View Full Version : Rock 101.
Exodus777
02-06-2003, 06:06 PM
I'm suprised that I haven't seen a whole lot of Rock players at Evo and stuff I've heard Rosas plays him a bit....Wong too, thats about it. I'm not gonna sit here and bore all of the seasoned players with the tactics I think are good but for the players who wish to become good with Rock I'll teach you what i've learned, Rock is good VERY good but ONLY with a FULL meter preferably N, but I like C cause of the hop...but any way. To master a charachter like Rock you have to build the team around him, it's simple Geese, Terry, and of course Rock is a power house team. The play mechanics are essentially the same so therefore you learn something about Rock by playing Geese and vice-versa, like how Geese's D.Rep(fireball) will stop Hondas H.B, and Blankas Roll, however Rocks will not. The Rage Shift>Shinku Nage is invaluable don't buy into other peoples claims, like it's predictable hah if you TIME the shift the moment the opponent uses stong or forward attacks the shift will complete and guess what's next that's right up up and away they go with a Shinku Nage.
On the same note jabs ruin his Rage Shift game as well as long range attacks, but that's what his dashing elbow is for use it with caution ......I hardley ever use this move at all(unless I RC it which I can't..LOL). Rock is a corner character he can and WILL totally confuse his opponents with his agility speed and most important of all the overwhelming usefulness of his supers thats Rocks main strength he has like 10 different options against lets say Ryu or Ken's 5, it's so crazy how Rock can get in your head, but as I stated above he is good with a FULL meter if you miss any supers its relatively safe to call it game over unless your R.Ortiz , or Wong.
Next RUN LIKE HELL , by all means if Vega can do it so can Rock get the opponent all flustered then the MISTAKES come of course this is all basics you know.....! Play FROM the corner not IN the corner two totally different things, playing IN the corner allows the opponent to think 2 or maybe 3 moves ahead of you, in other words he knows that your scared of him, which ironicaly is a good thing, his Raging Storm will work miracles if your patient enough.
Now to the counters these can be good or bad depending on the players skill level there is little I can tell you of these techniques, but what I do in battle with him when the time is right is, I try to get in my opponents head by throwing high Crack counters to make him/her THINK I will counter there attack , and they think "Ha all I'm gonna do is jump in with no attack and punish his mistake!" If you have N-Groove and more than one power meter, bust while he is in mid-air and Raging Storm.
Next up is his Shinku Nage> Super techniqes, if you in the middle of the playing field and have a level 3, Shinku Nage>cancel (2 punches simutaniously to execute) then let them have the level 3 Shine Knuckle, in the corner Shinku Nage> Nage Blast (realese the charge AFTER the Shinku Nage) early, then S.RH or C.RH Lv.3 Raging Storm. In the corner is where I've found his Double Rempuken to be the most useful if you have a Lv.3 stored they will note DARE ANYTHING after the D.Remp, for fear of the Raging Storm. A great way to set up the Shinku Nage is as simple as a St.Sh, it will catch about 40-50% of the time because everyone is always expecting a follow up to the short, after you land that set up like 2 times, standing short>Raging Storm.
I'm kinda tired of typing now but I'll revise this shortly and yes there are techniqes I have yet to apply to this text just give me a little time, as for the players who wish to inquire knowledge of the said charachter i'll try my best to tell you all that i know..peace
Fabio
02-06-2003, 06:42 PM
Fabio totally agrees until the point you say u can use the shinkuu nage throw. Fabio cannot find any opportunities to use it, since it practically is only useful against rolls. Tick throwing into shinkuu nage is kinda funky for Fabio.
One more screwed part about the essay is how u say counters can be used. In Fabio's opinion high counters are useless...why don't u use a Raging Storm or a standing rh? Counters are useless IFO. If you miss one the lag is enough to end up getting u supered.
rallykupo
02-07-2003, 10:09 AM
Ummm..., the shinkuu nage throw can be very useful. Just because you don't know how to use it doesn't means its not a good technique. Try to qcb mk or rh into a shinkuu or you can dash into it. I like dashing into it when they are getting up, most people won't expect that.
You are wrong about high counters too dude. High counters aren't just for jump in's, its for countering special attacks as well because all special attacks are considered to be high attacks no matter how low they may seem, example cammy's cannon drill. Too bad Rock can't high counter supers like his father, but it's good enough for me. I do agree that a s.rh is better for jump in's because its stronger, but against Haohmaru (the guy with the sword, i don't know the spelling of his name) you would have to use a high counter because his j.fp is one of the few things that beats out rocks s.rh. Well, Haohmarus j.fp will either beat or trade with rocks s.rh, but in haohmarus favor.
ROCK IS A K GROOVE FIEND!!!! OR EVEN P GROOVE, well maybe
Fabio
02-07-2003, 12:37 PM
Originally posted by rallykupo
Ummm..., the shinkuu nage throw can be very useful. Just because you don't know how to use it doesn't means its not a good technique. Try to qcb mk or rh into a shinkuu or you can dash into it. I like dashing into it when they are getting up, most people won't expect that.
You are wrong about high counters too dude. High counters aren't just for jump in's, its for countering special attacks as well because all special attacks are considered to be high attacks no matter how low they may seem, example cammy's cannon drill. Too bad Rock can't high counter supers like his father, but it's good enough for me. I do agree that a s.rh is better for jump in's because its stronger, but against Haohmaru (the guy with the sword, i don't know the spelling of his name) you would have to use a high counter because his j.fp is one of the few things that beats out rocks s.rh. Well, Haohmarus j.fp will either beat or trade with rocks s.rh, but in haohmarus favor.
ROCK IS A K GROOVE FIEND!!!! OR EVEN P GROOVE, well maybe
qcb mk or rage run type save sucks. Fabio never will ever use that technique again. Though Rage run type shift is good for the cross-over shinkuu nage.
Fabio did not know you could high counter moves like the cannon drill??? Oh well something to try in the old training mode.
Are u shitting fabio:eek:
rallykupo
02-07-2003, 02:12 PM
The high counters is for all special attacks excluding projectiles of coarse. But, rocks crack shoot counter will sometimes miss... example - cammy's cannon drill, vice's sleave whip throw thing(only if she is too far.) Almost everything else he will counter. And the drill, it will miss if she does her drill from maximum distance. By the time she gets to you, rock will still do the crack shoot counter, but it will miss her because she is too low.
But almost every other special attack, rocks high counter should hit. All DP's, charge moves - phyco crusher, blanka ball, flash kick, honda headbutt... and everything else.
UCRJesse
02-08-2003, 02:59 PM
if you used qcb mk, you done fucked up.....
Dash into 360 throw is good once the opponent starts turtling, but rocks offense isn't really solid enough to get someone to block
s. rh for anti-air.... Don't use the counter unless something painfully obvious is coming and it's the only way you can stop it.
his sweep is fuckin good, use it.
I don't use rock in run grooves anymore because i like his hop a lot. in c-groove, cancel any supers into a strong elbow unless they are in the corner, in which case do a fierce rising tackle
elbows usually can't be punished if you do it from the right distance. I see no reason to ever use the fierce elbow.
standing strong, standing forward, and sweeps are his only decent pokes (maybe crouching forward). they still suck for the most part when compared to the top tier characters.
You don't need a super for rock, he can build meter on his own just fine contrary to what the guy who started this thread said.
deadly rave isn't really worth it because the other supers are way better... deadly rave is only good if you need to chip the opponent to death (the last hit takes a good 5 or 6 ticks off)
rc the roundhouse rage run on wake up, it's superduper.
Rock's rc's aren't really all that worthwhile unless you can rc 360's well, which i can't.
rallykupo
02-08-2003, 10:48 PM
Well, the deadly rave is good if you are using a N groove Rock because if you have 3 stocks you have use a c.rh as the 10 th hit into a level 1 rage storm.
Fabio
02-09-2003, 11:48 AM
Originally posted by rallykupo
Well, the deadly rave is good if you are using a N groove Rock because if you have 3 stocks you have use a c.rh as the 10 th hit into a level 1 rage storm.
Actually the damage on that isn't that great.
After the last hit you can either s.rk into
lvl.1 shine knuckle
fp hard edge
Preferably the fp hard edge is better. Since the level 1 raging storm damage is pretty pathetic. And it doesn't waste a level.
Or you instead of using the last rk u can fp rising tackle.
N-groove Rock is the best. Stock break = golden
Venturi00
02-10-2003, 08:31 AM
Anyone remember how to do rocks teleport glitch?
IceNinja
02-10-2003, 09:01 PM
Originally posted by UCRollerblader
You don't need a super for rock, he can build meter on his own just fine contrary to what the guy who started this thread said.
Ok let's see you fight someone who is actually good and put Rock first, let's face it pal chances are you won't fare too well, the only way to get in your oponents mind with Rock is when you have a full meter, of course it all depends on the players skill level, MY personal opinion is that if you strategicaly position Rock 2nd or 3rd he will more than likely start with a full meter and you will be in the posistion to beat your foe into submission.
Exodus777
02-10-2003, 09:12 PM
Originally posted by Venturi00
Anyone remember how to do rocks teleport glitch?
Hey Arvell whats up man are you talking about the glitch where he Rage Shifts and is still on the same side, if thats it all you have to do is jumping Roundhouse>St.Roundhouse >Rage Shift, you MUST jump in with a Deep Roundhouse for this to work it's hard to do, good luck trying to make use of it.
UCRJesse
02-11-2003, 07:27 PM
Originally posted by IceNinja
Ok let's see you fight someone who is actually good and put Rock first, let's face it pal chances are you won't fare too well, the only way to get in your oponents mind with Rock is when you have a full meter, of course it all depends on the players skill level, MY personal opinion is that if you strategicaly position Rock 2nd or 3rd he will more than likely start with a full meter and you will be in the posistion to beat your foe into submission.
wtf, if you're facing someone good.... If you're good enough, you aren't going to be completely dependant upon a super to win... besides, what happens once you have a super.... If the other person is good they should bait you into wasting it or give you no opportunity.... Even if you hit the super, you'd still lose if the thing doesn't kill the opponent by your logic.... Putting rock "strategically" 2nd or 3rd isn't necessary, since most characters that you should be using have better supers anyways.
Deadly rave cancels aren't worth it.... you hardly get any damage bonus from doing them.... using that extra super does shit with the damage buffering. Just stick to the shine knuckle if you want a horizontal super.
rock needs a cross up or something, then he'd be tight.
capconian
02-13-2003, 02:15 PM
i use rock first, is that good?
Musourenka
02-15-2003, 10:51 PM
Originally posted by capconian
i use rock first, is that good?
Only if you are in S or K Groove. You use S groove for Dodge, not supers. K Groove charges to Max VERY quickly (if you can Just Defend, which you should be able to do if you're picking K groove). However, you pick K Groove for Just Defend and Rage; Level 3 supers take a backseat to Rage.
Rock's supers are VERY useful (L1 Raging Storm and L3/MAX Shine Knuckle should be Rock's supers of choice). If you are playing C/N/P grooves, he should be at least the second character. He should have a full meter for C and P, and at least two stocks for N. P Groove, you don't really rely on supers; P Groove is for parry, but a parry sets up a Shine Knuckle (if you're fast) so having a full meter from the start is a good thing. Since Rock probably won't be able to fill an entire meter on his own, he's not a good choice for your first character.
I use Rock in C-Groove, because I'm a Super Combo-happy person.
As for Ratios, Ratio 1 or 2 is best; I use Ratio 2 (Since I save all my meter for him). Ratio 4 isn't a good choice for two reasons: One: He doesn't start with a full meter (since he's automatically your first character for obvious reasons), and Two: He's not a character who's reliant on quick finishes. Ratio 3 MIGHT work, but you better have a very good R1 character out first that can hold their own for a while. R1 and 2 are probably the best choices
UCRJesse
02-16-2003, 12:51 PM
Originally posted by Musourenka
Only if you are in S or K Groove. You use S groove for Dodge, not supers. K Groove charges to Max VERY quickly (if you can Just Defend, which you should be able to do if you're picking K groove). However, you pick K Groove for Just Defend and Rage; Level 3 supers take a backseat to Rage.
Rock's supers are VERY useful (L1 Raging Storm and L3/MAX Shine Knuckle should be Rock's supers of choice). If you are playing C/N/P grooves, he should be at least the second character. He should have a full meter for C and P, and at least two stocks for N. P Groove, you don't really rely on supers; P Groove is for parry, but a parry sets up a Shine Knuckle (if you're fast) so having a full meter from the start is a good thing. Since Rock probably won't be able to fill an entire meter on his own, he's not a good choice for your first character.
I use Rock in C-Groove, because I'm a Super Combo-happy person.
As for Ratios, Ratio 1 or 2 is best; I use Ratio 2 (Since I save all my meter for him). Ratio 4 isn't a good choice for two reasons: One: He doesn't start with a full meter (since he's automatically your first character for obvious reasons), and Two: He's not a character who's reliant on quick finishes. Ratio 3 MIGHT work, but you better have a very good R1 character out first that can hold their own for a while. R1 and 2 are probably the best choices
my opinions on this post........ k groove.... you Do pick it for the lvl 3 supers.... shit... if you don't just defend, you get 2 powerful lvl 3's per round, and thats all you need to beat someone. parry into shine knuckle is useless since it has invincibility frames... if they jump, you should be raging storming that shit anyways... s groove rock sucks, don't use him because he desperately needs a way to move forward due to shitty horizontal pokes.
Shinku Nage
02-16-2003, 01:09 PM
I use P-Rock, and it's kind of weird. It's like if I can see an attack coming so that I can Parry it, shouldn't I just Crack Counter it? The only benfit I can see in the counters is that they turn the momentum back around to your favor, or keep your momentum, or whatever. Using it as a reversal when someone gets prefictable with their pressure strings is good, or baiting wake-up Dp's, but all in all, I can't see any real reason to use it. Sure it can screw with your oppenents head, but it messes with you just as much because then they can try to bait it.
Anyway, with my Rock, I just try to control the flow of the match. Rushdown one minute, keep away the next. I've found that, for me, Rock's ideal range is at the tip of his Jab Hard Edge. People like to try and punish it, but you recover in time. I don't know, just try to have a solid ground game and make sure you have them playing at your pace.
And what do you guys think of the Rage Run-Dunk? I've been able to use it oncle in a while. Like when standing over a downed opponent whiffing Cr. Shorts, then go into it as they get up. But it gets beat out by a lot of stuff.
I wish rock had a cross-up.:bluu: If you hit really deep with J.Fierce against taller characters you can get it to cross-up sometimes, but not consistently.
rallykupo
02-16-2003, 03:33 PM
I think you have it right..., its not entirely worthless, but its not worth using often. Its ok to use if you are close and they are crouching and sometimes you can use it after you knock them down. I'd say just once a match would be enough if you remember to risk using it. If it hits, then yay, if not then oh well.
I'm not bummed about rock's lack of a cross up. I basically play a zoning rock. I just walk back and worth and wait for them to come in, ducking every few paces. I think that rock is hella better in K groove, but like his daddy, he got some beneifts in p too, although i would rather have rock with run.
capconian
02-16-2003, 05:46 PM
I use C rock/cammy/terryR2, any recomendations? R2 Terry stays!
Musourenka
02-16-2003, 07:17 PM
Originally posted by UCRollerblader
my opinions on this post........ k groove.... you Do pick it for the lvl 3 supers.... shit... if you don't just defend, you get 2 powerful lvl 3's per round, and thats all you need to beat someone. parry into shine knuckle is useless since it has invincibility frames... if they jump, you should be raging storming that shit anyways... s groove rock sucks, don't use him because he desperately needs a way to move forward due to shitty horizontal pokes.
I've always considered the main advantage of a full K-Groove meter the Rage; Huge damage bonus and damage resistance helps. I'm not saying that the Level 3 Super isn't useful; it is. However, I find Rage more useful. Though, if I have the opportunity for a Level 3, then I will use it.
P-Groove; I'm not talking about parrying ONLY jump attacks. Predictable pokes are parry-bait, too. It seems that you can use the "parry freeze" to get off a Shine Knuckle, but I haven't tried it, because I suck at parrying.
Rock's roll sucks, badly. Third worst in the game, with Cammy's and Chang's being worse. You don't want to roll too much with Rock, as his roll is too long and will get him into trouble.
About Crack Counters, they are nice to have, but you shouldn't rely on them too much; maybe against a predictable poke-happy maniac. The Crack Counter will also not work against Blanka's df+HP and Dhalsim's slides; the counterattack will miss.
niko_one
02-19-2003, 10:01 AM
i hate rock. he looks so gay.
niko_one
02-19-2003, 10:07 AM
Originally posted by Musourenka
About Crack Counters, they are nice to have, but you shouldn't rely on them too much; maybe against a predictable poke-happy maniac. The Crack Counter will also not work against Blanka's df+HP and Dhalsim's slides; the counterattack will miss.
no his counters do work on them. i played rock for a year against many blankas. maybe you're not doing a high counter motha sucka'
Musourenka
02-19-2003, 12:29 PM
The Crack Counter counterattack will miss against really low attacks such as the ones mentioned.
UCRJesse
02-19-2003, 08:24 PM
crack counters are shitty anyways.... don't worry bout using them... they don't "fuck with your opponents head" all that much. as far as the dunk goes... i've found one good use for it.... When P or K groove players are empty jumping at you, just trying to get a just defend or parry, do the dunk and they'll most likely get hit..... You can only use this technique once a day against people, because once they've been hit with it or seen it work they'll look for it every time.
niko_one
02-20-2003, 05:41 AM
the dunk sucks-- it useless. most characters can stand and walk out of its way. but trap counters are cool. do a couple of standing jabs, then low counter someones roundhouse attempt. Egale and geese have good counters, not rock.
Mummy-B
02-20-2003, 07:12 AM
Originally posted by Exodus777
Hey Arvell whats up man are you talking about the glitch where he Rage Shifts and is still on the same side, if thats it all you have to do is jumping Roundhouse>St.Roundhouse >Rage Shift, you MUST jump in with a Deep Roundhouse for this to work it's hard to do, good luck trying to make use of it.
No, it's after to connect a Hard Edge and you do the shift right after. Something about the Hard Edge screws with the Shift properties.
Rock's best Groove is P. I'd say C but it doesn't have short jump. He needs short jump and a dash to work right to make up for his lack of ability to pressure. And anyone who says he can pressure without short jump is just wrong or you're playing scrubs.
Thing about him in P is, standing roundhouse owns every damn attack jumping in. It's the only Groove that really makes Deadly Rave Neo useful (Parry -> DRN is so fucking easy). The only supers he ever really uses is Level 3 anyway, so to make up for the slow meter build, either whiff Crack Counters to build it, or put someone in front of him who doesn't need meter to do well.
A good block chain is c.lk -> c.lp -> c.mk XX mp Reppuken. Sets up for a stand rh if they jump at all, a throw if they roll, etc. Also is a perfect distance to short jump afterward.
Don't underestimate Dash -> 360. I probably get that almost as many times as I land his B&B. It's a free Level 3 set up too.
The only advantage C has over P really is he can RC and it's a faster meter. N Groove is just a weak groove overall now that RCs are dominating, and Running with him limits his ability to control the match since he lacks priority on everything except standing rh and maybe a well placed c.mk. K is alright since you get the damage bonus and the many many Level 3's to make up for the lack of everything else, and you still got short jump and a way of dealing with RCed AAs. A Groove is so so, if it had short jump it would undoubtedly be the best. And S well, ... no.
Burghy
02-20-2003, 09:40 AM
Is run into a sweep with Rock a viable tactic for run grooves?
That's one of his most prioritized moves.
DarkNall
02-20-2003, 12:55 PM
Originally posted by Burghy
Is run into a sweep with Rock a viable tactic for run grooves?
That's one of his most prioritized moves.
Yes, that's like his best poke. Low jump rh is decent too, but I don't know anything that can follow with it; then again, I don't usually jump with Rock.
rallykupo
02-20-2003, 01:43 PM
You can follow a j.rh with a s.fp or s.mk into a fiece hard edge. You can fit a 5 hit combo with the link somewhere, but not sure how, most i can get is the 4.
Mummy-B
02-20-2003, 02:38 PM
rallykupo, he's talking about short jump. You're talking his normal B&B which is j.rh -> c.lk -> c.lp -> c.mk XX super/hard edge. The link is the c.mk. This is not a safe combo though, you'll connect 100% only if it ends with a super. If you want to be safe, omit the c.lk and c.lp and the Hard Edge will hit every time.
9 out of 10 times, no standing normal will link or chain after a short jump hit, only a special or a super (which is why you see short jump <insert normal> -> Level 3 alot instead of short jump <insert normal> -> link normal -> buffer Level 3).
I'm willing to bet the only specials fast enough to combo off of a short jump rh are Rising Tackle and Hard Edge (maybe not the fierce Hard Edge, it's iffy because it really depends on the hitstun time from rh).
As far as running pokes go, you may want to try Running c.mk XX something. Like Run, c.mk XX mp Reppuken, then short jump after it for pressure. And you can always do the Japanese trick which is c.mk XX Rage Run Shift -> 360, it's pretty quick and sneaky. Also, hitting the c.mk allows you to buffer a Hard Edge if it hits and it comes out faster than the sweep. The only advantage you have to run -> sweep is the knockdown and you can buffer a Raging Storm into it if you sweep close enough.
RoWEN
02-21-2003, 01:06 AM
It hasn't been posted but, if you want to be really showy.
In Corner: qcb-rh>360 toss>lvl2 raging storm>(while storm is hitting, at about the 4th hit)jab rising tackle>lvl 1 shining knuckle
It looks cool as hell. And does some damage to boot =)
BTW, i've had a lot of positive experiences come out of the Rage Dunk. It's a great mix up for the Rage Switch (don't know the real name, where he switches sides =)) I'll poke RH's for days, when one connects I hop up close. Depending on the opponent you wait and whiff the lk's (as someone posted a while back) I usually throw two crouching lk's then run into the dunk. Immediatly after i'll throw a ducking RH, because for some reason everyone stands up after being hit. After you've hit with the dunk and RH, they'll block down again, you again throw another dunk and score again. They'll be really pissed by now and try to rush you, throw out the ducking lk's again and they'll immediately stand and wait for the dunk, but you instead throw out the Rage Switch and toss them across the screen with the throw. Once I get this mind game going i'm a lot more successful with Rock, it's just hard for me to get in close with him. =)
UCRJesse
02-21-2003, 03:11 AM
I actually find low jump fierce better then low jump roundhouse because it comes out way quicker and still stuns enough to keep getting smacked
experiment with the standing strong and forward pokes.... I've noticed that they beat out weird things.... run standing strong will beat a lot of vega's claw pokes for some reason..... sick of posting
Mummy-B
02-21-2003, 07:53 AM
If you're going for air priority instead of damage, j.lk is Ryo like.
digdoug006
02-23-2003, 11:45 PM
some thoughts:
the guy who said he uses K-groove for rage more than the level three super, but will super when he gets the chance.....that is the MOST OBVIOUS shit i've ever heard for a reason to play rock in K.
what's just as obvious or perhaps more obvious, is when the same guy said that rock is scary when he has a lvl 3 meter. who the hell isn't SCARY with a lvl 3 at hand? and the person who said that if he misses his supers it's over, it's not pretty much OVER. i dunno wtf that was about. he can build meter pretty quick in N-groove, so his B&B lvl 1 sk super combo is always lurking around the corner....
a friend of mine, is pretty damn good using P-groove, will do good with practically everyone he uses in that groove. rock is pretty good in that groove, and yeah it kinda diminishes the high counter, since u can always parry. if u can parry into his deadly rave, y not just add in a couple more hits before u go into the deadly rave.
he's pretty good in n-groove. being able to small jump does help him a lot. my friend uses him in that groove, and he has a pretty good rushdown. if i whiff anything or mistime a move, almost all the time he gets me with the c.lp, c.lk, c.mk into lvl 1 SK super. and for a combo ending with a lvl 1, that shit takes off quite a bit of hp. after getting hit by it the first couple of times, i looked at my hp and i was like WTF.
rock has a lotta moves, which helps his mix up game. so just trying his dunk move once in a round is good enough, or that move where he disappears to the other side, and u can 360.
he's not bad in C-groove, with his lvl 2 cancel combos and air block. he's ok in A too, but his CC is a bit harder than others....
i'm not sure about S, i haven't seen people use him in S, much less use S groove at all. and the ones who do, are dodge whores, all they do is dodge and try to dodge attack all day.
well, i guess that's it for now....
Musourenka
02-24-2003, 06:01 PM
Originally posted by digdoug006
what's just as obvious or perhaps more obvious, is when the same guy said that rock is scary when he has a lvl 3 meter. who the hell isn't SCARY with a lvl 3 at hand?
Maki isn't. Kyosuke isn't. Ryu generally isn't much more scary, and neither is Ken. Ryo isn't either, and Chun Li isn't THAT much more scary.
There are characters I fear when they have super, and right now, that's basically Blanka, Rock, and Kyo. Haven't played as or against many others that I would describe as threats with a full meter.
rallykupo
02-24-2003, 06:26 PM
I know this is a Rock thread, but Chun li sitting on a level ONE is already scarey enough dude. Its so damn easy to link her kick super its not even funny.
Ryu's level 3 uppercut isn't scarey to you... you can link that off of a c.mk or a j.rh...
Characters to watch out for would be, Eagle, Bison, Sagat, and way more.
UCRJesse
02-25-2003, 01:38 AM
Originally posted by Musourenka
Maki isn't. Kyosuke isn't. Ryu generally isn't much more scary, and neither is Ken. Ryo isn't either, and Chun Li isn't THAT much more scary.
There are characters I fear when they have super, and right now, that's basically Blanka, Rock, and Kyo. Haven't played as or against many others that I would describe as threats with a full meter.
maki 720 and shits over and done
Mummy-B
02-25-2003, 04:33 AM
The practicality of landing Maki's 720 is about half that of any super in the game, that shit has zero range and not many setups. I have a couple tricks that work once or twice a match. Her most damaging super is the kick super, IIRC, if you manage to catch someone in recovery from something and you nail that shit, holy mother
And I would say Shin Shoryuken is Ryu's least worrisome super. Can anyone say free c.mk poke into fireball super over and over again?
Hellion
02-25-2003, 02:32 PM
His high crack counter is of some use if you don't have any supers ready. To use them once or twice a match as your limit will have other people think they can try to bait it, unless they're that predicatable and don't catch on.
I find it particularly useful against roll-cancelling, although I doubt it would work on roll-cancelled moves light Blanka's lightning or other specials that are always able to hit anyone out of a roll.
His standing roundhouse is safer for most jump ins, his crouching feirce for those that jump in too high.
To use the counters in the middle of someone's poke-string would be damn near suicidal unless your opponent is predicable IMHO. I managed to pull that off only once.
To get in I rely on his jumping mk (It beats almost anything else other characters have in the game), or his jab or strong hard-edges.
Rock's supers are great, but when you think about it he really doesn't need them unless his primary weapons can't cut it.
With all this in mind, I choose to play him in K groove. If I must super, I'd rather it be a quick charging lvl. 3 at the ready than a lvl 1.
Contrary to most people's oppinions, S groove does not suck. Some characters though utilize its options better than others. Anyone ever been trapped in blockstun in a corner due to repeated lvl.1 Knee-press nightmares?
Mummy-B
02-25-2003, 04:59 PM
Originally posted by Hellion
Contrary to most people's oppinions, S groove does not suck. Some characters though utilize its options better than others. Anyone ever been trapped in blockstun in a corner due to repeated lvl.1 Knee-press nightmares?
While this is very subjective, I would say that overall, it does kinda suck. I think the only practical people I can think of off the top of my head are Yamazaki and Cammy because thier dodge attacks are so good and Morrigan because it makes her Magneto with a poor man's Parry.
And anyone trapped by *level 1* anything is kinda scrubby, considering it's repeated and Level 1 priority sucks ass.
Originally posted by Mummy-B
And anyone trapped by *level 1* anything is kinda scrubby, considering it's repeated and Level 1 priority sucks ass.
No, Bison's good in S too. I know this because Dr.B's Bison cornered my ass and guardcrushed me to death. Priority aside, the recovery on his KPKs are ridicously fast. I didn't have enough time to counter before he dodged or went into another KPK. The only thing you can probably do is jump, and even that's not safe because you can still get hit before your feet leave the ground. And if you're not using a rolling groove you're fucked, and still, you can get thrown out of a roll.
Hellion was even there to witness this.
Mummy-B
02-25-2003, 08:11 PM
Try DPing it. Take a step forward and put out a high priority normal. Jump straight up (if you can avoid FAB and Raging Demon doing this, you're fine with a Level 2 mid hitting super) and hit a normal on your way down.
The possibilities are endless.
Try DPing it.
If you're using a character that doesn't have a DP or good wake-up, then it won't happen. But maybe that could work. At that time, my top priority was landing a CC to stop the KNKs, but it did no good. Believe me, I timed it just right so that the first hit wouldn't touch me, but as I began to start the combo, I got caught in it still. It was too fast. And he did the other KNK early enough so that I wouldn't get to do a wake-up afterward. I could've DPed him after the next super, but by that time, I had already been guard crushed.
And also know that Dr.B is good at mixing traps with Dodges, so the only time I really do get to escape from the corner is when he isn't charging the KNK so he could dodge. And it usually ends with him dodging and throwing me out of a roll and back into the corner, or dodging and hitting me with a knockdown poke.
Take a step forward and put out a high priority normal.
Did I forget to mention that I was in blockstun most of the time? B's timing for the KNKs were just too good- one right after the other. It's not very safe for you to just step forward inbetween each one.
Jump straight up (if you can avoid FAB and Raging Demon doing this, you're fine with a Level 2 mid hitting super) and hit a normal on your way down.
It works against FABs and Raging Demons because they're grab supers. A KNK is not. It hits people on the ground and in the air. And if I did have a Lv.3, I sure as hell would've done it, but I was in A-Groove. And I couldn't counter even one KNK by just activating the CC for the same reasons above.
Mummy-B
02-26-2003, 04:22 AM
Well the thing about it is, grapple supers, at any level (omit Maki with her zero range), have a higher priority than a same level super that connects via hitbox (FAB vs any hitting level 1 = FAB raping you). Just essentially, jumping straight up happens faster than anything. I would think that you could escape a KNK since it's a mid and low hitting super - things like Mai's fan super, the first hit is almost an anti-jump because it hits so high.
But in any case, yeah if you don't have a DP then it makes things difficult, but a DP will clean that shit up. You can do it on reaction when you see the ki gathering animation and the worst you'll do is trade, unless you're Morrigan since her DP priority is kinda shitty and you have to do it late. People like Cammy, Yamazaki, and Sakura can easily trade by sticking out a stand roundhouse.
Just remember that no matter what, Level 1 priorities are all the same, it's just that the hitboxes on some contact your sprite faster than others. Like Rugal's Genocide Heaven, King's Silent Flash, and I suppose Knee Press Nightmare are good examples. Pick a normal that's fast enough to stick out and you'll stuff it or trade. Like King will clean out Ryu if he tries to sweep her out of it a majority of the time, because the sweep has so many more frames than her super, but if he sticks out a low forward instead, it'll at least trade every time.
If all else fails, RC that shit. heh.
Back to Rock.
All right then, I'll keep those suggestions in mind next time I play him. I've never played anyone good in S-Groove before, but now I'll try not to be so reluctant with anything other than CCs.
Hellion
02-27-2003, 11:19 PM
Does anyone know about what Final Showdown was talking about in his thread concerning Rock's invulnerability during empty jumps?
Mummy-B
02-28-2003, 06:28 AM
Yes. Rock is not susceptible to tripguard properties when you do an empty jump.
For instance, jump in on Iori with Ryu, hitting no button, and have Iori do Level 3 Maiden Masher to anti-air him. Ryu will get raped. Do the same thing with Rock. Rock will be able to block.
That's the "glitch." Rock and a couple other people have this trait, it makes him very good at baiting anti-air CCs like Cammy's that hit low initially.
beak3r
03-04-2003, 03:49 PM
I had no idea Rock wasn't susceptable to the tripguard deal. That is so cool to know. I can't tell you how many shoto's i nail as they land, as i'm sure everyone else has done too
Rock-sama
03-05-2003, 11:48 AM
although ive used this combo only a few times ( most of the time i miss the c. mk --> shine-knuck.) but it could be one of the, if not the most damaging combo in the game and i wanted to share it w people and hope some can find it useful.(n-groov. 3 full bars rock) j.fierce, fierce--> deadly rave but leave out the energy blast and do c.lp, c.lp(or c.lk or any 2 c. light attacks) c.ml----> shine-knuckle. man, i love that combo. huge damage.
i also had a question about the glitch i saw in a vid. with rock here in shoryuken when rock was walking about with his raising storm active .... :o ... does any one know how to do that?
Mummy-B
03-05-2003, 01:12 PM
Tech throw glitch, I reckon.
Rock-sama
03-05-2003, 01:25 PM
"soo ka"... thanks
heavenly king
03-05-2003, 02:09 PM
how would you fight someone like sagat vega iori or cammy
UCRJesse
03-07-2003, 02:04 AM
Originally posted by heavenly king
how would you fight someone like sagat vega iori or cammy
counterpoke sagat with sweet by walking around and crouching just outside his low fierce range.... if he whiffs, sweep him. other then that.... you just beat sagat with the same tactics as any other character... rock doesn't have anything that outright beats sagat...
vega, reaction standing roundhouse everytime vega jumps... sweep a lot, and it is mostly safe to jump at vega if you're rock using roundhouse... standing strong will hit vega's claw at a long range, don't throw repukens because vega's jump is fast enough to punish you without them having good reaction time.
iori... i don't play good ioris often so i'll chill back
cammy, low jump over her roundhouse poke if you have a low jump, if not, rc the jab elbow vs. her running pokes. sweep a lot... other then that... it's too hard to beat her once she gets in on you so save the super... that way you have a way to actually hurt her.
rock's problem is that he can't really attack good characters because of his lack of good moves...
Mummy-B
03-07-2003, 03:17 AM
Bascially the idea is to zone them out and not get rushed down if you don't have meter, or you will die horribly.
I would say Balrog and Iori are probably the worse out of the 4.
Rock-sama
03-10-2003, 05:02 PM
(all based on an n-groove rock 'cuz rock imo works best w/run')
running and sweep doesnt work for me (dammit, i wish more people used rock or at least to see most of "yours" at play. :bluu: so i could compare & contrast and learn) :mad:
i play the probability game which is a very powerful method.... for instance, rock against terry.... most of terry's better moves, or should i say, the ones that are more effective and that work for him against most characters... (moves that terry is more probable of using) will be caught by rock's high counter whats left? that huge, long sweep, right? catch that shit too!
lets take cammy for example what does she usally do? drill... more times than most dragon kick right? both will be caught by high counter. her best pokes a s.fierce, s. roundhouse, or s.forward, middle counter...CRACK counter. he-he. her roundhouse is shit and rock has that huge s.roundhouse to block her jump-ins( less she's in p/ k) and even then you could switch into a deep-df.fierce or raising storm. going back to the running to sweep thing, i usually just rush them down with jab hard edge, most people will try to low attack you and well.... yes you have time for the counter, strong leaves you more vulnerable and well i dont really use fierce hard edge except to buffer from s.fierce(close) or s.roundhouse or i might just run in with a c.jab, c.short, c.jab,----->jab hard edge, reppuken. and the mind games with the shift to 360-toss from a guard crush combo. sagat, iori, blanka..... man blanka strat. is well, maybe later but i still dont have an effective way to beat sagat.. as in to win most of the time. iori players love to hate the double reppuken...
Mummy-B
03-10-2003, 11:07 PM
Originally posted by Rock-sama
lets take cammy for example what does she usally do? drill... more times than most dragon kick right? both will be caught by high counter. her best pokes a s.fierce, s. roundhouse, or s.forward, middle counter...CRACK counter.
Not flaming you or anything, but strats revolving around "psychic" counters are generally about as worthless as Kyosuke.
You should be throwing afar Reppukens to discourage Spiral Arrow. This limits her mobility to (outside of RCing the SA, which I don't think anyone really does)-
1) Jump/Superjumping
2) Short Jump attack
3) Blocking it
4) Rolling
5) Very unlikely, but a well timed lp Axel Spin Knuckle will pass through fireballs
Blocking really doesn't do shit. So you're left with 3 realistic options. Option 1 is met with a stand rh or Super. Option 2 is met with stand fk or stand mk (maybe even stand mp) - depending on who it is and what attack it is, it may limit Rock's ability to either blocking it or super. Option 4 should be met with a meaty normal into B&B or super coming out, the scrubilicious Hard Edge follow up, or a throw.
Now the hard part is maintaining the momentum you just got. This really lies primarily in mind games and baiting shit. There really is no strat list for this.
Some of the basic things you can do is, follow an anti-air stand rh situation with a mp Reppuken and follow behind it for some kind of pressure, or to continue where you left off. After a knockdown, you can whiff c.lp and bait a wake up DP so you can block it and punish her for it. You can randomly Dash in and 360, but you have to be quick (not recommended for Run Grooves, unless you can c.lk tick-command throw Chikyuu style).
But really this match comes with experience and gimmicks. Landing a super really helps. Like a Level 3 kind.
Rock-sama
03-12-2003, 11:42 AM
Originally posted by Mummy-B
.....but strats revolving around "psychic" counters....
.....Option 1 is met .... Option 2 is met with......
reread your reply buddy, probability. its not psychic whatever... its math.... if they are in the air, rock has many options but a counter will always be high, when their in the ground, depending on the character, there is a higher probability of certain moves that will be used in the match. i was sharing a method on using those "dreaded counters" that most people overlook. its not just speed and luck... although you do have to be fast about it. and your options are good but i think, you forget how fast cammy is. in a dash groove, she could just hop over it.
Mummy-B
03-12-2003, 12:13 PM
Okay, well I don't know how you are used to playing, but in my experience, relying on counters has never really worked out for me or anyone else I know playing a character that has counters. Maybe Yamazaki to use it as a AA more than anyone off the top of my head.
But yes, I know Dashing is viable, but the whole thing is based on zoning from quite a distance. Being half a screen away and having her Dash over it is not much a problem unless she's got full meter.
Rock-sama
03-12-2003, 01:00 PM
ok, ok, now how would rock deal with a sagat? all that i really have is ....sorry....middle counter which stops c.fierce and s.fierce... i guess if you anticipate a move, you'll have faster reaction. aside from that, if you have a run in ur groove, if you get a chance u can run under a high fireball and i guess you can be more cautious when his meter is up but not be a little bitch and run like a scrub with mai would:mad: . then there is the obvious shine knuck. through fireball... hhmmm anything else? i think that zoning an area like what mummy-b said against cammy might work alittle better here.
Hellion
03-14-2003, 09:06 AM
Someone once said something about how Rock's upper body was kinda invulnerable during the 360 and could do some crazy shit like grab Joe out of his double cyclone, but I haven't been able to do anything like that. Is it really practical to try it at all?
Musourenka
03-14-2003, 09:22 AM
The only reason Rock may have upper-body invincibility during the Shinkuu Nage is because he's crouching during the the grab animation.
I've heard that Rock's low MP will hit Sagat's standing HP cleanly. Any confirmations?
Mummy-B
03-14-2003, 11:37 AM
Uh even if c.mp DOES hit Sagat's stand fp out, I wouldn't try it. Think of the circumstances you're in - you have to be basically underneath his arm to hit him, and if that's the case, he'd probably be CROUCH fp-ing you. That is just scary, the trade isn't even in Rock's favor either.
Short jumping and dashing around alot helps against Sagat. Short jump roundhouse is real good to punish sticking out limbs for Sagats that like to whore c.fp for the hell of it, or to punish a low Tiger Shot. For those in a Run Groove, you can just Run under the high Tiger Shot, but any decent Sagat player knows this.
It's important to stay just out of Sagat's range so he can't really do anything but scare you with all of his whiffing shit, but so you can capitalize on him if he does something with lag. This is one of the only times I'll advocate using a counter, because if you see the c.fp coming from a mile away, use the mk Crack Counter. Be quick though, because if you fuck it up you eat it.
Really, Rock cannot win this match. Your best bet is to try and wear his ass down for the anchor of your team to kill him off. If your R1 Rock can take half of Sagat's life off, he's done his job. Even better if you saved Level 3 meter for your anchor while doing it.
popoblo
03-23-2003, 07:05 PM
okay i've read tons of stuff from both final showdowns and this thread and i have a few questions (sorry if they've already been answered)
-how do you shoot the laser blast after the 360 throw? i know it involves pressing 3 punches, but when do you press them? i'm having some real trouble shooting the laser blast and breaking the throw (i've never even gotten it to work once:o
-once you get an oppoent dizzy, what is the most damaging option that you can do?
-do you have any vids of a good rock in action? i saw a few on the NEC 3 DVD, but are there anymore that you could share/send me on aim? my sn is delaroch53 or asdfjkldpc.
thanks.
Rock-sama
03-24-2003, 05:18 PM
-once you get an oppoent dizzy, what is the most damaging option that you can do?.....- o.g. posted by popoplo
well that depends on your groove and how many specials or whatever. be more specific.
i have a great combo listed on page 4 of this thread but i wouldnt recommend it if you are not very accurate w/ your execution well that does n-groove. no bars? i would suggest j.rounhouse, s.roundhouse-->fierce hardedge
c-groove? full bars. if they are in the corner then you.... hhmmm... you dont know how to shoot the "money shot"??!?!
:( forget that then ummm... well.... ok to do the "money shot":D just hold all 3-p buttons and (realease when necessary)---immidiately after the evac toss (360) to break just tap 3-p after evac toss.... youll get used to it. just a tip... reading and performing are very different things so please dont come to srk to take notes but to compare and contrast your EXISTING style. imo you dont learn shit by just watching other people play and rock is not the best character to start out with. i suggest you try terry before you give rock a go. :)
popoblo
03-24-2003, 08:56 PM
Originally posted by Rock-sama
well that depends on your groove and how many specials or whatever. be more specific.
i have a great combo listed on page 4 of this thread but i wouldnt recommend it if you are not very accurate w/ your execution well that does n-groove. no bars? i would suggest j.rounhouse, s.roundhouse-->fierce hardedge
c-groove? full bars. if they are in the corner then you.... hhmmm... you dont know how to shoot the "money shot"??!?!
:( forget that then ummm... well.... ok to do the "money shot":D just hold all 3-p buttons and (realease when necessary)---immidiately after the evac toss (360) to break just tap 3-p after evac toss.... youll get used to it. just a tip... reading and performing are very different things so please dont come to srk to take notes but to compare and contrast your EXISTING style. imo you dont learn shit by just watching other people play and rock is not the best character to start out with. i suggest you try terry before you give rock a go. :)
how about they're dizzy, and i'm in c groove w level 3 ready to go.
and i just found out how to do that today. now i know what final showdown was talking about when he said how precise rock's motions were. i can do it now, thanks. i just wasn't tapping the buttons early enough.
and i already gave terry a go and he didn't really appeal to my style. i really like playing rock though, and i've gotten a few wins on xbox live with him, although he's nothing to brag about...yet:evil:
and we've all got to start somewhere right?
any vids you wouldn't mind passing along:cool:
Kasbah
03-24-2003, 09:26 PM
Go to the main SRK page and multimedia->cvs2. 178vsino has a Rock vs Rock, then Rock getting owned by Cammy. I think that's the only one with Rock I've seen.
capconian
04-09-2003, 02:05 PM
(here i go again:sweat: ) what' zoning?
UCRJesse
04-12-2003, 01:14 AM
Originally posted by capconian
(here i go again:sweat: ) what' zoning? zoning is a style of play where you use pokes, anti-air's, and fireballs to try to kill your opponent.... this is supposed to be formulated to protect yourself from rushdown and turtling by keeping yourself at whatever the optimum distance from your opponent is. frustration tactics can be added by making them feel that there planned attack patterns will not work... this causes them to do stupid things such as jump at you, in which case you get to raging storm or s. rh... shit like that
capconian
04-12-2003, 07:29 AM
thanks!
OmegaRed
04-14-2003, 01:02 PM
I'm trying to build a A-Groove team around my Dhalsim and think Rock might be perfect [I like characters with some sort of warp type move like Dhalsim, Athena, and Rock]. I've never really used him though and I'm trying to master all his moves to start with.
How on the DC Pad can his throw blast be done. Right now I'm switching my hand position so that I can use my thumb and index finger - tapping the X for the throw and then immediately tapping both X and Y with my thumb and index fingers to do the blast. What method do you all suggest [besides a joystick which I'm looking for].
UCRJesse
04-15-2003, 09:40 PM
Originally posted by OmegaRed
I'm trying to build a A-Groove team around my Dhalsim and think Rock might be perfect [I like characters with some sort of warp type move like Dhalsim, Athena, and Rock]. I've never really used him though and I'm trying to master all his moves to start with.
How on the DC Pad can his throw blast be done. Right now I'm switching my hand position so that I can use my thumb and index finger - tapping the X for the throw and then immediately tapping both X and Y with my thumb and index fingers to do the blast. What method do you all suggest [besides a joystick which I'm looking for].
dude, how tiny are your fingers, you should be able to get your thumb over x and y... plus hit L at the same time to make sure you get it.
Exodus777
04-21-2003, 05:05 PM
Hey what's up I'm the guy that started this thread a while back I would just like to thank the guys/(girls?) who contributed valuable Rock data he still is my fav character along with Geese and Terry. Rock-Sama your too cool. I'm starting to think I should not have started the thread if I didn't have what it takes to help maintain it...well maybe a little later I'll throw in a few tech-throw >Neo Deadly Rave vs Geeses' Neo Deadly Rave glitch data.......
Rock-sama
04-25-2003, 12:38 AM
"Hey what's up I'm the guy that started this thread a while back I would just like to thank the guys/(girls?) who contributed valuable Rock data he still is my fav character along with Geese and Terry. Rock-Sama your too cool. I'm starting to think I should not have started the thread if I didn't have what it takes to help maintain it...well maybe a little later I'll throw in a few tech-throw >Neo Deadly Rave vs Geeses' Neo Deadly Rave glitch data......." o.g. posted by exodus777
:sweat: .... must have been the avatar, huh? hehe..... anyway thanks to your thread i learned alot of helpful things. :o i even started using geese because of "team south town" hehe
I was wondering where the thread starters went..... like "adv...w/rock....." finalshowdown doesnt posts often either.
anyway getting back to the thread, does anyone know the or if there is a counter to sagat? i was also considering to lose my s.rh--->f.hardedge combo back to s.fierce-----> f.hardedge cuz i have whiffed quite a few rh's, i want the extra damage but i dont want to miss the whole thing either.....
i was also wondering, exactly why rock is so over-looked what are rocks shortcomings? he doesnt have the best pokes, his hp could be better.....uhhhh.... i guess im being biased but i cant see why there arent that many rocks being used in tourneys. oh and for fun. jab rising tackle ----> lvl 1 or lvl 2 shine knuckle if you beat someone with this, your ego goes up ;)
UnAngel
04-25-2003, 01:35 AM
rock has been my fav character since garou, and I've been playing him a TON online. I might have a few things to contribute to this thread.
Im not that great at this game, so my styles are often a bit odd. I'm more of a tekken/virtua fighter player, and in those games, rush down rules. I try and play all my characters with a rush down tactic, just because its the most fun for me.
I've heard people say its straight up impossible to play rushdown with rock, but it can be done, and very effectively too.
First, Rock's J.FK makes me sick. I cant even believe how much this catches people, if you throw it just a little early or late. Never throw it when they are expecting it, and it will hit, or at least leave you in a fairly safe posistion. I also use his lp hard edge a lot for distance poking, and it really is almost un-punishable.
Dont totally neglect his rage run dunk and shift. The dunk will catch a few times a match, just dont overuse it. If you're being really super aggressive, it brings it to the ground, and creates a mixup scenario between dunk, shift, and throw.
Also, c.lpx3 roll, rising tackle will keep your aggression on, but be careful.
One more thing, I rarely ever use the shine knuckle super, i perfer raging storm myself. I've found that when you properly charge a lv3 raging storm its well worth the risk.
GO ROCK
Mummy-B
04-25-2003, 12:17 PM
Alot of those strats probably work on Xbox Live with lag, but not in an arcade or first generation console setting.
Just to let you know.
UCRJesse
04-25-2003, 11:43 PM
Originally posted by Rock-sama
[Bi was also wondering, exactly why rock is so over-looked what are rocks shortcomings? he doesnt have the best pokes, his hp could be better.....uhhhh.... i guess im being biased but i cant see why there arent that many rocks being used in tourneys. oh and for fun. jab rising tackle ----> lvl 1 or lvl 2 shine knuckle if you beat someone with this, your ego goes up ;) [/B]
there aren't many rock's in tourney play because he isn't that good... heres rock in a nutshell
He gets outpoked by sagat/blanka/cammy/vega/yamazaki/sakura/bison easily
He doesn't have a cross up
he gets rushed down for free because of a lack of a dp type move... rising tackle doesn't function well as a get off my ass move and neither do rc elbows since you die if it's blocked from close range
he has one of the worst rolls in the game
He does have really good super moves
He does have good anti-airs
His 360 throw if a very good tool, but is impractical in most situations because of his lack of a good rushdown and a lack of poking priority
So basically, nobody picks rock in tournaments because he's going to lose to the characters that everybody picks... even if he can beat good characters, you have to work much harder to win.... It's the same reason nobody uses spiral or guile in mvc2 tournaments.... they can win substantially against top tier characters, but you don't have a large window to fuck up...
In cvs2, you can fuck up all you want with sagat and chances are you will still win the match
beak3r
04-26-2003, 11:20 AM
Allow me to summarize UC's dissertation there hehe. Rock is good and fun, but there are better characters that rock just can't beat, hence no rock for me no matter how cool a character I think he is.
UCRJesse
04-26-2003, 11:37 AM
Originally posted by beak3r
Allow me to summarize UC's dissertation there hehe. Rock is good and fun, but there are better characters that rock just can't beat, hence no rock for me no matter how cool a character I think he is.
lol, pretty much.... don't worry about him as a tournament character... I have used him in tournaments and done decent, but it's only because people weren't expecting any of the tricks. He's a really good guy to use in casual play because he can win but it takes a good mindgame to win
Sacrosanct
04-26-2003, 10:22 PM
im thinking of using rock in my team, does rock have any bnb combos?
UCRJesse
04-26-2003, 10:52 PM
Originally posted by Sacrosanct
im thinking of using rock in my team, does rock have any bnb combos?
if you jump in.... always jump with roundhouse... rock has no cross up
blocked strings:
c. short, c. jab, c. forward, strong or jab reppuken
c. short, c. jab, c. forward, jab elbow
close s. rh, roundhouse rage run (qcb roundhouse), 360 throw
hit strings:
c. short, c. forward, strong or fierce elbow..... strong is much safer, fierce comes out faster... if you're too far away it's not gauranteed...
you're better off with
close s. rh or close s. fierce, strong elbow.
best c groove super combo
j. rh, c. short, c. jab, c. forward, lvl 2 shine knuckle (qcf,qcf strong), xx lvl 1 shine knuckle
if the c. short c. jab c. forward link is to hard for you, a simple c. forward or standing fierce works just as well
Rock-sama
04-26-2003, 11:43 PM
uhh.... what's the actual definition of bnb (bread and butter)?
can anyone explain why i crossed up vice? :wtf:
Mummy-B
04-27-2003, 11:14 AM
For the same reason Terry can sometimes cross up Honda.
She was probably trying to c.fp AA you and it put her sprite in the j.rh hitbox before her hitbox appeared. It happens alot on short jump on large sprite chars too.
beak3r
04-27-2003, 05:26 PM
you can get lucky crossing up some others large characters if they duck too. but don't count on it
Wires
05-01-2003, 06:26 AM
Originally posted by UCRollerblader
best c groove super combo
j. rh, c. short, c. jab, c. forward, lvl 2 shine knuckle (qcf,qcf strong), xx lvl 1 shine knuckle
Use a lvl 1 raging storm instead...much flashier...same damage. :D
UCRJesse
05-01-2003, 03:25 PM
Originally posted by Wires
Use a lvl 1 raging storm instead...much flashier...same damage. :D
I use lvl 1 shine knuckle because it will always hit... i think raging storm only works in the corner but i'm not sure... anyways... Rock-sama... when are you coming to ucr... I played 3 rock players today that i didn't know and beat all of them... were you one of them?
Rock-sama
05-02-2003, 12:42 PM
lol .... i was the fattest of all of them...... hehehe no i havent had a chance to go. but im gonna try to on next friday. i played this guy one day that used rock, ? , and mai that got pissed of at my nakoruru a month ago; knew some guy that plays hibiki..? anyway try to go next friday like after ten am. until like 5 cuz im gonna make a day out of it. r u going to ucla on sat for the little tourney? ill be there too. ill be at camelot today too. (this friday)
I use j. rh, c.rh, lvl2 raising storm xx power dunk cuz i like to be flashy:D and i can build up gauge fast 2 do it again. ;)
UCRJesse
05-02-2003, 01:44 PM
Originally posted by Rock-sama
lol .... i was the fattest of all of them...... hehehe no i havent had a chance to go. but im gonna try to on next friday. i played this guy one day that used rock, ? , and mai that got pissed of at my nakoruru a month ago; knew some guy that plays hibiki..? anyway try to go next friday like after ten am. until like 5 cuz im gonna make a day out of it. r u going to ucla on sat for the little tourney? ill be there too. ill be at camelot today too. (this friday)
I use j. rh, c.rh, lvl2 raising storm xx power dunk cuz i like to be flashy:D and i can build up gauge fast 2 do it again. ;)
hmmm... i dunno... i'm the only one there that has a decent rock... I've used mai in a-groove before but it was only once or twice so i doubt it was you that i played... if you played the guy that beats people pretty bad with hibiki.... thats my friend pep... just come to ucr next weekend... I'll play you some cammy vs. rock for money if you still want to
RockTakane
05-04-2003, 11:47 PM
This makes me want to cry, because Rock became my favorite character for SURE after a while, but he basically sucks, although I don't play the experts. This is one of the minor reasons I sold my import DC copy; the major reason being that NO ONE at UCLA seemed to be playing it for a LONG time, so I had no incentive to practice parry, JD, and combos at home. I'm glad to see ppl still play at UCLA, again!
I came up with some decent combos for many characters in whom I was interested, but then I later realized that using multiple weak attacks to "buffer" into supers (if possible) instead of using 1 strong or forward hit is MUCH better because it gives you more time to react to opponents' mistakes, like whiffing their moves, but ALSO, now that I think it over some more right now, if they're blocking and you simply want to build meter, work toward the guard-crush and/or apply more pressure, it's harder to punish blocked jabs or shorts than some strongs or forwards that have lag on them.
I was going for most damage, but for one thing, lower-damage combos can be more practical if they're harder to screw up, which would otherwise leave you vulnerable (provided that the bufferable weak attack is just as easy or EASIER to buffer into than the medium attacks), and secondly, I was using my trusty-but-lame STANDARD DC controller, which makes use of the shoulder buttons nearly impossible for combos, and they are the buttons to which I've relegated my jabs and shorts.
I got a question for you guys/gals though: before I didn't know there were TONS of links in this game, my favorite basic combo in the game (just fun for me) was with Rock and it was/is:
Jump-in Rh, low St/Fw, Level-2 SK, Fr Rising Tackle (esp. in the corner)
and what I want to know is, is it my imagination, or are Rock's low Strongs and Forwards VERY weird bufferable attacks? I find the timing from either attack into the Level-2 SK VERY odd. I think you have to combo into the super earlier with the Strong than with the Forward, and lately I've actually preferred using the Strong in the arcades--perhaps because I SUCK WITH JOYSTICKS!!!! I used to prefer the low Forward at home, when practicing combos :)
Btw: I also find it easier to cancel into Level-3 SK after the Shinku Nage, as opposed to cancelling into the command follow-up Nage (sp?) Blast, but that's just me, I guess!!!!!
'and as for link combos, well...it's hard to practice if you have to use the DC controller's shoulder buttons! I'm fairly fast/dexterous at comboing/"buffering" into supers, but not good enough to rely on the shoulder buttons for that :(
Gotta practice using the proper range of the Rh Rage Run to cancel into the Shinku Nage since it's almost the poor man's replacement for Rock's COMPLETE LACK of a cross-up, which is needed for higher-level play :resumes weeping:
Oh YEAH! if I can just get GOOD with Kyo, I can have tons of juggling fun, regardless of the groove I pick! :wipes tear: :'D
Rock-sama
05-05-2003, 01:18 AM
Originally posted by UCRollerblader
hmmm... i dunno... i'm the only one there that has a decent rock... I've used mai in a-groove before but it was only once or twice so i doubt it was you that i played... if you played the guy that beats people pretty bad with hibiki.... thats my friend pep... just come to ucr next weekend... I'll play you some cammy vs. rock for money if you still want to
yeah sure why not, i prove that i know my shit. ill be there from about 10 am to like 5 pm i dont think youll miss me. N-groove rock, nako, and ken/sagat. and anyone else i might just get to.
IF ANYONE AROUND THE AREA IS ABLE TO GO, GO!
Rock-sama
05-05-2003, 01:31 AM
This Friday! sorry
Mummy-B
09-29-2003, 03:47 PM
Hey uh... I started messing with P Groove Rock again...
There is this wierd thing I ran into. Nothing big but just strange.
I was in training mode getting the hang of him again, and I was just screwing around with stupid combos. I was 1P with CPU against the 2P corner, and I did j.fk -> stand close fk XX Rage Run Shift, and if I buffered the Shift really quickly, Rock didn't teleport behind - he teleported, but stayed in front. If I delayed the cancel a little, he went behind. If I did it midscreen, he wend behind. When I did it in the other corner, he went behind. But I could consistently get him to Shift and not go behind in the 2P corner if I canceled from close fk really quickly, every time I tried it.
Wtf?
Neo Odin
09-29-2003, 09:33 PM
its a glitch that happens under certain cicumastances, if you read the past rock threads they explain it in full..
This glitch can lead to good mixups on opponents who think your going in back of them...
Try this one i made up:
In corner: Run type shift, 360 grab, rasaka(blue light), Fk then
combo into run type shift, and it wont go behind them, when they
land 360 grab, rasaka, this works very well and can be done very fast if timed correctly, try it, its not that hard...
Its kind of a reset, okay it is a reset..
hope this helps:)
helpadudeout
10-01-2003, 10:37 AM
Go to the old rock thread the bug is explained better there. Or at least somewhat.
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