (hint hint) that rush in sloppily. Not only is he able to play defensively, his Rage Run followups are the main source of his mixup game with Type "Dunk" being a hard-knockdown overhead, and Type "Shift" being a close-range side switch. Added with his father's Shinkuu Nage as his other tick throw option, Rock's mixup-throw game is simple yet effective. Shinkuu Nage in this case is a damaging command grab that he can break out of for faster recovery unlike Geese's version, and - in some games - doubles as a juggle opportunity. His Shine Knuckle super in particular, is one of the faster gap-closing punishers in the game, allowing Rock to secure a lead or finish on a careless opponent off of a simple conversion with meter.
Overall, Rock - alongside his adoptive father - is an excellent character for both beginners and novices alike to play if you want a well-rounded character that can do what you need him to do reliably. Especially as of his appearance in The King of Fighters XIV.
Despite this, Rock's biggest weaknesses are that while his moves cover many purposes, he can only juggle around the fortes that both Terry and Geese excel in at a near bare minimum; his damage output without resources is still rather limited unlike with Terry and his ability to condition the foe into a predictable loop is not as effective as with Geese.
What holds him back are mainly his moves being slower and/or committal with plenty of prone gaps (causing his mixups and pressure to require heavy conditioning), lack of cross-ups outside of the committal Rage Run: Type "Shift" (also makes his jump-ins rather risky), as well as overall not excelling in any particular category. While he was at his weakest in his debut in Mark of the Wolves, his Capcom vs. SNK 2 incarnation improved on his pre-existing tools to make him a solid-yet-complex-lower-top tier due to his flexibility.
He returns as part of Team Garou in The King of Fighters XV's first DLC Team pack, and has seen plenty of new buffs compared to his previous outings. Blessed with having more than 2 far standing cancel-able normals (up to 3) including another new cancel option for his far standing , Rock's neutral game becomes noticably stronger which leads to more conversions and rewards overall off of his pokes. Rising Tackle, which has always been a charge input in most of his and Terry's appearances, is now performed with + like with Terry's to give them both an easier-on-the-fly-to-use anti-air option; Shinkuu Nage also now has a half-circle-styled motion as well instead of the prior 360 motion used prior that Geese sometimes had.
Along with his Rage Run variations now being overhauled to have more than 2-to-3 followups for more of a mixup game, sealing the deal is the return of his T.O.P. Attack from Mark of the Wolves, the Overhead Kick, with a notable speed increase unlike in Maximum Impact 2 and Regulation A, with the EX version being a faster ground-bouncing tool. Several of these changes (including a new version of his father's Deadly Rave that can empower Rock for the rest of the match when used) grants Rock some of the most flexible and damaging combos in the entire game, making him a lightning bruiser of a character that can delete your health bar quicker than ever before with resources (and ultimately fixing up his lackluster damage issues).
Rock performs a flip kick that hits the opponent overhead.
MotW
Name
Command Input
Description
Appears In
Stylish Move 1
・・・・ + ・ +
Rock jabs his opponent twice with his left hand, a straight right punch, an elbow strike with his alternating arms, a backhand with his right hand, then spinning back high kick.
KOF MI series
Stylish Move 2
・・・
Rock does a shin kick into a high kick with his right foot, then does an overhead stomp with his left leg.
KOF MI series
Stylish Move 3
・・
Rock does a shin kick into a high kick with his right foot, then does an overhead stomp with his left leg.
KOF MI series
Stylish Move 4
・ +
Rock does a shin kick with his right foot, then an uppercut with his left hand.
KOF MI series
Stylish Move 5
・・
Rock does a shin kick into a mid-kick with his right foot, then does a twin palm strike.
KOF MI series
Stylish Move 6
・・
Rock does a shin kick into a 2-stage hammer kick with his right leg.
KOF MI series
Stylish Move 7
・・ +
Rock does a shin kick into a mid-kick with his right foot, then a sweep kick with his left.
KOF MI series
Stylish Move 8
+ ・ + ・ +
Rock does a low kick into a crouching kick with his left leg, then does a sweep kick with his right.
KOF MI series
Stylish Move 9
+ ・・
Rock does a low kick with his left foot, then an uppercut with his right hand, and finishes with a lift kick with his right leg.
KOF MI series
Stylish Move 10
+ ・・
Rock lifts his left knee, transitioning into a roundhouse kick with his right leg, then swings his leg back around.
KOF MI series
Stylish Move 11
+ ・・ +
Rock lifts his left knee, transitioning into a roundhouse kick with his right leg, then does a sweep kick with his left foot while moving backwards.
KOF MI series
Stylish Move 12
+ ・ +
Rock lifts his left knee, then does an axe kick with his right leg.
KOF MI series
Stylish Move 13
・・・
Rock does an overhand elbow strike with his right arm, then does 2 double kicks with alternating legs, and ends with a left sobat kick.
KOF MI series
Stylish Move 14
・・
Rock does an overhand elbow strike with his right arm, then does a double right kick, and ends with a right sobat kick.
KOF MI series
Stylish Move 15
・・
Rock does an overhand elbow strike with his right arm, then a spinning back kick, and finishes with an Overhead Kick.
KOF MI series
Stylish Move 16
+ ・ +
Rock steps forward for an elbow strike with his right arm, then does a straight right punch.
KOF MI series
Stylish Move 17
+ ・・ +
Rock does a spinning high kick with his left leg into a shin kick with his right, then does a Double Fang.
KOF MI series
Stylish Move 18
+ ・・
Rock does a 2-stage backhand with his right arm, then does a left straight punch, and finishes with a left high kick.
KOF MI series
Stylish Move 19
+ ・ + ・
Rock does a 2-stage backhand with his right arm, then does a left body blow, and finishes with a right straight punch.
Rock swipes his hand forward and creates a gust of wind that travels across the floor. The version has an average travel speed while the version travels the screen almost instantly.
Rock swipes his hand forward twice and creates a gust of wind that travels across the floor, knocking the opponent down. Starting with KOF XIV, this becomes the EX version of Reppuken.
Rock dashes towards the opponent with an elbow strike. The and versions hit twice, ending with a charged palm strike. The version also causes a Wall Bounce on hit in XIV and a Crumple Stun in XV.
Rock strikes a pose. If it succeeds, he performs an overhead kick on the opponent. The version will counter incoming mids and highs while the version counters low attacks. The version will counter all attacks except throws and projectiles, whilst launching them upwards. In CVS2, Rock gains Chuudan, which counters Mids attacks.
Rock grabs the opponent and throws them behind him. Can be stopped with to recover faster. The version will have Rock perform the Rasetsu after the initial throw, and leads to a wallbounce.
Rock charges at the opponent with an enhanced Hard Edge. In KOF XIV, the version he performs a reverse Rising Tackle into a Dunk similar to Terry's Power Dunk at the end. In KOF XV, the version ends the traditional way, with a Rising Tackle.