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| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage''' | | '''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 + K || ''' | | 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= | =Attributes= |
Revision as of 07:07, 21 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.
Damage chart for supers
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.
Frame Data
Close A: 7 / +6
Close B: 9 / +2
Close C: 9 / -8
Close D: 14 / -6
Far A: 7 / +4
Far B: 11 / -3
Far C: 14 / -6
Far D: 15 / -9
Crouching A: 8 / +3
Crouching B: 8 / +5
Crouching C: 9 / -3
Crouching D: 12 / -12
Close D, f+D: 26 / -8
AB: 25 / +4
d+AB: 13 / -5
CD (T.O.P): 33 / -16
qcf+A: 16 / -3
qcf+C: 17 / 0
qcb+B: 28 / -3
qcb+A: 15 / -5
qcb+C: 21 / -12
d, u+A: 8 / -25
d, u+C: 8 / -31
qcfx2+A: 16 / -23
qcfx2+C: 21 / -51
qcfx2+B: 9 / -13
qcfx2+D: Vacuum / -15
hcb, f+A: Vacuum / -2
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.