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*Rock's version of Terry's ''Burning Knuckle''. | *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. | *''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 | *''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.<br> | ||
<br> | <br> | ||
'''Neo Deadly Rave''': ''HCB, F+A, A, A, B, B, C, C, D, D, QCB+C'' | '''Neo Deadly Rave''': ''HCB, F+A, A, A, B, B, C, C, D, D, QCB+C'' |
Revision as of 14:52, 29 April 2007
Rock Howard
Shinning Knuckle-
S. Power does 32 points of damage at MAX hits (5).
P. Power does 47 points of damage if not performed at the corner.
P. Power does 55 points of damage if performed at the corner.
Raging Storm-
S. Power does 33 points of damage.
P. Power does 46 points of damage at MAX hits (4).
Neo Deadly Rave-
When NOT performed at the corner, this super does 49 points of damage.
When performed at the corner or if the final energy blast is performed at the corner, this super does 59 points of damage.
Introduction
To come.
Gameplay Overview
To come.
Move List
Command Normal Moves
Standing D, then Forward+D
Special Command Moves
Reppu-ken: QCF+A
Double Reppu-ken: QCF+C
Crack Counter: QCF+K
Hard Edge: QCB+P
Rage Run: QCB+K
Rising Tackle: Charge Down then Up+P
Evac Toss: 360+C
Rasetsu: Hold AB during Evac Toss
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 the 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
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.