Is anybody else here a newbie like me and just starting out with Rock? This character is so good because he’s just so brain dead simple. You just need good basic mind games and JD skills that’s all.
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Useful frame data:
close s.LK 500 +2/+2
2/6/9
d.LK 200 +6/+6
4/4/7
The 360 grab is good after this move. Remember the grab has surprising range.
d.LP 300 +6/+6
4/3/6
d.MK 800 -6/-6
4/8/20
close s.MK 800 -3/-3
2/9/16
Rock doesn’t ever have to attempt tech throws. He can always use close s.LK or close s.MK instead. 2 frame attacks always beat throw attempts.
far s.MK 700 +1/+1
8/6/15
29 frames total
d.HK 1200 knockdown/-9
5/3/30
38 frames total
close s.HP 1100 -10/-10
4/3/31
Hits mid on all characters
far s.HP 1300 -12/-12
7/3/33
Not much range, but this move is super cancelable. Far s.HP xx Shine Knuckle for punishment.
close s.HK 1200 -2/-2
4/8/20
25 frame stun move, whiffs on the majority of crouching characters unfortunately, so close s.HP is better much of the time
far s.HK 1300 -2/-2
8/9/19
d.MP 700,600 -11/-11
3/6/25
j.HK 1200
7/8
qcb+HK
As soon as the “blur” part of the special move starts, Rock have full body invincibility for 12 frames. Anytime from frames 30~43, Rock may cancel into the 360+P. So unless Rock canceled this special move from a normal (like the high block stun close s.HK), there at least 18 frames of vulnerable recovery after the blur.
You have to wait until the blur FULLY recovers before you can do a normal. By logic, it’s obviously better to attempt a cancel on frame 30 into the 360+P every time.
Although the blur part of the move itself has totally invincible startup, the startup “run” animation does NOT. If you stand point blank next to an opponent, you have to wait at least 2 frames of the “run” animation to finish before the “blur” starts.
This basically means you can’t use qcb+HK to avoid meaty attacks (unless you’re in roll cancel groove of course).
360+P (all strengths are the same)
1200 damage
8/1/35
72 pixel range (!!)
44 frames total (ie. you’re screwed when you whiff this move)
Can be canceled into break (tap PPP) or laser (hold PPP) from frames 10~24.
Use the shortcut input method whenever you want this move. f~d~b~u+LP. It’s really only a 270, not a full 360 degree rotation. Buffer this move from a run as well. f, f~d~b~u+LP
Don’t bother ever canceling into the laser, unless you’re throwing your opponent into the corner (more on that later). Always “break” the throw, then juggle with one hit of the qcb+HP move instead. You get more damage that way.
qcf+LP 800 -12/-12
14/45
qcf+MP 900 -12/-12
15/45
The MP fireball travels a little faster than the LP one. Stick with using the LP ones almost exclusively as they stay on the screen longer.
qcf+HP 500+900 -4/-4
17/23/37
The stupid trick with this move is that not many people know it only has -4 recovery. Do this elite tactic as follows. It’s called “Rock’s corner trap and it’s counters”…
-knockdown into corner, meaty double reppuken, (charge down), do HP rising tackle if the opponent hits you, HP throw if they block. Repeat indefinitely until you win.
qcb+LP knockdown/-10
16/8/26
airborne 13~24
qcb+MP knockdown/-14
16/12/26
airborne 13~28
qcb+HP knockdown/-28
16/18/26
airborne 13~34
These moves are really important to use properly. Jab version has deceptive recovery when done from max range. Potential -3. Always go for a low Just Defense after the jab version of this move.
Cover tech roll attempts with the MP version of this move.
Example:
You do far d.HK knockdown, opponent mashing on PPP, qcb+MP gives you a free hit and another knockdown
charge d, u+P
I don’t feel like writing down the data. Just remember to always use the MP version for anti-air, and the HP version hits in 6 and has 8 frame total body invinciblity.
qcf+K counters
All of these are really fast and low risk to whiff. Only 35 frames total each. All of them don’t grab until frame 3 though, so unfortunately you can’t use these against perfectly timed meaties.
Countering is an important part of Rock’s game. It’s all about how well you know CvS2 in general and your ability to read your opponent.
Moves I have yet to experiment with (so don’t ask me how to use them, as I have no idea):
close s.MP +4/+4
3/5/13
This move MIGHT be good. I don’t know because I think it hits high though. Somebody test it out…
f+MK 900 +2/+2
27/3/18
This looks like the slowest, most worthless overhead attack ever created. I actually wish Rock didn’t have this move. It messes me up whenever I want to do regular standing medium kicks. The only noteworthy thing is that it actually gives +2 frame advantage.
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close s.LK follow-ups
You usually land your close s.LK’s by either 1.) doing them meaty on a fallen opponent or 2.) using them defensively when the opponent is attacking you (ex. he tries d.LK, walk up throw).
When I think they will block:
-close s.LK, 360+LP
When I think they will jump away:
-close s.LK, d.LK, d.MK xx shine knuckle super
When I think they will attack me:
-close s.LK, qcb+HK, 360+P
When I think they will try to throw me:
-close s.LK, tap forward, close s.MK xx qcb+any punch or qcb+HK
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Ground Game
Damn, talk about CvS2 Easy Mode… Rock has a fast 5 frame sweep like Mai that’s 95% safe on the block too. Only -9 when blocked. (Watch out when this move gets JD’d though, as Rock is going to get messed up…)
-run up, sweep x one million
-jab reppukens
-qcb+LP from far
-Low jump straight up, j.HK a LOT
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Meaty attacks
Jab reppuken is all you need. Use double reppuken if you’re in the corner.
Close s.LK can be timed meaty as well. Rock is almost never going to get close enough to use this move unless he gets a knockdown anyway. Against charge characters, always use an empty low jump or qcb+HK to switch sides first. It messes with which way they need to charge and the likelihood of you eating a reversal attack.
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What to press after a successful JD
d.MK, d.MK, d.MK
Either do d.MK xx jab elbow or d.MK xx super when you have it. Don’t try JD, 360 grab until you really have your opponent freezing up. It’s not guaranteed like Zangiefs 360 grab.
Oh, I guess you could probably try using JD, d.HK too. 5 frame startup is pretty fast.
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Anti-air
Whoever says, “Rock’s s.HK beats EVERYTHING!!!” is a scrub and needs to stop playing Rock. Against far jump-ins, use far s.HK. At close angles, use the 3 frame d.MP. Against a full metered A-groover looking to blow through your anti-air, better to jump back HK most of the time.
Run up, anti-air d.MP is really good.
MP rising tackle is totally invincible for 6 frames, then has a bunch of upper body invincibility. Even when done deep, it cannot be air-blocked by C-groove. Unlike Guile’s Flash Kick… So Rising Tackles as anti-air are actually quite good. Use them in reversal situations where you otherwise might not be able to use s.HK. (ex. Akuma does one of his tiger knee, meaty LP fireball setups)
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Combos:
-360 throw into the corner, early laser, d.HK xx Raging Storm
Goddamn it! Oww…
-close s.HK xx qcb+HP
ONLY for when the opponent misses something obvious like a hard DP. You don’t want your close s.HK to be whiffing on a crouching opponent
-360 throw midscreen, break, juggle with level 3 Shine Knuckle
The second hit of the super whiffs, but no big deal.
-d.LK, d.MK xx level 3 Shine Knuckle
2 frame link. Pretty easy. Make sure to hold down the MK button to avoid negative edge.
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Misc.
-Run up, 360 grab a lot. Rock’s all about tossing the other guy around like a rag doll. Granted none of his mix ups are truly 50/50, but he can make you guess pretty good for the most part.
-A lot of people agree that tick throws aren’t so good in this game. It’s why there are so few Zangief players. The reason Rock’s tick throws are so actually GOOD is because he has the invincible qcb+HK move to mix it up with. Rock would be a garbage character if did not have this move. Learn to love it.