why dont u learn to combo after the rakasa “money shot” blast?
u can do the 360, money shot, both rasing storm and shine knuckle lvl 3 are easy to connect ( the lvl ones are harder to time though…) AND u can still s.rh xx rising storm lvl 1 or 3 but the damage is not that significant and it wont out weight the risk… u can also c.rh (ucrolllerblader found the sweep after the rakasa before me) lvl 1 or 2 shine knuckle…
best corner cancel that i can think of (this is what i do)
run through, 360, hold 3 punches, let go of the blast early enough so they hit around the top of it, crouching roundhouse, cancel into raging storm (different ones depending on groove meter blah blah)
oh yeah, and if you are doing j. rh, s. fierce, rage run through… do this instead… j. rh, dash forward 360, or dash forward run through… try it, it’s much harder to stop and really fast
Hmmmm… I like it.
So far though UCRollerblader, that trick you posted with the s.lk into 360 works just fine on virtually all characters after a knockdown.
Most recently though I made a switch to P-Groove because I
like short jump and dash too much, and P is the only groove that does this. Parrying to me is just an added benefit that helps fill the holes in on Rocks offense or defense. Much like you said before. Although I think S is good, I agree that the fear effect of Rock’s level 3’s are one of his strengths, and I’ve always thought this since I played him in K a good while ago.
Against my brother’s teams, which could be any of these:
Chang, Rolento, Iori, Rugal, E.Honda, Geese… I do fairly well, and can actually stand up to his Iori on a more level playing field now, defeating all of them on a regular basis. Although his A-Iori seems to have the edge in some matches.
Right now I’m playing mostly P-groove, with either Cammy or Athena as a battery for an R2 Rock, and still trying to find a good third character, but too lazy right now to experiment with them all to see which I have an affinity for. Work andn all.
I can’t seem to do the standing 360 in c or a grooves with rock. I know that these grooves jump in 2 frames instead of 6 because they don’t have a low jump, but I also read somewhere, bucktooths guide I think, that said the characters with a 360 throw are given a a few extra frames before they jump to help do the move. Is rock not given this advantage or am i just screwing up my 360s for some reason in those grooves?
okay i learned how to do that combo, but i’m getting only about 50-70% in training mode, and only because i’m looking at the lines in the backward to help my timing. can you actually pull this off 90-100% in actual match play or is this just for show?
no, it’s around 80-90 percent… i do this in match play when i have my opponent cornered. If i screw up and do the fireblast too late, then i’ll usually just do crouching strong to hit them up so i get another mixup (usually run behind 360 again)
Here’s a trick for people who absolutely can’t figure out how to break the 360 throw by tapping PPP. I had a TON of trouble getting it down, I always got the laser instead of the break. I came up with this while I was learning, but now I can do it for real so it’s not an issue for me.
Just do the throw by doing 360+PPP. Wait a split second and let go of the punch buttons. What happens is you negative edge a punch tap. It’s literally impossible using this method to get the laser. In fact the only thing that can go wrong is if you let go too early (in which case you don’t get a break and he does the arm motion like Geese does on his P throw) or if you hold it too long (same thing). You have to let go while Rock is standing up.
Obviously it’s better to learn to do it properly (360+P, then tap PPP), since then you can get the laser if you want, or break if you have meter or want to mixup or whatever.