Capcom vs SNK 2/Rock

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Introduction

Moves List

Normal Moves

Special Moves

Basic Combos

#1) Crouching LK, then link a standing HP canceled into a HP Hard Edge


#2) Crouching LK x 2~3, then link crouching MK canceled into level 1~3 Shine Knuckle or Deadly Rave Neo


#3) Shinkuu Nage (Break), juggle with an early HP Hard Edge or a late Level 3 Shine Knuckle.


#4) Shinkuu Nage (Rasetsu) into a corner, after the blast, juggle with an early crouching HK canceled into level 1~3 Raging Storm.

The Basics

Advanced Strategy

Reppu Ken Trap

In cases where you're sitting on a level 3 super, establish long range and look for an opportunity to safely throw a MP Reppu Ken. If your opponent rolls passed or jumps any direction over the projectile, immediately input the command for Rock's Level 3 Shine Knuckle as you recover from the Reppu Ken to punish their evassive maneuver. In cases where your opponent simply blocks the Reppu Ken, throw another MP Reppu Ken while they're still recovering from block stun. This effectively resets the same situation all over again, which may be repeated until your super meter expires.

Unfortunately, this tactic is not applicable against specific grooves and characters. Specifically, A Groove characters sitting on a full super bar can simply jump straight up over the projectile and look for the super attempt. If you initiate a level 3 Shine Knuckle, the defending player can simply activate Custom Combo Mode to safely pass through and punish your Level 3 Shine Knuckle. Additionally, P and K Groove characters can simply parry or Just Defend your onslaught of projectiles without having to worry about making risky decisions to avoid guard damage. There's also a long a list of special attacks that can punish Rock's Reppu Ken effortlessly.

Despite these problems, the Reppu Ken Trap is still effective regardless of whether or not your opponent takes the bait. In cases where your opponent knows you're looking for a jump and opts to block, parry, dodge, or Just Defend your projectiles, use the opportunity to throw a LP Reppu Ken. After its release, run behind it to safely, and effortlessly, establish semi-close range.

Commonly Used Shinkuu Nage Resets

All of the below patterns only work if you're throwing your opponent into a corner. Although these resets all start with Rock's Rage Run Shift, they very much still work if you land a stand-alone Shinkuu Nage while you're cornered yourself.


#1) Rage Run (Shift)--> Shinkuu Nage (Rasetsu), juggle with a late crouching MK canceled into another Rage Run Shift-->Shinkuu Nage.

#2) Rage Run (Shift)--> Shinkuu Nage (Rasetsu), juggle with a early close standing HP, canceled into a LK Crack Counter (whiffs). When you recover from the counter, initiate either a late Shinkuu Nage to grab your opponent as they land, or walk up and go for the combo of your choice. Against large characters, an instant low jump HK towards your opponent is also applicable.

#3) 2nd Player ONLY, Rage Run (Shift)--> Shinkuu Nage (Rasetsu), run into the corner and immediately juggle with a crouching MP. If done correctly, your opponent will flip away over you and away from the corner. As they're still airborne, it's possible to walk under their falling body and dictate which side you're on before they land. Use this moment to force your opponent to guess which direction to block and go for the combo of your choice.

Counter Hit Set Ups

Blocked crouching LK chained into a close standing LK

After you recover, go for either a Shinkuu Nage right from where you're standing or Counter Hit crouching LK linked into crouching HK. If you have super meter, swap out the crouching HK with a crouching MK canceled into a Lvl 1~3 Shine Knuckle. The crouching LK-->standing LK chain must be done from point blank range or you will not be in range for a Shinkuu Nage or a crouching LK. Keep in mind that because of the poor frame advantage after Rock's close standing LK (+2), this pattern is useless against characters with 2 frame normal attacks, such as M. Bison and Chun Li.



Discussion

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