c.hk xx raging storm…lol
standing hp into deadly rave eh? do forward hp, then half circle back, forward lk. it’s really easy compare to cr.mk into deadly rave
also this only works on the dreamcast and ps2 versions
Rocks Combo Potential
wassup my srk peeps? blk_brotha from V-towne CA have alot of secret chains, jf links and combos to share but the only one thing that i haven’t completed yet is the damage record yet so i’ll let you know which normals of rocks links into supers.
1.) c.lp or lk, into standing strong, the stiff punch which is my most favorite. XX shining knuckle
2.) in close s.mp into s.lp XX shining knuck or NDW
3.) CH in close s.mp into c.mk, c.hk, or s.lk XX shining knuck or NDW
4.)in close s.lp into in close s.hp or s.hk XX hard edge, shining knuck or NDW
5.) c.lk or c.lp into in close s.hp or s.hk XX hard edge, shining knuck or NDW
6.) c.lk or c.lp into c.hk
I like him on N groove bcuz you can burn all of his stocks:lovin:.
just think of the flashyness and rock’s combo potential this man got style:tup: hope this one helps anyone out so those are my lil’ secrets to share to the srk. community.
This is a fun one, against a cornered opponent with a-groove rock.
Rc qcb+hk, 360 toss, hit early with the 3p hold maneuver, lp rising tackle, activate cc. hk -> hp rising tackle x3, xx raging storm. 8544 damage against a-groove ryu of same ratio. 36 hits.
What’s a good combo to punish whiffs and stunned opponents?
ok look i know this sounds noobish but i dont use rock often, how do we cancel his 360 trow?
No Limitz: for a whiffed move like uppercuts, use st.rh into hp hard edge for most damage. but i like st.fierce cuz it looks cooler. for stunned u go for a jump in rh, st.rh into hp hard edge
bodler: tap 3 punches after 360, hold if u want to do the lazer
J.HK Lvl 2 RS, Fierce RT does more damage:D
do u know u replied to a post from 2 years ago?
tap 3p
Help
Can somebody give me some set up ideas for Rock’s 360 move? I always seem to get jabbed out of it after I switch sides and I’m going for the throw.
go for counterhits more and your oppenents will naturally block more. As for getting jabbed after rage run shift, well that’s a whole other problem altogether. It depends on whether he’s looking for the shift run in which case you’re using it too much/becoming predictable. If he’s not and just mashing jab, then go for counterhits more. For example: tick into sweep.
Thanks.
Do you have any favorite set-ups?
I’m no pro at playing Rock, but if you want to know… There’s really only two ways I ever tick into 360
- close s.lk
and - c.lk chained into close s.lk
The difference being that the first one can make you whiff a 360 if it lands as a counterhit due to the longer hitstun and it’s also susceptable to just-defending. The problem with the second one is the timing and how you do the motion. I believe it might also be character dependant, but if you don’t to the lk chain fast enough the 360 may be out of range. All in all I think I would rather counter JD’ing by going straight into 360 on their wakeup without a tick.
I suppose the following are also tick throws:
- shallow j.hk
- deeper j.lk
Most ppl (outside K-groove) will just block after a jump-in and j.lk has very litle push back as you know, putting you in range for a 360 more often than not.
As for counterhits I do:
- close s.hp x mp.reppuken
Doesn’t combo but makes them block something if you hit them out of a jump. Sets up elbow range. - c.mk x lp.hard-edge
After two light attacks this is reasonably safe on block and will combo on counterhit. - sweep
Knockdown… nothing special.
uses for rage run shift:
- after a shallow lowjump hk
It looks really vulnerable and people like to throw you on landing. Need to be close enough so that the shift starts instantly. That’s my only use for it outside canceling off of a normal.
What about this? Does this actually work? I can’t seem to get the lv 1 shining knuckle to land.
thats just a waste of meter if it only takes ALMOST half life, your better off learning his wall only360 combo that does like 10,000 dmg IIRC.
Do tell!
qcb.rh xx 360.p, ppp (hold, hits on earliest frame), c.rh xx raging storm
k-groove combo
^
Note: Hold RH after the sweep, as Rock’s c.RH is terribly prone to N.Edge/kara. s.HP xx Raging Storm works too, depending on what the player is more comfortable with.