Rock can now do D, f+D, and shining knuckle level 2 in corner. I was quite surprised to do this by accident! I'm sure his f+D after the standing D is an overhead still.
I haven't been using Rock that much until now. He's a solid character with a good balance of moves and combos. So far, I think his weakest areas would be his anti-airs.
His got the rising tackle, but it's a charged move and not extremely useful during rush down attacks. I usually use jump B to snuff the opponent's moves.
Can he combo his 360 throw with a standing A or B??
Rock Howard (NGBC)
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Yes, his f+D is still an overhead, but the thing is, both kicks push opponent pretty far back, so only the D Shine Knuckle makes a good followup. I don't think even his +A will combo from it.
You cannot combo into his Shinkuu Nage throw at all, just like in Garou. Hey, it's a free Rising Storm/Shine Knuckle if you Break it, so it'd be really evil to let you combo into the move.
Rock doesn't have very good anti-airs alright, but his +B is pretty decent if you use it sparingly. His AC command attack gives him invincibility to high attacks, but it must be time very well. Anti-air was always Rock's weakness.
You cannot combo into his Shinkuu Nage throw at all, just like in Garou. Hey, it's a free Rising Storm/Shine Knuckle if you Break it, so it'd be really evil to let you combo into the move.
Rock doesn't have very good anti-airs alright, but his +B is pretty decent if you use it sparingly. His AC command attack gives him invincibility to high attacks, but it must be time very well. Anti-air was always Rock's weakness.
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Not in my experience...I personally think his normals are very well suited to anti air, and depending on his incarnation he's got access to roll cancel, counters that launch for a free super or just defend to pick up the slack.Tel wrote: Anti-air was always Rock's weakness.
I'd say his biggest issue is lack of damaging options that don't put him at risk for getting combo ---> super'd or just plain thrown.
Great news about the D, f + D -> Shine Knuckle...anyone know if he can Neo Deadly Rave instead (esp midscreen)?
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Hard to say, since the D,f+D pushes opponent almost 1/2 screen back. It's kind of risky. Only the D Shine Knuckle makes a good followup, since the B version loses hits anyway.Burningfist wrote:Great news about the D, f + D -> Shine Knuckle...anyone know if he can Neo Deadly Rave instead (esp midscreen)?Tel wrote: Anti-air was always Rock's weakness.
Rock's AB was pretty decent as an anti-air in Garou, but it doesn't seem to work as well in NGBC. Of course, Rising Tackle or his +B works, but only if you've anticipated opponent's jump.
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Well.. you people probably know this by now but saince I believe noone has mentioned it yet i'll give it a chance.
1 - Raging Storm C version juggles, it's possible to do qcb+A twice after it in the corner, and finishing it all off with a rising tackle.
Here's a nice combo (and not THAT hard to pull off)
sC > qcb+A xx qcfx2+C > qcb+A > qcb+A > d,u+C
You can always do a DA after the qcfx2+C to confirm damage.
1 - Raging Storm C version juggles, it's possible to do qcb+A twice after it in the corner, and finishing it all off with a rising tackle.
Here's a nice combo (and not THAT hard to pull off)
sC > qcb+A xx qcfx2+C > qcb+A > qcb+A > d,u+C
You can always do a DA after the qcfx2+C to confirm damage.