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=Attack Notes= | =Attack Notes= | ||
'''Reppu-ken''': Ground projectile<br> | |||
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'''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<br> | |||
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'''Crack Counter''': ''B'' counters mid & high attacks, while ''D'' counters low attacks.<br> | |||
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'''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.<br> | |||
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'''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.<br> | |||
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'''Evac Toss''': 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> | |||
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. This follow-up is the '''Rasetsu'''.<br> | |||
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=Bread'n'Butter Combos= | =Bread'n'Butter Combos= |
Revision as of 05:16, 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
Double Reppu-ken: QCF+C
Crack Counter: QCF+B/D
Hard Edge: QCB+A/C
Rage Run: QCB+B/D
Rising Tackle: Charge Down then Up+A/C
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 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
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.
Bread'n'Butter Combos
To come.
T.O.P. Notes
To come.
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.