Thanks for the reply. I’m well aware of how his overhead works and it’s a pretty significant part of my game as I’m sure it is for all Rock players. But to zero in a bit more from 1:08, I see that he finishes the combo off the 360 and puts Kevin in the corner. He then cancels the overhead into qcf+C then pressures him in the corner w/ a qcf+a.
The major thing I’m seeing is when Kevin tries to jump over Rock out of the corner (1:14 - 1:17), Rock anti-air’s him w/ down+C, d+AC, St. D, d+AC (note that Kevin just defends the first two anti-airs & Rock feint cancels the first St.D), St.D, and trades w/ Kevin’s Jumping+D. It doesn’t seem that he version being played in the video isn’t arcade standard and feint cancelling Rock’s St.D is possible.
Damn, good eyes, I had to pause seconds by second to see that. I don’t have my motw with me, but general rule of thumb is that if it’s possible to cancel with a special move, then it can be feint cancellable. I know close st.D is feint cancellable, but I am not so sure about the far one. Imma leave that to Rock players to confirm. But honestly I would have done low AB in that situation anyway.
Just to clarify certain normals can be feint cancelled our cancelled into other specials/supers if they are JDed or even blocked as well. Rock close :snkd: can be feint cancelled without JDing/blocking it. His far stand :snkd: has to be JDed or blocked to be able to feint cancel it. You can test it out in training mode having them block on first hit and do Rock’s far stand :snkd: into FC/specials/supers.
Actually dont quote me on this, I just remebered that I don’t really have any proof that they are tool assisted, it’s just a rumour going around some forums. However, I do think that some of the things they pull of in the vids are a bit too good, so good that there are no other vids of players doing those things. So it’s a bit susicious if you ask me. Just look at 0:23 - 0:30 in this video: [media=youtube]OO2lSMrDpJ0[/media] - I’ve seen that stuff in combo videos but in actual games? Maybe it’s just me being jealous though
I’ve had that combo done to me. Butt’s DP combos hurt more though. MotW combos are hard, but not impossible. The thing with fighting game is that it’s too much work to play slowed down. I really don’t think it’s worth going through RANDOM speed for an entire match, because that’s what happens in fighters… moreso when slowed down. I used to play Melty Bloood, EFZ and some Far East of Eden in a low ram setting because I was capturing footages and shit sucked, I couldn’t pull moves half the time. those matches are early Howard Arena matches iirc, and HA guys are really damn good. If they really did faked it out, after three to four years… wouldn’t you think they came out clean, cuz it’s just a stupid ol match?
Many far C or D’s can be feint cancelled only if they are blocked, I’m thinkin about Terry’s far D and I guess Rock’s also.
But man, MOTW combos are much easier than any KOF ie.
Doing the stomp cancel in the middle of a combo is also very hard to in a match. It’s hard enough trying to do it in training mode but in an actual match it’s almost near impossible. Some of the reactions in those matches are almost too good, to the point were one would say it might be all an exhibition match. There are some japanese matches where they do react in certain situations into JDing and pull off good combos as well.
there has been alot of discussion about whether those matches were planned and recorded through tool assitance… I don’t think a conclusion was ever reached.
Im inclined to believe they are not… but the level of skill and back and forth for both players is amazing.
you need to wait till the move hits, at least thats how I always do it. Its not as fast as you think it is… its like there is some hitstop nonsense similar to FRC’s in GGxx
I would say Marco’s/Butt’s DP is more like a roll cancel in how it’s done to break it. Mostly his :dp: + :snka: version being whiffed to build meter. I do it pretty fast as if it was all a single motion done simultaneously.
Seeing as how I do 90% of my combos and breaks by sound, it’s hard for me to give you any tips on when to break his (dongs) dp. But I agree with Atb, it’s no where near as hard as Marco’s :snka: dp wiff break…that things retarded. You honestly have to input the :snka: :snkb: break before the animation for the dp comes out. Shit like that makes me I wish I could bring myself to use macros over ggpo. I screw up that break way too often, and it gets me murdered.
PS: Rocks UOH canceled into his high or low counter is a very valuable tool that he has. If you’ve mixed it up enough, it can scare people into not trying to counter you during your rushes or their wake-up, potentially leading to a damaging 360.
Rock has a lot of tools and tricks at his disposal. Use them all, but use them sparingly.