Go to 1.22 for Zard's rocksmash.
So rocksmash is an interesting move. It gives zard super armor from frames 5-23, hits on frames 24-26 and spawns residue which hits from frames 27-46. It has a faf of 72.
The initial hit deals 14% sends in an angle of 60º, has bkb of 60 and a kbg of 80. The initial hit starts killing most characters at around 130%-140%.
The residue deals 3%, launches in an angle of 70º, has a bkb of 50 and a kbg of 70. rocksmash spawns 5 pebbles of residue.
If the whole move connects it deals a whopping 29% making it great at punishing the opponent, specially considering the plenty amount of super armor this move has. Due to its high damage it can lead into shield breaks, don't ever hit a shield with this unless you are sure it will shield break tho.
Rocksmash can be wavebounced and b reversed for mixups.
Rocksmash can be used as a landing tool and combo breaker due to its super armor. Bear in mind tho that due to the move's high startupits posible you'll armor a move only to get punished afterwards. Also while decent, frame 5 armor isn't the best when it comes to combo breaking.
Now onto some weird things rocksmash does.
While falling rocksmash stalls Zard and makes him unable to change his horizontal momentum.
Rocksmash can be jump cancelled allowing Zard to slide around the ground while rocksmashing. This improves the moves ability to chase rolls and punish attacks. You can do jc rocksmashes out of a dash in order to slide a longer distance, you can also wavebounce it for extra mixups.
For some reason if Zard falls out of a platform while doing a jc rocksmash he won't stall on the air and he will be able to change his horizontal momentum. This can help throw off the opponent due to the different timing.
So rocksmash is a pretty interesting move, good at punishing and escaping but it's extremely laggy and punishable.
I'd say B for it?