Rock Quick Notes

My bad…

ACTUALLY, rock’s blanka ball punisher is his fierce elbow, both hits will connect everytime if you time it correctly.

rc 360 is actually not that hard if you buffer it off of something… the trick to start the 360 at forward (or back) and rotate through the bottom half of the rotation (down) while buffering your move (short/dash/jump/whatever). this keeps you from getting other motions instead.

so basically.
dash in, while in dash push toward, down, back, up, dash ends, roll, toward+fierce

and rocks rc grab isn’t that good because he’s so open if you whiff it.

a-rock only has the advantage over other rocks because he can pressure with elbows and the opponent has to worry about you countering anything they do with custom.

I personally like c-rock better since you can fish for low forward into something like 9000 damage.

acctualys its just when rock or chun li empty jump, they are invincable to many moves.

Theres also a bug with rocks teleport dash where he just does a quick teleport with out moving(so you dont go behind them or even run you just teleport really fast). But i dont remember how it was done anymore.

Remember how I said Rock is so good because he’s such a simple character? Forget I said that. This character’s tricker than N-Chun after she lands one of her level 1 kick supers. It would take me weeks to write down everything K-Rock can do in order to make you guess. It would be a waste of time to list everything, so just remember these Rock specific notes instead.

-360+P has a ton of range
-low jump forward/straight up j.HK is safe
-qcb+HK is invincible up close

Everything else is universal to every other character. d.LK hits low, frame advantage sets up counter hits, Just Defend, etc…


A quick and dirty transcript of all the setups Toro used in his Rock video.

http://www.sensyoudo.com/cvss2.html

-(corner) Shift, 360, laser, far s.HK, 360, break, super
-close s.MP xx shift, 360, laser, d.MP, shift, shift, 360, laser, d.MP xx qcf+HK, shift, 360, laser, d.MP xx super
-run d.LK, run d.LK, run 360, break, super
-(back to corner) d.LK, close s.LK, 360, d.MK xx shift, 360, laser, d.MP xx shift, shift, 360, laser, far s.HP xx super
-shift, 360, laser, d.MP xx qcb+LP, 360, break, super
-d.MP xx shift, 360, laser, d.MK xx shift, 360, laser, d.MP xx qcf+LK, shift, 360, laser, s.LP, low jump forward HK, shift, 360, laser, d.MK, (dizzy)
-shift, 360, laser, d.MP xx qcb+HP, 360, break, super
-shift, 360, laser, d.MK xx qcf+HP, counter, d.LK, s.LK, 360, break, super
-knockdown, whiff close s.HK, shift, 360, break, qcb+LK

-shift, 360, laser, s.LP, low jump HK, 360, break, super

What a mess. Trying to memorize it all move for move is pointless. Again, try your best to break everything down into simplier terms. I, for example, found the close s.LP reset after the laser pretty interesting. It pops the opponent onto his feet while leaving you at close range to mix-up however you want.

Other notables from the video:
-teleport glitch so you end up in front (anybody have ANY idea how that’s done)
-double teleport setups
-fake meaty attacks, teleport at last second
-juggle with qcb+LP (just for show?)

Can you only punish the blanka ball with the fierce elbow? Because the timing is pretty tight and if you miss it your fucked. It seems like a pretty safe distance for the light version but I couldn’t get that one to work. Is that just me or is it possible?

And also at the end of the video kcjx just linked to the guy juggles chun with a medium elbow after breaking the 360+p anybody have any idea how to do that in the middle of the screen?

The teleport bug in front is in a thread iw rote somewhere way back in teh day…

There were a couple ways to do it, i thought one of them was you hit with a hard edge, and then whatever button you hit you do that button again and do the teleport… So if you did feirce hard edge, if the next thing you do is a hp into teleport you will teleport in front of them…

There were some ways to always make you do this as well, but as i said i havnt played the game in to long so i dont remember. It has something to with his hard edges i remember that much.

can somebody please give me the direct url of that vid 'cos the site keeps feezing when i go onto it for some reason. thanks

EDIT: Hello?! ;_;

Is it just me, or has anybody actually pulled off Neo Deadly Rave? I get lost about half-way through. I do love Rock WAY more than Geese.
I learned the story about him being the bastard son of Geese after playing with him the first time. Awsomenes And, I fell in love with his sexy hair flip-thing! :o

I can pull off DNR 100% of the time, but don’t ask me the button combinations. I’ve just done it so many times my fingures do it naturally. Very stylish :cool:

Are you a girl?

well his/her sig says he/she is cosplaying sakura so that along with loving rock means he/she is either a girl or gay! lol

Against P or K groove, d.LK, d.MK xx qcb+LP isn’t safe after a close s.LK. In those instances where you think the opponent might either jump away or want to attack you, Rock can (and should) use d.LK, link d.HK instead.

It’s normally a 1 frame link, but on a counter hit it becomes an easy 3 frame link. After all, the whole reason you do a d.LK combo after close s.LK is because you’re hoping for a counter hit in the first place.

=======
vs. Chun-li

This can be a problem match for Rock. The thing I’m practicing most right now (and what I highly recommend everybody else to practice) is run up, max range command grab after Chun whiffs a d.HK. Chun’s d.HK has significant recovery remember, and whenever she misses it is when she’s vulunerable. The great thing about the command grab is that even if Chun tries to cover her recovery by using a roll cancel, Rock can grab her right out of it.

btw… Rock 360, break, qcb+MP does a lot of damage and works(!) against Chun-li.

The key to using the command grab is to use it unexpectedly. Stick so many d.HK’s in your opponent’s face that when you run in out of nowhere to toss them, they never saw it coming.

Practice sweeping Chun after she whiffs her sweep just as much as you would run up, command grab.

Those OTK corner traps are one of the few instances where I think mixing in qcb+lp overhead is actually usefull…maybe…

as for A rock…I played him in A extensively, but decided to switch him out for Iori…I just have too much problems with A rock…

However, I do have to say that if you are really good at baiting people to get thrown by 360+p, then a full A groove bar is scary…

360 throw, break, activate, and hp hardedge and cancel first hit in mp hardedge…then go from there are carry to corner…I have done this from one corner to the other, so it works full screen…the only problem playing as 2P you need to stop doing hardedges when you get to corner because it will make you switch sides…so just adjust with jumping hits or something…
you can even use this as a ghetto AA CC…other player jumps in, wait a bit, activate CC, then 360 throw, and follow the above formula and carry to corner…

Truly one of the most underrated char IMO…

also, I like his deadly rave better than Geese’s because it sticks and you can play mind games with it, after the last RH, try sticking a low or standing lk into 360 throw or shift then throw

DNR

I think if you delay the hits for this you can knock someone out of certain alpha counters. Did that once before. NE1 out there notice this?

qcb+LK overhead hits waaay too slow for it to ever be useful as an actual overhead mixup. I’ve gotten nervous in the middle of matches before and tried throwing these things out of desperation. Even on the opponent’s wake-up, I’ve still been hit out of it every time. Even when you’re at point blank range, the thing still takes forever to hit. :bluu:

Want to use it to gain ground when you’re far away too? Nope, the recovery is still very long. Plus one of the qcb+P moves are better anway.

The only use for this move is after you land a level 3 Shine Knuckle super. Do qcb+LK right away and you’ll run after your opponent, whiff the overhead, then end up in the back. Do…

-360
-tick, 360
-qcb+HK

It’s mad tricky. You can also go for a counter or try to combo with close s.MK if you want to be fancy too. Rock has so many mixup options when close.

p.s. 360, break, qcb+LK combos when you’re in the corner too. It’s a good combo video combo. :lol:

dont’ use it on ken or cammy if they have bar. it’s a decently safe mixup against any other character i believe