this is eventually going to be the complete “how-to” guide to rock since most of the other threads are dead… I’m gonna edit this first post often so check back for updates.
The Only Moves you need to know
one of the best anti-air moves in the game. If anyone jumps at you throw this out. There are very few moves that will even trade let alone beat this move.
one of the best jump-in moves in the game. It is very hard to anti-air but it should not be abused because it doesn’t cross up. His best move to low jump with
his best air to air move, but it’s better to just stay on the ground and standing roundhouse them.
Rock’s other anti-air, it’s not as good as s. rh, but it is useful in stopping cross ups and setting up his 360 throw
jab and strong elbows (qcb jab or qcb strong)
his best spacing and advancing moves. These elbows are safe when blocked at certain ranges, good pressuring move, good anti-air when roll cancelled, good for out of range poking battles
rage run shift (qcb rh)
the ONLY rage run you should use. There are no instances when it’s a good idea to use the other 2. (will write more later, need to go to ihop)
short crack counter (qcf jab)
Counters jump ins and special moves… does not counter supers so don’t try it. This move is not to be used as anti-air as you have 3 perfectly good anti-airs that provide guaranteed damage. The only real use is to stop roll canceled moves such as sakura’s hurricane kick. The other 2 counters are ok, but not all that useful considering you can usually counterpoke instead of countering.
reppuken (qcf jab or qcf strong)
your all purpose zoning fireball, it’s good but not abusable. It’s a very valuable tool against characters with no just defend or good roll like cammy. double reppuken is usually not worth it. There is only one situation where double repukken is useful and it’s a roll cancelled point blank one that you do when they wake up… Even still not very good.
jab rising tackle (hold down for 2 seconds, up jab)
your only non-super wakeup move. Will not beat air attacks but will sometimes stuff ground attacks. Basically… If they are jumping at you while you’re knocked down, don’t do this move because it probably won’t work… it is a horrible anti-air move, decent for ground to ground. Anyways, don’t do wake up moves anyways cause you’ll die.
If they whiff a dragon punch/laggy move/dizzy-
j. rh, c. jab, s. rh, qcb fierce
or j. rh, s. rh, qcb fierce
the second combo does not contain any links, and is much easier to hit. If you don’t want to mess up, use the second combo.
Rock’s close standing roundhouse goes over small characters who are crouching. If you land a jumping rh, then use…
j. rh, c. jab, s. fierce, qcb fierce
or j. rh, s. fierce, qcb fierce
If you have a super in this situation
(p/s/k/n)j. rh, c. jab, s. rh (or fierce if they are crouching), lvl. 3 shine knuckle
©j. rh, c. jab, s. rh, lvl 2 shine knuckle, lvl 1 shine knuckle (or qcb jab if you only have 2 levels. In the corner do fierce rising tackle instead of qcb jab)
or for an easier c-groove combo
© j. rh, c. rh, lvl 2 raging storm, lvl 1 raging storm
(a)activate, c. fierce x 4, c. rh, qcb strong, s. rh, qcb strong x 2 (opponent in corner), fierce rising tackle, qcf qcf punch. (if you have time, put a s. rh in before the qcf qcf punch to ground yourself and make the combo easier)**
good combos for different situations
(p,s,n,k) low jump rh, deadly rave (hcb,f, short, then jab jab short short strong forward fierce roundhouse, qcb fierce)
this is much better then low jump rh, shine knuckle because it is safe if blocked and is usually easier to land.
if they block the deadly rave, stop the chain after pressing forward and do a qcb rh, 360 throw, break by tapping 3 punches, qcb fierce.
off of a midscreen 360. Most damage without a super is
360 p, tap 3 punches to break stun, fierce elbow (qcb fierce)
if you have a lvl 3 super midscreen
360 p, tap 3 punches to break, lvl 3 shine knuckle
this works especially well in k groove while you are raged
Groove Specifics and Advantages
C-Groove Rock has a lot of tools at his disposal. The ability to quickly build meter up to lvl 2 and the ability to store a lvl 3 super are probably his best attributes. in combos always use lvl 2 supers since they end up in the best damage for your meter. Lvl 3 shine knuckle takes off a lot less then lvl 2 into lvl 1. Since you can sit on lvl 3 supers, the 360 throw, cancel stun, lvl 3 shine knuckle adds a lot to his game. Rock has a really fast dash that can be easily followed up by a 360 into super. if you’ve conditioned the opponent to know that dash 360 is an option, they may start trying to reactionary jab you once you get into range to dash throw. Once this happens they’re going to get hit with a lot more sweeps since the damn thing comes out so fast. The c-groove hop also gives you the option of jumping over knocked down characters. Not abusable but a good enough mix up.
A-Groove Rock has a lot of c-groove rock’s tools but the damage potential is not as high. his basic a groove combo is,
c. forward, c. fierce x3, fierce elbow, cancel the first hit with c. fierce x 7, repeat until end of combo then do sweep raging storm or just shine knuckle
if they block the c. fierces, then you have a free mixup between overhead (toward +forward) and run through 360, break 360, fierce hard edge, standing roundhouse, strong hard edge to corner then do some corner combo bullshit into super.
dash activate is good
P-Rock is good but doesn’t have any real advantages over any other p groove characters. Solid, a few of the same tactics as c groove rock but you don’t build meter very fast. Losing his roll isn’t a bad thing since his roll sucks so much
will update when i have time