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
rook
rook

 

Health - 8

Charge Time(Super Meter) - 18s

Pre-Jump Startup: 3F (universal)

Wakeup -38f (universal)

Play Style

grappler

Normal Moves

Sweep

5A

A

rook sweep neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
8
8
18
+3

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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

rook forward A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1(2)
7
5(7)14
19
+4

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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

rook back A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
20
5
15
-10

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

rook jump neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
12
6
+10

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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

,

Rook jump A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
6
26
1
+15

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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 +

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
3
4
16
KD

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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

rook yomi counter

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
~
~
~
KD

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standard yomi counter that does an extra damage cause grappler

Special Moves

Landslide

5B

B

rook B

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
38
5
17
-4

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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

Grave neutral A
Grave neutral A

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
12
14
30
~

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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

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
7
29
27
-

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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

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
14
26
-20

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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

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
0
0
1
39
~

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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

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
3
6+0
23
26
KD

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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

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2(1)
0+5
3(0)20
13
~+6

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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 🙁