Capcom vs SNK 2/Rock/Combos

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Combos

Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
2LK (x1-2), cr.MK xx 214HP Any 2835 25~27 Easy While 2LK x3 into 2MK works on a good portion of characters, it does not work on everyone, and even then any version of Hard Edge may not connect depending on the character, if at all (further testing required). Stick to two 2LKs at most.
2LK, cl.HP > 214HP Any 2940 28 Easy Link from 2LK into cl.HP. Linking into cl.HK gives slightly more damage, but is a tighter link. Decent corner carry.
360P > PPP, 214HP(1) Any 2310 10 Easy Combo from Shinkuu Nage break. Don't hold the buttons for too long or you'll get Rakshasa.
360P > hold PPP, 2HK Back to corner 3360 20 Easy Try to hit the Rakshasa as early as possible. Hitting it deep will let the opponent hit the ground before you can sweep them. You can use a Rising Tackle instead of a cr.HK, but the Rakshasa into Rising Tackle timing is even stricter, and does less damage since the Rising Tackle only seems to hit once.

Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).

Super Combos
Combo Groove Cost Position Damage Stun Difficulty Notes
2LK > 2LP > 2LK, 2MK > 236236K Any 1 Bar Any 4023 15 Intermediate Crouching light confirm, linked into crouching MK and cancelled into Shine Knuckle.

Custom Combos

Rock's Custom Combo Slide by GunterJPN


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