![]() 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. 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. Garou: Mark of the Wolves ( MARK OF THE WOLVES ) or Fatal Fury: Mark of the Wolves for the Dreamcast release referred to as Garou or MOTW for short, is the eighth and currently final game in the Fatal Fury series. 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. 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 / + /. ![]() KD means the attack will knock the opponent down.ġ) Close standing / + / / + + cancel into / + /.- signifies how many disadvantage frames the attacker has.+ signifies how many advantage frames the attacker has.Start Up = How many start up frames a move/attack has.Just allows characters to not pass through each other. Push Box: Has no bearing on hurt/hit boxes.This appears when blocking or using a counter move. Guard/Counter Box: The Guard Box or Counter Box.Projectile Box: Hit box on a projectile attack.Your opponent will be thrown in this field if not in block or hit stun. 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.
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