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'''Evac Toss''': ''360+C''<br> | '''Evac Toss''': ''360+C''<br> | ||
Command throw & is Break-able with AB. There are 3 things to do with this move:-<br> | Command throw & is Break-able with AB. There are 3 things to do with this move:-<br> | ||
1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen. | 1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.<br> | ||
2- Breaking the move with AB will allow Rock to follow up with a special move or super | 2- Breaking the move with AB will allow Rock to follow up with a special move or super.<br> | ||
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.<br> | 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.<br> | ||
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Revision as of 05:06, 4 April 2006
Introduction
To come.
Gameplay Overview
To come.
Move List
Command Normal Moves
Standing D then F+D
Special Command Moves
Reppu-ken: QCF+A
Ground projectile
Double Reppu-ken: QCF+C
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: QCF+B/D
B counters mid & high attacks, while D counters low attacks.
Hard Edge: QCB+A/C
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: QCB+B/D
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: 360+C
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.
Super Moves
Raging Storm: QCFx2+A/C
- Rock hits the ground as he is surronded by an aura of energy that damage the opponent.
- The A is a good anti-air and a good follow-up if his QCB+A counter hits the opponent and juggles them.
- The C version is VERY slow and is only combo-able from a Standing D or Down+AB at the corner. The C version can be delayed by holding C. One other method of comboing into it is by Breaking the 360+C and then doing this P. Power, however this must be done while Rock's back is to the corner.
Shinning Knuckle: QCFx2+B/D
- Rock's version of Terry's Burning Knuckle.
- B version does a total of 5 hits if done up close, therefore it is best to combo into this super when possible.
- D version has rock do a dashing punch then finish with a multi-hitting Rising Tackle. The P. Power does more damage at the corner and if the opponent was hit by this super from the air (or by a juggle or counter), then the player can follow-up with a Rising Tackle as the last part of this super juggles the opponent.
Neo Deadly Rave: HCB, F+A, A, A, B, B, C, C, D, D, QCB+C
- Rock dashes forward and by tapping the buttons does an auto-combo.
- This super is a P. Power.
- You can finish this super with Crouching C-->QCB+C instead of the finisher.
- This super does more damage at the corner.
Attributes
Frame Data
To come.
Attack Notes
To come.
Bread'n'Butter Combos
To come.
T.O.P. Notes
To come.
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.