The L3/MAX Shine Knuckle is a VERY POWERFUL weapon. However, you obviously don’t want to throw it out at random. I decided to make a thread detailing what gives you guaranteed Shine Knuckles. I don’t know much about the vulnerabilities of most characters, so my list will obviously be short (The ones I have listed for Blanka and Bison DO work). Feel free to add anything else that gives free Shine Knuckles, or add detail to examples already covered.
vs Any Character:
Random Jumping. I’m pretty sure that C-Groove cannot airblock the Shine Knuckle. Time it so you hit them right before they land.
Rolls? Not sure about this one. Depends on the character. Against Athena, Iori, and other characters with fast rolls, you probably won’t be able to hit them (or it’s very difficult). Against Hibiki’s, Rock’s, Cammy’s, and especially Chang’s rolls, you should be able to Shine Knuckle them without much difficulty.
vs Blanka:
Blocked Amazon River Run (df+HP)
Rolling Attack (Charge b, f +P): On block or hit, a Shine Knuckle is guaranteed. Usually, I miss the second hit when I hit them with it, but everything else hits; in other words, I don’t get all the hits, and all the damage. Might be a matter of timing.
vs Bison:
Blocked Slide (c.HK)
Blocked Psycho Crusher(Charge b, f + P): Only works if you aren’t in the corner.
How about just going through a projectile, wouldn’t that be the best and easiest example here???
Some of your examples aren’t very practical anyways like going for it when they rolll or jump… People where i play at don’t just randomly roll or jump, especially roll and long jump… If they try to roll at you or long jump in, it would better to use raging storm anyways. RS will always hit them out of a roll if they are close and you will get atleast 4 hits of it if they jump in.
Better times to nail Shining Knuckes would be through a projectle or linking it after a j.rh.
Shine Knuckle vs. Roll, I was not sure about. Reason I posted Roll and Jump is because they are options to avoid a Reppuken. If they jump a Reppuken from far range, Shine Knuckle will hit them. Although I didn’t specify it, I meant jumpers and rollers from far away.
The projectile example is a good one. I prefer not to use the Shine Knuckle in combos, though; it seems much better as a punishing move, and the Deadly Rave Neo seems like a better combo choice. The people I play fear Rock when he has a Level 3. Keeping it until you need it forces the opponent to use a much more cautious strategy, which works wonders for me.
Using Shining Knuckle to punish fireball attempts is usually the worsed Idea in the world. Usually when attempting to do so, if done at any time when the fireball is still within sweep distance from the character that threw it Shine Knuckle hits, loses its invincibility becuase of a state change, then gets hit fireball. Against some chrs with really bad fireballs that have a lot of recovery that travel fast this is a perfectly valid option, you can just wait for the fireball to be completely clear of the originater.
In my experience with Rock, you just Shine Knuckle anything that has some lag. Or if you ever connect a Reppuken. And screw using the SK to go through projectiles, unless they’re at full screen, just Neo Deadly Rave through that shit. It’s more damaging anyway.
Absolutely. However, there are some attacks that have more delay to them than they actually have, so you can’t always judge by what looks like it has lag. That’s why I wanted to make a list of attacks that, if blocked, guarantee a MAX Shine Knuckle.
Supposedly, Hibiki’s Distance Slash (qcf+P) on block or on hit (except for the HP version, since it trips on hit) allows a Shine Knuckle, but I haven’t tried it (since I’m the only one in the area who plays either Hibiki or Rock).
I can’t think of much else that’s not way too obvious that you couldn’t punish just as well with Deadly Rave Neo. At least, not right now… haven’t played Rock in a while.
i was landing. c.short, c.jab, c. forward, shine knuckle consistently today… finally
anyways… with rock, if they block that string i listed above (inserting jab elbow instead of shine knuckle), people get hardcore and think they can hit you… it’s a really good super opportunity
I rarely ever use the Shine Knuckle at all because in K groove it, along with the other supers, can be predictable. The only way I find myself able to use it is to counter anyone’s attack, to stomp roll-cancellers who think they’re unstoppable for example, or when I find them in some kinda animation other than either standing or crouching.
In essence, it is fast enough to hit anyone out of anything on the other side of the screen, even another Whiffed Raging Storm. It is similar to the hard edge, which is my primary mix-up weapon with rock.
I notice too, that with a level 3 super at the ready, the better players are more wary of Rock.
The fancier players learn to buffer the 360 out of anything and follow it up with the super…
The best way is connecting Double Rappukken and Lv 3 Shine Knuckles. I use Rock, and Shine Knuckles is really good in that way, you can combo it with almost anything, but the best way is (C Groove example) QCF+FP, QCF, QCF+FP. If the Double Rappukken connects (which you can wait for, if you see it connect Shine Knuckles them) the you combo (Has to be Double Rappukken) plus this is one of the most prioritizing Lv 3s in the game, it’ll knock say-Bison right out of Knee-Press-Nightmare.
the shine knuck. connects after a sweep but if the player is too close it will miss most of the hits so its more practical to sweep raising storm… depends on the distance. note- shine knuck. as in not a level 3 like and in c-groov. lvl.2 it could be down right fun! into raising tackle … rock can run under sagat’s high fire-ball
Actually succeeded in landing the Shine Knuckle after breaking the 360… For me that’s hard as hell to do with a playstation 2
d-pad. This brings up another issue though, landing the 360.
I can do a standing 360, a jump in 360, and with enough practice a rolling 360, but I seriously doubt that anyone in their right minds would let me do this.
Since I switched from K to N, I’m thinking of learning RCing again, but the most I can RC is half-circle motions.
It’s simpler to use the Shine Knuckle to punish moves… I didn’t know it connects after a sweep… In my experience Rock’s sweep is actually pretty good. I have trouble buffering a lot of moves however in 2d games, I can in some instances, and cannot in others.
Well actualy I think the LVL 2 and lower SK is better With that blanka ball thing When blocked you can get all 6 hits and have a lvl 1 bar left (C-Groove) so if they try it again
also you can connect a lvl 2 or lower after a MP Rising Tackle (i do in C-Groove) but you gotta time it to get all hits
another thing you can do in C-groove is Lvl2 Raging Strom XX MP.Rising Tackle XXX lvl1 Shining Knuckles
When Shine Knuckle is being used at L1 or L2, you can combo it off a sweep, but if you use it as a level 3, it wont be of much use, hell, some guy on GameFAQS wrote a Rock guide and in it, he put a hell lot of moves you can Shine Knuckle.
I’m not sure if everybody knows this but, you can go for a quick knock down and land the shining knuckle if you see them do quick recover(safe fall). Also if it’s very clear they’re running at you, you can land it before they stop. Not sure how useful these are or if everybody knows them but i just found it pretty cool.