Line 176: | Line 176: | ||
=Attack Notes= | =Attack Notes= | ||
[[File:qcf.gif]] + [[File:punch.gif]]:<br> Ground projectile C version does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken<br> | [[File:qcf.gif]] + [[File:punch.gif]]:<br> | ||
Ground projectile C version does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken<br> | |||
<br> | <br> | ||
[[File:qcf.gif]] + [[File:kick.gif]]: [[File:snkb.gif]] counters mid & high attacks, while [[File:snkd.gif]] counters low attacks.<br> | [[File:qcf.gif]] + [[File:kick.gif]]:<br> | ||
[[File:snkb.gif]] counters mid & high attacks, while [[File:snkd.gif]] counters low attacks.<br> | |||
<br> | <br> | ||
[[File:qcb.gif]] + [[File:punch.gif]]: ''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.<br> | [[File:qcb.gif]] + [[File:punch.gif]]:<br> | ||
''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.<br> | |||
<br> | <br> | ||
[[File:qcb.gif]] + [[File:kick.gif]]: ''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.<br> | [[File:qcb.gif]] + [[File:kick.gif]]:<br> | ||
''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.<br> | |||
<br> | <br> | ||
[[File:360.png]] + [[File:snkc.gif]]: Command throw & is Break-able with AB. There are 3 things to do with this move:-<br> | [[File:360.png]] + [[File:snkc.gif]]:<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.<br> | 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.<br> | 2- Breaking the move with AB will allow Rock to follow up with a special move or super.<br> |
Revision as of 04:27, 17 February 2011
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Special Command Moves
Attributes
Damage level: Normal
Tapping Forward twice will have him Run.
Frame Data
Legend :
Command = the attack for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Attack Notes
+
:
Ground projectile C version does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken
+
:
counters mid & high attacks, while
counters low attacks.
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.
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.
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.