Content
◈Backstory ◈Overview ◈ Normal Moves ◈ Universal moves◈ Special moves
Gareth's rook was once a man but is now a mighty stone golem he created the fantasy strike tournament as an olympic-style event to unite the disparate peoples of the realm
- Fantasy strikes primary grappler
- powerful okizeme and vortex options
- high hp
- armored moves
- command grabs
- can be difficult to get in


Health - 8
Charge Time(Super Meter) - 18s |
Pre-Jump Startup: 3F (universal)
Wakeup -38f (universal) |
Play Style
grappler
Normal Moves |
Sweep
5A
A
up slap!
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short range sweep that causes knockdown on hit, can be used to setup a tick throw at point blank that can be difficult to escape, does chip damage like all other rook normals
Kick
6A
fA
up slap!
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two part kick with the first part having a shorter range hitbox, +17 on counter hit if you hit with only the second part which can allow you to setup a jump in frame trap, does chip damage
Thunderclap
4A
bA
up slap!
a
destroys projectiles, creates a momentum force that sucks the opponent towards rook(this can cause close jump ins to be pushed behind rook quite quickly) can combo into a unique C animation command grab(combo on hit, jumpable on block), does chip damage
Rock Punch
j4A
j upA
up slap!
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good horizontal reach, can be very effective as an air to ground to prevent opponents from getting in
Splash
j4/6A
jA
,
up slap!
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amazing air normal, high active frames, very low recovery, good air to air, very + on block good for starting the vortex
Universal Moves |
Throw
4A+j or 5/6A+J
T(A+J)
or
+
up slap!
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increased both damage and range compared to the rest of the cast, a powerful tool in the throw, command throw, meaty nA vortex on oki
back variation switches the opponents side
Yomi Counter
5
no input
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standard yomi counter that does an extra damage cause grappler
Special Moves |
Landslide
5B
B
up slap!
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has one hit of armour, primarily used to get in after an air C knockdown, high startup frames make it impossible to punish projectiles on reaction, and at -4 on block can be thrown with no yomi available if you end up to close.
Windmill Crusher
5C
C
up slap!
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powerful command throw, has one hit of armour, cannot be blocked, but can be jumped, long recovery makes it highly punishable on whiff, you will use it mostly as part of your vortex of mixups or to counter the opponents specific moves in some scenarios via armour
Vine Spiral
jB
jB
up slap!
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absolute bonkers air to air, multi hitting and destroys projectiles, has forced recovery animation which always puts it at -12 on block minimum
Ground Pound
jC
jC
up slap!
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rook turns into a statue-esque head and slams into the ground causing no damage but knocking grounded opponents down
can hit opponents at short range for 1 damage and knockdown, has nich applications for altering your hit box but you will mostly use this at range to knockdown so you can get in
Ground Pound(ground hit)
jC
jC
up slap!
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knocks grounded opponents down, forced recovery makes it so after rook landslides he is slightly advantages as they recover
Super Moves |
Checkmate Buster
5S
S
up slap!
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powerful ground super grab, invulnerable frames 1-6, infinite super armor frames 7-23
cannot be jumped on reaction during super flash(you have to have jumped before the flash)
destroys jump ins easily, your opponent should respect when you have super!
Head Crush
jS
jS
up slap!
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2 damage cinematic throw(first 3 frames only) that knocks down(otherwise 1 damage no cinematic) invincible frames 1-9
can also be used to alter your air momentum, or as an air to air counter. not as useful as ground super 🙁