Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.
Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.
Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.
Quick question, are the ranges for Rock’s command throw the same? Like the LP version having the least amount of range and HP version having the most? I know that it’s like that for some characters in the game.
Rising Tackle Super? Do you mean L3 Shine Knuckle?
All Supers have invincibility frames, L1 has nearly none, L2 and L3 have enough to be able to blow through attacks.
Shine Knuckle so good that if someone tries to throw a fireball at full screen (granted a non Ground one) You can Shine Knuckle through it.
If you do Shine Knuckle full screen without them doing anything, they can DP you out of it. If you have Level 3s, they cant DP you out of it at point blank range
I do 360 + ppp, ppp, then fbx2 + k.
If you hold the second ppp, you get the blast, but if you double tap(it’s not that fats of a souble tap either) like I wrote initially, it cancels the blast and you can do whatever you want.
If you’re in the corner, try 360 + ppp, ppp, s. hk xx raging storm.
I don’t know if there’s invincibility info in the cvs2 framebook, but I was wondering which of his rising tackles (jab, strong or fierce) has the most invincibility and if it’s full body or only upper body. Also, at which frame is he considered off the ground?
This is probably old, but I just learned of it, so I’d like to share…
Rock ducks down LOW when performing his 360+P move, avoiding all standing and mid-hitting moves thrown at him. Most notabably, the fast hitting standing jabs which a lot of characters use to avoid tick throws will completely whiff.
-Sagat s.LP
-Iori s.LP
-Rolento s.LP
These three characters, and I’m sure many more, can not use their standing jabs to avoid Rock close s.LK, 360+P tick. This is definately more useful knowledge to have when fighting AGAINST Rock, but just know that Rock’s 360 is probably more useful than a lot of people think.
Rock run forward, 360+P will cleanly counter characters who whiff their standing jabs to try and discourage you from poking for example.
For all you k rock players dont be scared to waste super. I find if u knock someone down and run up stand lk wait split second then super it stop them from trying to poke or dp through your command grab.
next time u can get a free super from lk xx command grab
Is rock’s rising tackle faster and stronger or terry’s ?? it seems as though when i`m using terry-c , after i roll i can do hp rising tackle faster… but when using rock-c it seems to be a bit slow… is it me or the machine? haha…
Dammit, RC’ing the 360 is virtually impossible, same deal with Iori’s Scum Gale.
…
Maybe it is possible but you’d have to delay the roll closer than usual so that its near the last punch input.
It’s not that hard. You just gotta do it a certain way that you don’t get overlapping input. that way would be to do a 270 rotation starting at straight up and ending in forward or back. Rotating like that means that in teh window where you usually press roll (down or down-forward) you haven’t completed either a qcb or qcf so you won’t get hardedge or reppuken by accident. Starting at up means you’ll have to whiff a move first or do something else that will stop you from jumping.
Yo… first post. Question on Rock’s standing fierce. Could somebody explain to me how it works exactly. I notice High tiger shots will go through it as well as the high tiger shot special. Does it just count him as being crouched for a certain amount of frames. Just thought it was weird. Oh yeah… can this be useful at all. Cause visually it looks like Rock is open.