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=Frame Data= | =Frame Data= | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | |||
|- | |||
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard''' | |||
|- | |||
| Close A || '''3''' || '''+6''' || '''+6''' | |||
|- | |||
| Close B || '''3''' || '''+2''' || '''+2''' | |||
|- | |||
| Close C || '''5''' || '''-8''' || '''-8''' | |||
|- | |||
| Close D || '''10''' || '''-6''' || '''-6''' | |||
|} | |||
=Attack Notes= | =Attack Notes= |
Revision as of 03:37, 22 August 2010
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Standing D, then Forward+D
Special Command Moves
Command | Move | Weak Damage | Strong Damage |
qcf + P | Reppu-ken | 12 | 10/18 (2 hits) |
qcf + K | Crack Counter | 12 | 16 |
qcb + P | Hard Edge | 12 | 18 |
qcb + K | Rage Run | 20 | 0 |
ch. d,u + P | Rising Tackle | 18 | 21 |
360 + C | Evac Toss | NA | 20 |
AB after 360 Break | Rasetsu | NA | 11 |
qcfx2 + P | Raging Storm | 33 | 46 |
qcfx2 + K | Shinning Knuckle | 32 | 47/55 (more dmg in corner) |
hcb,f + A; A, A, B, B, C, C, D, D, qcb+C | Neo Deadly Rave | NA | 49/59 (more dmg in corner) |
Attributes
Damage level: Normal
Command | Cancel on Hit | Cancel on Block | Feint Cancel |
Far A | O | O | O |
Far B | X | X | X |
Far C | X | X | X |
Far D | X | O | O (on block) |
Close A | O | O | O |
Close B | O | O | O |
Close C | O | O | O |
Close D | O | O | O |
dA | O | O | O |
dB | O | O | O |
dC | O | O | O |
dD | X | X | X |
jump A | NA | NA | NA |
jump B | NA | NA | NA |
jump C | NA | NA | NA |
jump D | NA | NA | NA |
hop A | NA | NA | NA |
hop B | NA | NA | NA |
hop C | NA | NA | NA |
hop D | NA | NA | NA |
A+B | X | X | X |
d+A+B | O | X | O |
Close D, f+D | X | O | X |
Tapping Forward twice will have him Run.
Frame Data
Command | Start Up | Hit | Guard |
Close A | 3 | +6 | +6 |
Close B | 3 | +2 | +2 |
Close C | 5 | -8 | -8 |
Close D | 10 | -6 | -6 |
Attack Notes
Reppu-ken: Ground projectile
Double Reppu-ken: Rock does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken
Crack Counter: B counters mid & high attacks, while D counters low attacks.
Hard Edge: A version has Rock do a quick short dash with an elbow attack. C has him follow-up with a punch. The C version is slower than the A version.
Rage Run: B version has him dash then do an overhead punch, while D will warp him behind his opponent. The B version is very risky as the punch has some start-up delay. The D version is a good set-up for his 360+C.
Evac Toss: Command throw & is Break-able with AB. There are 3 things to do with this move:-
1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
2- Breaking the move with AB will allow Rock to follow up with a special move or super.
3- Holding AB during the Evac Toss will have Rock charge up his fist for an energy blast. The timing is strict to get this follow-up to connect. This follow-up is the Rasetsu.
Combos
Anywhere:
1) Jumping C-->Standing C-->QCF+A
2) Jumping C-->Standing C-->QCFx2+K OR Neo Deadly Rave
3) Jumping C/D-->Down+AB-->QCFx2+A
Corner only:
4) Jumping C/D-->Down+AB-->QCFx2+P
5) Jumping C-->Standing A-->Standing C-->QCF+C
6) Jumping C-->Standing A-->Standing C-->Neo Deadly Rave
7) Jumping C-->Standing A-->Standing C-->QCFx2+K
Back to corner:
8) 360+C, Break-->QCB+A-->QCFx2+D-->C Rising Tackle
*Time this combo to get 15 hits total
9) 360+C, Break-->QCFx2+C
10) 360+C, Break-->Rising Tackle-->QCFx2+D-->C Rising Tackle
T.O.P. Notes
To come.
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.