View Full Version : anybody good at playing a k-groove rock?
Real Kyo95
09-08-2003, 10:27 PM
I have played Rock for a while now and don't run to any other Rock players?
though I was just wondering if anybody knew a good strategy to use with a k-groove Rock? and some damging combos too?
DeAdSpAcE
09-09-2003, 06:35 AM
Check the other Rock threads here first.
Real Kyo95
09-09-2003, 03:13 PM
I have but have had no luck
tactics108
09-09-2003, 03:57 PM
well i'm guessing you have the bnb's besides that there's not much else of great importance in terms of combos. there are some good tactics and throw mix-ups in buktooth's sbo log iirc, don't remember the page though so do a search and good luck
UCRJesse
09-10-2003, 10:08 PM
i play rock.... i'll be at the UCB weekly tomorrow... go and I'll show you how to use him
Real Kyo95
09-11-2003, 04:00 PM
I'm sorry UCRollerBlader I missed your message but I don't even know what UCB stands for?
If you are any where in fresno, you usually can catch me at nickel arcade with the other players....so if you want you can join us where there every friday thru sunday.
DarkNall
09-11-2003, 04:02 PM
Originally posted by Real Kyo95
I'm sorry UCRollerBlader I missed your message but I don't even know what UCB stands for?
If you are any where in fresno, you usually can catch me at nickel arcade with the other players....so if you want you can join us where there every friday thru sunday.
UCB = University of Berkeley, I reckon.
dennis
09-11-2003, 04:11 PM
Originally posted by Real Kyo95
I'm sorry UCRollerBlader I missed your message but I don't even know what UCB stands for?
If you are any where in fresno, you usually can catch me at nickel arcade with the other players....so if you want you can join us where there every friday thru sunday. he's from fresno and he's real good. mfire
UCRJesse
09-13-2003, 10:04 AM
Originally posted by Real Kyo95
I'm sorry UCRollerBlader I missed your message but I don't even know what UCB stands for?
If you are any where in fresno, you usually can catch me at nickel arcade with the other players....so if you want you can join us where there every friday thru sunday.
University of California Berkeley has weekly tournaments every thursday... last week was probably the last one imma go to though... uh, if you ever get bored and feel like driving into civilization from fresno, i live in tracy and i'm down to play
Gamma Ray
09-15-2003, 05:58 PM
I play a decent K Rock. I like the abuse the fact that idiots still jump when I'm raged. :rolleyes: :rolleyes: :rolleyes: I amost never use his Deadly Rave Neo. I think It's a waste. It doesnt a littie more, but the other 2 Supers have better priority.
Real Kyo95
09-16-2003, 05:58 PM
well gamma ray I think that your right. but the deadly rave neo at times does help and is worth it. I just think that all moves are useful at a moment, it just all depends on the player.
tactics108
09-18-2003, 12:17 PM
i would suggest only using the deadly rave neo when you combo into it, rather than to outprioritize an attack. this super is by no means a waste when comboed into, and with the different ending possibilities you may be able to get your opponent close to being stunned, though i don't know of any full stun combos such as geese's.
if your opponent knows they are about to be stunned they then tend to turtle which in turn opens up throw opportunities. ofcourse this is assuming your opponent has a fair understanding of the game.
Neo Odin
09-18-2003, 06:55 PM
For anyone who cares for some Rock Combos, here they are:
Regular Combos:
C.LPx2, C.MK, FP Hard Edge 2900
C.LP, S.FK or FP, FP Hard Edge 3000
C-groove Combos:
Opponent in corner:
HCB+FK, Evac Toss, PPP (Rakasa blue palm thing) do the Rakasa
slighty early, S.FK, level 2 raising storm, then a level 1 Raising S...
( DMG 8511 )
Jump in FK, C.LPx2, C.MK, level 2 shining knuckle. level 1 Shine K...
( DMG 9194 )
This one works in S-groove or N-groove on a full bar,
this combo is dame good if you get it off, I made it up,
but im sure someone else has probally already done this:
J.FK, S.FK, NDR (deadly R.), stop right before the HCB+FP, then C.LP, S.FK, level 1 shining knuckle....
(DMG 10230 ) (Damage is based on N-groove due to power increase after capsule break)
This combo above kills if you can land it and if you cant do the C.LP, S.FK,into the super, than just skip the C.LP, cause youll still get 9930 (in N-groove):eek:
You can also do an evac toss cancel into level 3 shining knuckle
from anywhere on screen resulting in a 10 hit combo = 5440 in
DMG, I suggest only doing this combo if your opponent will be
killed or almost killed by it, none the less it looks nice....
Hopes this helps, just keep posting in this thread if you have any questions, im not a master or anything i just know pretty good combos and info regarding certain characters.... :)
Later....:) :D :)
Real Kyo95
09-18-2003, 09:59 PM
hey
lot's of thanks neo odin. I really appreciate the help and the fact that you even put in the data on the combos. I will leave this post here so if you or anyone else ever has something new they figured out or a strategy on playing rock, I would like to hear. thanks.
Neo Odin
09-19-2003, 02:06 AM
By the way A-groove rock is pretty dame good, and hes prettty
verstitile, because after a evac toss he can go into a custom,
and after a LP R.Tackle connects ect....
His customs do more than joes thats why I think im going to
switch over to rock...
Anyway you can gain meter by doing the high counter over and
over presuming that you are a safe distance away from the opponent...
This works really well when you want meter especially in A-groove....
I think rock is best used in A-N-and C
But if you like K thats cool too cause the rage mode is pretty decent, but he does his most damaging combos in C and N,
so that might be something to think about....
I think with rock you have to keep the pressure on with him..
His main anti-airs seem to be S.FK, C.MP, and occasionaly C.FP,
so rock can easily kick fools out of the air...
If your in a groove were you can run, the RUN TYPE moves rock
posseses might fool you opponent more often...
EXAMPLE: lets say your rushing them down with a poke string
of C.LP, C.LK, C.LP, C.MK...
After about two times they may start to suspect it again if you run at them, so then you could use RAGE RUN TYPE DUNK or SHIFT
Thus playing mind games with them, you can also do the run move (the HCB+MK) to escape jump in's, I know it sounds useless but maybe I'll be able to find a use for this, then again you could always do the Run move and then throw them...
I'll experiment more, but if you time the distance of the Hard Edge
assuming there in the corner you can land right in front of them without hitting them, after, you can HK throw them, mash C.lk
before they get up, then when they almost recover you can do a:
HCB+FK, Evac Toss, PPP (Rakasa blue palm thing) do the Rakasa
slighty early, S.FK, level 2 raising storm, then a level 1 Raising S...
Hope this helps a little, I'll post whatever I find usefull... :)
PS: mix Crouching strings up with the dunk, it works wonders...
UCRJesse
09-19-2003, 10:35 AM
odin... thanks for helping the kid out... but a few of the things you are saying either don't work or aren't practical....
Dunk is one of the worst moves in the game... easy to block, and if they do, you die... You are better off with low jump rh or fierce since they are both faster, unpunishable, and can combo into shine knuckle... as far as the c. jab, c. jab, c. forward, hard edge combo.... it's no good... 8/10 times the hard edge will miss because you are too far away... and the c. jab to c. forward link is really hard... i think it's probably one of the hardest links in cvs2 and it's really not worth it... actually... if you're going to take the time to learn c. jab c. forward.... just learn c. jab c. roundhouse link... it's much more useful since a lot of rock's game revolves around knocking the opponent down... rocks worst groove is A... why? because he loses air defense, low jump, and run for a custom that doesn't do much damage and doesn't have any special useful setups
Binarystar
09-20-2003, 10:51 PM
Originally posted by UCRollerblader
rocks worst groove is A...
I wouldn't say it his worst... His common CC do atleast 7-8k dmg There this one setup it does close to 9k(Initial combos of course, you know what I mean?) this isn't too bad. I agree that it isn't his best either. Like you mentioned his game revolves around knocking down just like Terry. He does lack lot of setups for CC compared to M.Bison or Hibiki. I say K and A both have their up's and downs...I dunno i'll try to post more it's 230am and im already tired:o
But ya K is his best groove no arguing about that, just saying A isn't his worst.:)
Real Kyo95
09-20-2003, 11:47 PM
heh I just want to say I appreciate you guys putting in your opinons and support
Neo Odin
09-21-2003, 01:28 AM
Posted by UCRollerBlader
--------------------------------------------------------------------------------
odin... thanks for helping the kid out... but a few of the things you are saying either don't work or aren't practical....
Dunk is one of the worst moves in the game... easy to block, and if they do, you die... You are better off with low jump rh or fierce since they are both faster, unpunishable, and can combo into shine knuckle... as far as the c. jab, c. jab, c. forward, hard edge combo.... it's no good... 8/10 times the hard edge will miss because you are too far away... and the c. jab to c. forward link is really hard... i think it's probably one of the hardest links in cvs2 and it's really not worth it... actually... if you're going to take the time to learn c. jab c. forward.... just learn c. jab c. roundhouse link... it's much more useful since a lot of rock's game revolves around knocking the opponent down... rocks worst groove is A... why? because he loses air defense, low jump, and run for a custom that doesn't do much damage and doesn't have any special useful setups
-----------------------------------------------------------------------------
Actually the C.Lp, C.Lp, C.Mk, FP Hard Edge is very easy to connect and is not at all, one of the hardest links in CVS2.
Obviously you have to be close to the opponent to connect
2 C.LP's. So the FP Hard Edge is always gauranteed to connect.
So if you happen to be insecure with the combo than C.LP, S.FK
FP Hard Edge is always gauranteed to connect and does good damage. The dunk, I will agree with you doesnt have very good priority but in a run groove it is hard to determine whether he
is running normally or using his Run Type moves....
C.LP,C.FK is okay I guess, but the other combo with the forward is a much better and it knocks down the timing is not hard at all
and with slight practice becomes effortless(I can do it all the time:) ) . Or you can do the other one I posted with the C.LP, S.FK, FP hard edge, this also is a knock down...
C.Lpx3, C.mk, Lp Hard E. is also a good string and will break the gaurd in no time... It also leaves you safe from Counter Attack.
Well i like A groove and it suits me fine, yeah it isnt his best I know, however he gains meter pretty fast in A, and he has plenty
of setups..
He can Activate CC and then go into his trip, hard egde, rising tackle custom... (7500+,namonaki's) mine=7600+
He can custom after a blocked blanka ball...
(not sure about the damage but its good)
He can custom after a LP rising tackle connects,
(mine does about 7100+ for now but only because with him and
terry the damage you do is considerably lessened after connecting with a regular rising tackle and then going into custom,
and I dont know why??) He can also custom after a canceled or
broken 360 grab any where on the screen....
And in the corner he can Run Type shift, 360+PPP, Blue laser thing
(Rasaka) and then custom after that, as a side note in any groove
after the Rasaka is timed correctly he can FP Rising Tackle also
almost does 4000 in damage.
And finally he has anti-air customs for those insisting on jumping in, so he might not need to jump so often, in other words he has a custom for almost every situation, mind you hes no Bison but he is still a effective A-Groove character none the less.
He also has a dash that hops over grounded opponents which will provide rock with even more mixups that he needs...
In my opinion he can get across the screen without running,
by doing LP, and MP Hard E's, technically the best time to do this is when you knock your opponent down or with a combo knock down ect....( If they decide to safe fall after the knock down the elbow you used to get near them will hit them....
This is all I have to say for now, but saying A-groove is his worst groove, is a opinion that is not well thought out so give some grooves a chance before you judge, because where you loose
abilities in some grooves, you also tend to gain others in other grooves..(Im cool with you though roller, but I just had to give you my point of view on A Rock....:)
PS: well sorry about the last post but dont use QCB+MK please.
Later...........:cool:
BisonX
02-13-2004, 04:09 AM
178'S ROCK RULES HIS GEESE TOO
ShinNeosnake
02-14-2004, 05:28 PM
Originally posted by UCRollerblader
odin... thanks for helping the kid out... but a few of the things you are saying either don't work or aren't practical....
Dunk is one of the worst moves in the game... easy to block, and if they do, you die...
True, but if you're playing K groove Rock, you can mix up with his other Run moves and/or your regular Run (like Odin had said).
I believe it does come out faster than his f.mk overhead move though which is a Pro, but the frame advantage when blocked is worse (Con) (and I use the overhead sparingly but not rarely)
His Stop (QCB+MK, the Rage Run move where he just stops in front of your) has no point in the game, even for mind games to mix up with his RR:Shift.
Being a Rock player, is there a point in the Stop move? The dunk is better than this move.
UCRJesse
02-17-2004, 06:06 PM
Originally posted by ShinNeosnake
True, but if you're playing K groove Rock, you can mix up with his other Run moves and/or your regular Run (like Odin had said).
I believe it does come out faster than his f.mk overhead move though which is a Pro, but the frame advantage when blocked is worse (Con) (and I use the overhead sparingly but not rarely)
His Stop (QCB+MK, the Rage Run move where he just stops in front of your) has no point in the game, even for mind games to mix up with his RR:Shift.
Being a Rock player, is there a point in the Stop move? The dunk is better than this move.
Ok let me say this again... dunk serves no purpose... plain and simple, don't do it... the move comes out so slow that anyone even decent can react when they see it... it's not worth the risk. how much damage does it do to make it worth it? not much, and if they block it, which is easy, they get free super or free combo, both of which will hurt you more than dunk is going to do... even if i knew dunk would hit 50 percent of the time, it's still not worth it... if you really want an overhead for some reason, just use low jump rh. his command overhead sucks too... just because a move is in the game doesn't mean you have to use it.
as far as rock having no bread and butter, i'm gonna stick by my guns... from the tip of crouching forward, hard edge won't connect.. most of the time it's not going to connect and it leaves you wide open if you fuck up... The c. jab, c. forward link actually is hard and it's not worth it because of how little guaranteed damage you get... will post more later peace
misterbean97
02-21-2004, 05:37 PM
Hmm, I have some questions about Rock: I need some tips on comboing with crouching mk. For example, I try to connect crouching MK into hard edge, but sometimes a MK rage run comes out. Please help. Thanks.
PS: Any tips on comboing crouching MK into Shining Knuckle? Thank you, kind people.
vasAZNion13
02-21-2004, 06:02 PM
Originally posted by misterbean97
Hmm, I have some questions about Rock: I need some tips on comboing with crouching mk. For example, I try to connect crouching MK into hard edge, but sometimes a MK rage run comes out. Please help. Thanks.
PS: Any tips on comboing crouching MK into Shining Knuckle? Thank you, kind people.
hold down the mk button and press the other button then let go of mk
ShinNeosnake
02-21-2004, 08:43 PM
Originally posted by vasAZNion13
hold down the mk button and press the other button then let go of mk
Yep, or just hold on to MK for the whole (c.MKXXQCB+P) input.
The reason why you're getting the Rage Run is because something called Negative Edge, a topic whihc I'm not completely learned in.
Also, is there a point for His Rage Run:Stop??? (I know I asked this already but noone replied)
misterbean97
02-21-2004, 09:20 PM
Originally posted by ShinNeosnake
Also, is there a point for His Rage Run:Stop??? (I know I asked this already but noone replied)
I actually I use it SOMETIMES. I use it especially against my friends because they know that I will shift. Pretty much I use this and the dunk to mix things up. Run up to their face, they'll be like "wtf?", and then you do a 360 grab. Especially since people are used to Rock players shifting. It's also not bad if it is RCed.
DeadlyRave619
02-23-2004, 08:58 AM
Originally posted by misterbean97
I actually I use it SOMETIMES. I use it especially against my friends because they know that I will shift. Pretty much I use this and the dunk to mix things up. Run up to their face, they'll be like "wtf?", and then you do a 360 grab. Especially since people are used to Rock players shifting. It's also not bad if it is RCed.
Yes, but overall, Rock has better mixups such as his dunk. Besides, if your running K or N, you can use the normal run to fool people into thinking your shifting.
P.S. RealKyo: Rock is definetly a control character. It requires a great deal of wit to overcome people with Rock so try to practice with a lot of people and get a feel for every characters strategy (I had to learn that the hard way (damn Bison :mad: )).
UCRJesse
02-23-2004, 06:33 PM
Originally posted by DeadlyRave619
Yes, but overall, Rock has better mixups such as his dunk. Besides, if your running K or N, you can use the normal run to fool people into thinking your shifting.
P.S. RealKyo: Rock is definetly a control character. It requires a great deal of wit to overcome people with Rock so try to practice with a lot of people and get a feel for every characters strategy (I had to learn that the hard way (damn Bison :mad: )).
ok, i think you kids are missing the point here.....
Don't do the rage runs...
the only one you should do is the roundhouse version, and only start it when you are right next to the opponent, if you blindly use it from anywhere except point blank range you're gonna get hit..
don't argue with it, just know it
ShinNeosnake
02-23-2004, 08:48 PM
Originally posted by UCRollerblader
ok, i think you kids are missing the point here.....
Don't do the rage runs...
the only one you should do is the roundhouse version, and only start it when you are right next to the opponent, if you blindly use it from anywhere except point blank range you're gonna get hit..
don't argue with it, just know it
I'm not arguing with it, and I already know it, but tell me why K-groove Rock players (good ones, such as Omar to name a person) uses the shift when they're not even in throwing range of the person.
Also, this is a thread asking for K groove help so any other groove tips are out of the picture.
What I have to say here is IMO, and I know you're gonna say don't do this, don't do that, but hear me out, at least let me say what I have to say.
Noone in the world is psychic, some may claim to be, but they are not, so why are there things like Psychic DPs? Go to the Domination 101 forum and come back to me cuz if you are going to say that "If noone is psychic why are there psychic DPs" You dont belong here.
So on to my point, since noone is psychic, why not MIX UP your rage run Shift (since this is the one you say to ONLY use) with a regular run? It will confuse the opponent becasue they cannot tell from 1/4 screen away if you are RR or regular running, , and RR:Shift is useful (I agree with that) because you can command throw, break Shine Knuckle or HP Hard Edge after them, and Regular runs are a way to mix up the opponent, to confuse them to deceive them. Many characters rely on Mixups (after a knockdown, namely Hibiki, Kyo, and Ken) to deal some big damage.
"Don't argue with it, just know it"
Rock-sama
02-24-2004, 08:54 AM
Originally posted by ShinNeosnake
I'm not arguing with it, and I already know it, but tell me why K-groove Rock players (good ones, such as Omar to name a person) uses the shift when they're not even in throwing range of the person.
Also, this is a thread asking for K groove help so any other groove tips are out of the picture.
What I have to say here is IMO, and I know you're gonna say don't do this, don't do that, but hear me out, at least let me say what I have to say.
Noone in the world is psychic, some may claim to be, but they are not, so why are there things like Psychic DPs? Go to the Domination 101 forum and come back to me cuz if you are going to say that "If noone is psychic why are there psychic DPs" You dont belong here.
So on to my point, since noone is psychic, why not MIX UP your rage run Shift (since this is the one you say to ONLY use) with a regular run? It will confuse the opponent becasue they cannot tell from 1/4 screen away if you are RR or regular running, , and RR:Shift is useful (I agree with that) because you can command throw, break Shine Knuckle or HP Hard Edge after them, and Regular runs are a way to mix up the opponent, to confuse them to deceive them. Many characters rely on Mixups (after a knockdown, namely Hibiki, Kyo, and Ken) to deal some big damage.
"Don't argue with it, just know it"
a dragon punch is completely different than a rage-run so u cant compare "psychic dp" with a rage-run.
i dont really use mk ragerun and the dunk has some exceptions (mostly for novelty and egoism) but its not logical or partical, the shift is some thing to really be careful of as well, so...... anyway, the only reason i can find to use the mk rage run is to run under sagats high tiger shot ON REACTION AND ANTICIPATED AND AT A PROPER DISTANCE or to run under a cross up on reaction but....... there is NO use for it in k, n, s, grooves. ucrollerblader is one of the best rock players ive seen but me and him play differently (ill run up after a knock down and double repukken and ill use the "rock corner trap" which i wont get into so dont ask) and i consider my self very good as well so what ever works for you do it, but short jump rh is soooooooo much better than the dunk, u cant deceive anything with the dunk and the mk rage-run NOT under high level play, trust me its like fierce dp to stop possible jump ins and doing it early.
dont argue with it, THINK for god's sake! what would u do?
DeadlyRave619
02-24-2004, 10:48 AM
Well the only reason I suggested the dunk was because someone else suggested the run save :rolleyes:. The dunk can sometimes fool more passive players. Of course, people on higher levels can most likely see this move coming and it's not a perfect mixup (but it is one). BTW, I hope this thread doesn't turn out to be a huge discussion over Rock's run, because it's obvious that his shift is the best, no doubt about it.
ShinNeosnake
02-24-2004, 02:31 PM
Originally posted by Rock-sama
a dragon punch is completely different than a rage-run so u cant compare "psychic dp" with a rage-run.
i dont really use mk ragerun and the dunk has some exceptions (mostly for novelty and egoism) but its not logical or partical, the shift is some thing to really be careful of as well, so...... anyway, the only reason i can find to use the mk rage run is to run under sagats high tiger shot ON REACTION AND ANTICIPATED AND AT A PROPER DISTANCE or to run under a cross up on reaction but....... there is NO use for it in k, n, s, grooves. ucrollerblader is one of the best rock players ive seen but me and him play differently (ill run up after a knock down and double repukken and ill use the "rock corner trap" which i wont get into so dont ask) and i consider my self very good as well so what ever works for you do it, but short jump rh is soooooooo much better than the dunk, u cant deceive anything with the dunk and the mk rage-run NOT under high level play, trust me its like fierce dp to stop possible jump ins and doing it early.
dont argue with it, THINK for god's sake! what would u do?
I wasn't comparing Psychic DPs with RRs, I was saying, since noone is psychic, you can mix up your RRs with regular runs, since noone knows what you will do next, they can guess, but theyll never know for sure.
UCRJesse
02-24-2004, 08:38 PM
Originally posted by ShinNeosnake
I wasn't comparing Psychic DPs with RRs, I was saying, since noone is psychic, you can mix up your RRs with regular runs, since noone knows what you will do next, they can guess, but theyll never know for sure.
it doesn't have anything to do with being psychic.... people don't need to be psychic to punish a rage run, it's a really slow move and you shouldn't be using it unless you are shifting through someone at point blank range. If you really want to shift from a long distance, you'd be better off manually running up to the opponent and doing the shift command when you get next to them, at least this way you can mix up between short and shift.
as far as the other 2 runs... they are totally useless, why?
because any opponent at a decent level of play can react to and punish it... it's not a mixup, it's too slow and too punishable
ShinNeosnake
02-25-2004, 02:24 PM
So if you do a shift at point blank, They wont react to it as fast, They will react but not as fast, but how will Rock get in? He's not a rushdown type character, he can get in, but its hard for him to get in and keep the pressure on, so if you did want to do Shift from lets say a sweeps distance (stationary, not like Bison's, Vega's or Rolento's to name a few) and you want to Rage Run shift, you can do that, but you can also do a regular run to make them think you are shifting.
Also, since you talk about shifting point blank, after a while, the opponent would anticipate the move (esp if they are JWong, Arturo, Ricky, etc) and then punish you during the recovery frames of Shift.
UCRJesse
02-25-2004, 03:24 PM
Originally posted by ShinNeosnake
So if you do a shift at point blank, They wont react to it as fast, They will react but not as fast, but how will Rock get in? He's not a rushdown type character, he can get in, but its hard for him to get in and keep the pressure on, so if you did want to do Shift from lets say a sweeps distance (stationary, not like Bison's, Vega's or Rolento's to name a few) and you want to Rage Run shift, you can do that, but you can also do a regular run to make them think you are shifting.
Also, since you talk about shifting point blank, after a while, the opponent would anticipate the move (esp if they are JWong, Arturo, Ricky, etc) and then punish you during the recovery frames of Shift.
you don't know the proper way to use the shift... shifting from sweep range is too easy to see coming...
you should use it from point blank after a knockdown, thats how it's supposed to work. I've hit ricky and arturo with it multiple times because it's so fast and makes a lot of moves whiff from that distance. when used as a knockdown mixup it's a very effective mood, thats about it. they will only hit you if you're predictable with it
ShinNeosnake
02-25-2004, 05:27 PM
You can also use it without knockdown (but it will be much less effective) to set up the 360 throw breaked into HP Hard edge or Shine knuckle, and by what you are saying, after knockdown, you shift to set this up also.
::Edit::
After re-watching one of Ino's old vids (the one SRK has where he plays w/Rock) the opponent Ino plays does a c.lp (blocked) into The Shift, which caught him off guard, So by c.lp blocked range, is that what you meant by point blank? cuz I was thining of point blank as basically rubbing up against the guy.
vasAZNion13
02-25-2004, 06:34 PM
okay, for the K-rock users:
what do you think it more important to use? more annoying? more effective?
rock's corner trap or rock's knock down mixups?
i'm not really sure what the rock corner trap is but from memory i think it has something to do with reppukens and rising tackel...anyways i'll look it up, but in the mean time...i like to hear some opinions about which one you'd rather use and why.
k thanks
ShinNeosnake
02-25-2004, 07:30 PM
Rock has mixups after knockdown in K??? The only moves I can think of to mix up on wakeup are, Shift, maybe Small Jump HK (dunno if it'll cross-up) and maybe tick 360 throw.
Explain more about the mixups after knockdown.
vasAZNion13
02-26-2004, 02:25 AM
Originally posted by ShinNeosnake
Rock has mixups after knockdown in K??? The only moves I can think of to mix up on wakeup are, Shift, maybe Small Jump HK (dunno if it'll cross-up) and maybe tick 360 throw.
Explain more about the mixups after knockdown.
isn't that the mixup?
now i'm confused, i thought rock's strong point was knocking them down with c.rh and doing mixups from there or something? i haven't been keeping up with the rock threads so i'll probably be saying something that doesn't make any sense so i dont' mind if you guys correct me.
Rock-sama
02-26-2004, 08:34 AM
Originally posted by vasAZNion13
isn't that the mixup?
now i'm confused, i thought rock's strong point was knocking them down with c.rh and doing mixups from there or something? i haven't been keeping up with the rock threads so i'll probably be saying something that doesn't make any sense so i dont' mind if you guys correct me.
lol that was funny.....
anyway, about the shift.... the way i use sometimes is by jumping in on a knockdown w/ rh but purposely doing it early or to late, so they block, or whatever, IF i land... heheh, i shift..... i rc it sometimes..... i always seem to get it too..... and the rest are pretty obvious.... or are they? hmmm..... i always do it at point-blank range... ohh shit i forgot... actually after a knockdown, as they get up, u stand right next to the 'em and s.fierce (the kidney punch) if they block or get hit u have just enough time to shift and 360, u can use that as part of you mix up too
oh yea and i like the trap, i use it once in a while and it always takes out the guy, unless theyhave played u before,the rising tackle always hits but quit while your ahead trust me... its like winning 60 on a scratchers and then playing again, no... no.. dont......no dont doit..... no.... alright :cool:
vasAZNion13
02-26-2004, 03:45 PM
Originally posted by Rock-sama
*snip*
oh okay thanks for the opinion.
one more thing(just to confirm so i dont' stay clueless forever). the rock trap is basically, them in the corner, you do something like c.mk xx double reppuken(charge down), after double reppuken, do rising tackle if you see them move slightly?(or just do it anyways?) and it's the lp not hp version of rising tackle?
misterbean97
04-16-2004, 09:06 AM
This is kind of off-topic but I'll explain it anyway. I was looking through my replay folder and found a 13.2 MB file named 'le.' I believe I got this replay off of a Japanese website. I have no idea how and when I got this. I believe it shows many clips of Otaku (K-Kyo/Rock/Hibiki), and he has one hell of a crazy Rock. This vid is really helpful with advance rock tactics. Probably the best Rock I have ever seen. If anyone wants to see it you can IM me at misterbean97, I'll be more than glad to send it to you.
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