Garou: Mark of the Wolves/Rock: Difference between revisions

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== '''Special Command Moves''' ==
== '''Special Command Moves''' ==
'''Cyclone Sock<br>
'''Reppu-ken''': ''QCF+A''<br>
qcf A (single hit ground projectile)<br>
Ground projectile<br>
<br>
<br>
'''Double Gust Punch<br>
'''Double Reppu-ken''': ''QCF+C''<br>
qcf C (double hit ground projectile)<br>
Rock does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken<br>
<br>
<br>
'''Crack Counter<br>
'''Crack Counter''': ''QCF+B/D''<br>
qcf B (knock down counter attack for mid-high attacks)<br>
''B'' counters mid & high attacks, while ''D'' counters low attacks.<br>
qcf D (knock down counter attack for low attacks)<br>
<br>
<br>
'''Hard Edge<br>
'''Hard Edge''': ''QCB+A/C''<br>
qcb A (single hit knock down rush)<br>
''A'' version has Rock do a quick short dash with an elbow attack. ''C'' has him follow-up with a punch. The C version is slower than the A version.<br>
qcb C (double hit knock down rush)<br>
<br>
<br>
'''Rage Run<br>
'''Rage Run''': QCB+B/D<br>
qcb B (short run into overhead dunk knock down rush)<br>
''B'' version has him dash then do an overhead punch, while ''D'' will warp him behind his opponent. The ''B'' version is very risky as the punch has some start-up delay. The ''D'' version is a good set-up for his 360+C.<br>
(note: if far from opponent, will only do short run; if close will finish run with dunk)<br>
qcb D (midrange run that can get you behind your opponent)<br>
<br>
<br>
'''Evac Toss (Break Move)<br>
'''Evac Toss''': ''360+C''<br>
360 C<br>
Command throw & is Break-able with AB. There are 3 things to do with this move:-
<br>
1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen.
'''Rasetsu<br>
2- Breaking the move with AB will allow Rock to follow up with a special move or super
continue to hold AB after breaking and time the release of beam to hit opponent<br>
3- Holding AB during the Evac Toss will have Rock charge up his fist for an energy blast. The timing is strict to get this follow-up to connect.<br>
<br>
<br>



Revision as of 04:50, 4 April 2006

Introduction

To come.

Gameplay Overview

To come.

Move List

Command Normal Moves

"close D Follow Up Overhead Kick"
after close D, f D

Special Command Moves

Reppu-ken: QCF+A
Ground projectile

Double Reppu-ken: QCF+C
Rock does a point blank ground projectile then sends out a Reppu-ken. The Reppu-ken he sends is weaker than the normal Reppu-ken

Crack Counter: QCF+B/D
B counters mid & high attacks, while D counters low attacks.

Hard Edge: QCB+A/C
A version has Rock do a quick short dash with an elbow attack. C has him follow-up with a punch. The C version is slower than the A version.

Rage Run: QCB+B/D
B version has him dash then do an overhead punch, while D will warp him behind his opponent. The B version is very risky as the punch has some start-up delay. The D version is a good set-up for his 360+C.

Evac Toss: 360+C
Command throw & is Break-able with AB. There are 3 things to do with this move:- 1- Just doing 360+C will have Rock throw his opponent to the opposite side of the screen. 2- Breaking the move with AB will allow Rock to follow up with a special move or super 3- Holding AB during the Evac Toss will have Rock charge up his fist for an energy blast. The timing is strict to get this follow-up to connect.

Super Moves

Raising Storm
qcf x2 P

Shining Knuckles
qcf x2 K

**Deadly Rave Neo (Hidden Super)
hcb, f A, A, A, B, B, C, C, D, D, qcb C

Attributes

Class: Middle Movement: Run

Frame Data

To come.

Attack Notes

To come.

Bread'n'Butter Combos

To come.

T.O.P. Notes

To come.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.

Return to The Characters

Return to The Characters Menu