Line 29: | Line 29: | ||
| ch. [[File:down.gif]],[[File:up1.gif]] + [[File:punch.gif]] || '''Rising Tackle''' || 18 || 21 | | ch. [[File:down.gif]],[[File:up1.gif]] + [[File:punch.gif]] || '''Rising Tackle''' || 18 || 21 | ||
|- | |- | ||
| [[File: | | [[File:360a.png]] + [[File:snkc.gif]] || '''Evac Toss''' || NA || 20 | ||
|- | |- | ||
| [[File:Snka.gif]][[File:Snkb.gif]] after [[File: | | [[File:Snka.gif]][[File:Snkb.gif]] after [[File:360a.png]] Break || '''Rasetsu''' || NA || 11 | ||
|- | |- | ||
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Raging Storm''' || 33 || 46 | | [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Raging Storm''' || 33 || 46 |
Revision as of 02:40, 8 March 2011
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Special Command Moves
Command | Move | Weak Damage | Strong Damage |
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Reppu-ken | 12 | 10/18 (2 hits) |
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Crack Counter | 12 | 16 |
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Hard Edge | 12 | 18 |
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Rage Run | 20 | 0 |
ch. ![]() ![]() ![]() |
Rising Tackle | 18 | 21 |
File:360a.png + ![]() |
Evac Toss | NA | 20 |
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Rasetsu | NA | 11 |
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Raging Storm | 33 | 46 |
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Shinning Knuckle | 32 | 47/55 (more dmg in corner) |
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Neo Deadly Rave | NA | 49/59 (more dmg in corner) |
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.