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[[File:RockHitboxSet1.jpg]]<br> | [[File:RockHitboxSet1.jpg]]<br> | ||
[[File:RockJump.jpg]] [[file:up1.gif]] | [[File:RockJump.jpg]] [[file:up1.gif]] | ||
[[File:RockThrow.jpg]] | [[File:RockThrow.jpg]] CLOSE [[File:f.png]] + [[File:snkc.gif]] | ||
[[File:RockFwdFeint.jpg]] [[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] | [[File:RockFwdFeint.jpg]] [[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] |
Revision as of 05:57, 1 October 2011
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Special Command Moves
Command | Move | Weak Damage | Strong Damage |
![]() ![]() |
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) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Neo Deadly Rave | NA | 49/59 (more dmg in corner) |
Attributes
Damage level: Normal
Hitboxes
Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.
Frame Data
Legend :
Command = the input 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.
Command | Start Up | Hit | Guard |
Close ![]() |
3 | +6 | +6 |
Close ![]() |
3 | +2 | +2 |
Close ![]() |
5 | -8 | -8 |
Close ![]() |
10 | -6 | -6 |
---![]() ![]() |
10 | -8 | -8 |
Far ![]() |
3 | +4 | +4 |
Far ![]() |
6 | -3 | -3 |
Far ![]() |
10 | -6 | -6 |
Far ![]() |
11 | -9 | -9 |
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4 | +3 | +3 |
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4 | +5 | +5 |
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4 | -3 | -3 |
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8 | KD | -12 |
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21 | -6 | -6 |
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9 | -11 | -5 |
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12 | -3 | -3 |
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13 | 0 | 0 |
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3 | KD | +4 |
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3 | KD | +4 |
ch ![]() ![]() ![]() |
10 | KD | -29 |
ch ![]() ![]() ![]() |
10 | KD | -32 |
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11 | KD | -5 |
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17 | KD | -12 |
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22 | KD | -3 |
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11 | KD | NA |
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29 | KD | -16 |
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13 | KD | -23 |
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18 | KD | -51 |
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1 | KD | -13 |
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0 | KD | -15 |
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0 | KD | -2 |
Data from Howard's Arena
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.
File:360a.png + :
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 -->Standing
-->
+
2) Jumping -->Standing
-->
x2+
OR Neo Deadly Rave
3) Jumping /
-->
+
+
-->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.