Rock 101.

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’

The Crack Counter counterattack will miss against really low attacks such as the ones mentioned.

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.

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.

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.

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.

Yes, that’s like his best poke. Low jump rh is decent too, but I don’t know anything

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.

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.

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. =)

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

If you’re going for air priority instead of damage, j.lk is Ryo like.

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…

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.

Chun Li isn’t THAT much more scary.

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.

maki 720 and shits over and done

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?

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?

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.

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.