Rock has amazing punish ability with his B/D super, it is important for Rock players to have good knowledge of what is punishable (for example via framedata) and be ready to punish anything.Īs a general rule, all sweeps are punishable with Super, most AB are punishable on hit (but not on guard, you have to take the damage on purpose), most fireballs can be guard-cancelled into Super for a punish.Favorite Tweets by If you can't see the twitter feed above, please whitelist in your ad blocker settings.
#Garou mark of the wolves kevin full
It is very similar to the way Street Fighter V Ryu uses his meter.Īnother example, if using your full P-power doesn't grant you victory, it is possible to use only 1 bar (S-power) to see if you can catch-up without throwing away your whole win condition.Īlways try to take the enemy out of TOP if there is time left, as it puts you in a much better situation for the continuation of the round.
Once he has meter, he has many ways to land damage.īeing your win condition, meter management is very important.įor example on the first round, if landing a super doesn't grant you life lead and the clock is running low, you should save it until using it will grant you victory. Since most of his damage come from his Super, he will have to be patient and build meter. part takes 100 of his health bar which means : more damage and slow health regen over time, often hell begin the fight with his low projectile, guard it or jump over it, but since hes on the T.O.P. He also has decent meter building ability (whiff low counter). Shinning Knuckle is an amazing punish tool and should restrict your opponent's options once you have it available. He has below average bnb damage output, therefore most of his damage will come from landing his kick Super (Shinning Knuckle) once charged Rock has many options to land it (confirm from ground normals, hops, command grab, unblockable air resets or as a punish).
However he has low vitality, being able to zone and defend well is the key to victory. Ģ) Jump crossup, land, close standing, close standing / + cancel into +ģ) + (get behind them) into + into press (break) +, ( + / )/run in + /walk in + /TOP attack ( + ).Ģ) Jumping C->Standing A->Standing C->QCF+ Cġ) Jumping C->Standing A->Standing C->QCFx2+ Kġ) Jumping C->Standing A->Standing C-> Neo Deadly Raveġ) 360+ C, Break->QCB+ A->QCFx2+ D-> C Rising Tackleģ) 360+ C, Break-> Rising Tackle->QCFx2+ D-> C Rising Tackle Ģ) Jump /, land, close standing, cancel into +ģ) + into press (hold) +, then release to hit.Ĥ) + into press (break) +, ( + / )/run in + /TOP attack ( + ).ġ) Jumping /, land, close standing, cancel into x2+ or Neo Deadly Raveġ) Jump crossup, land, close standing cancel into / + /.
Throw Box/Range: Active throw frames and range.A move is invincible if the Hurt Box is absent.
Hit Box: Area that will hit the opponent.