Overview
Lore
Garus Rook was not always made of stone, though the circumstances of his transformation are little-known. What is known is that his stone form seems to have slowed his aging and provide incredible armor. He governs the Morningstar Sanctuary, a haven for free thinking, artistic endeavors, and scientific research that is immune to the tyrannical laws of Flagstone. He is kind, thoughtful, and wise. Rook, and his long-time friend DeGrey, are old enough to remember the last time a government stole its citizens' personal freedoms, and DeGrey urged Rook to create an event that would unite the disparate peoples and remind them they are not so different from one another. That event is the Fantasy Strike tournament.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
|
100 |
Grappling |
3 |
Rock Armor. Your normal attacks beat faster A, B, and C normals, but they damage you first. Their (beaten) attacks can't knock down or gain the edge and you can't combo.
|
Overview
Strengths |
Weaknesses
|
- THE Grappler. Rook's throws are monstrous and demand the opponent play around them carefully. His normal throw is extremely efficient, allowing him to deal a chunk of damage AND score a knockdown instead of having to choose between the two. His special throw is able to run over A, B, and C normals allowing him to force the opponent into slower more committal options. His signature super throw - Checkmate Buster - is the highest damage super in the game.
- Knockdown Vortex. The opponent cannot avoid being knocked down against Rook; his ability Earthquake, forces the issue. Once the opponent is knocked down, Rook's already solid neutral game plan evolves into a terrifying low risk, high reward mix-up. Worst of all, unlike most characters, Rook can knock an opponent down using both throws AND attacks - this means the opponent cannot guarantee a return to neutral by playing an attack.
- Rock Solid Defense. Unlike many grappler characters, Rook has excellent defense options both in neutral and when he is knocked down. His armored pseudo-reversal Y is safe and can only be contested by a super or dodge. His normals and Z special throw have armor against A, B, and C normals meaning that they can often replace his normal low block, with higher reward on a good read. He has a safe on block, super reversal with S1 and his 15 speed S2 super throw can act as the ultimate call-out against an opponent's throw. Instead of a dodge he has a unique block move that guards high and low, in addition to allowing him to punish strikes with his normal throw - best of all, unlike a dodge, it can be used while knocked down! The cherry on top of all this is that he also has the highest health total in the game.
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- Moss Grows On You. Rook has glacially slow attacks and will often need to rely on armored strikes or his Entangling Vines counter to deter the opponent from attacking. Fireballs in particular are an attack that beats almost all of his moves - he will have to snipe these out of play using a well placed A, Y, or S1. This aspect of his gameplay can also sometimes lead to Rook having to muscle through poor opening hands as he attempts to dig into his deck for answers.
- High Gas Prices. Rook's most pressing weakness is resource management. Rook struggles to build meter with chain combos, and powering up for his expensive supers drains his hand. Employing his unique block costs extra cards, and exchanging for it back costs him more momentum. Rook's only way to naturally build his hand size is by blocking, which will allow other characters to run their offense on him.
- Big Reads Required. The only strong confirm Rook has is using X to link into A for the knockdown. While it is possible to combo into Y, it is often better used a pseudo-reversal or a way to beat a fireball. Both of his supers cannot combo and he has no dodge to confirm into either of them. Much of Rook's high health total will need to be spent making big reads and losing combat when things don't work out.
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Moves
Normal Moves
A. Quick Low Sweep
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
5
|
0
|
7
|
Chain Combo
|
1
|
Low, Knockdown. Rock Armor against A, B, and C normals.
|
|
|
C. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
6
|
0
|
5
|
Chain Combo
|
1
|
Low. Rock Armor against A, B, and C normals.
|
|
|
D. Medium Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
7
|
0
|
4
|
Chain Combo
|
1
|
Rock Armor against A, B, and C normals.
|
|
|
E. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
8
|
0
|
3
|
Chain Combo
|
1
|
High. Rock Armor against A, B, and C normals.
|
|
|
F. Power High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
9
|
0
|
2
|
-
|
1
|
High. Rock Armor against A, B, and C normals.
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
Entangling Vines
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
Avoids block damage. Strikes are unsafe against this, but you may only punish with a normal throw.
|
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Throw
|
12
|
-
|
8
|
Can't Combo
|
-
|
Knockdown
|
|
|
Special Moves
X. Thunderclap
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
6
|
2
|
6
|
Linker
|
1
|
-
|
|
|
Y. Landslide
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
9
|
1
|
5
|
Ender
|
2
|
Armored, Pump Any 1 Card: +5 Damage
|
|
|
Z. Windmill Crusher
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Throw
|
16
|
-
|
9
|
Can't Combo
|
-
|
Light Armor
|
|
|
Super Moves
S1. Headcrush
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
10
|
3
|
12
|
Can't Combo
|
-
|
Costs 2 Super Meter. Pump 1 Super: +10 Damage
|
|
|
S2. Checkmate Buster
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Throw
|
50
|
-
|
15
|
Can't Combo
|
-
|
Costs 3 Super Meter.
|
|
|
Ability Card
Earthquake
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
If you're not knocked down and this is your first main phase action, knock down the opponent and end your main phase.
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|
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Combos
Basic
Knockdown Confirm. F > X > A = 20 Damage + Knockdown. (Works well with any non-A normal opener).
Super "Confirm". Normal Block an Unsafe Move > S2 = 50 Damage + Emotional Damage.
During Knockdown
Low Mix-Up Chain. C > D > E = 21 Damage + 2 Meter.
High Mix-Up Chain. E > F = 17 Damage + 1 Meter.
Strategy
General
WIP. Complete later.
Matchups
Geiger
|
Something about gears.
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