Some stuff not covered in your video: - crouching AB gives him some forward movement - standing AB can be cancelled prior to hit, making it a good pressure/bait tool. - standing AB cancel to Shinkuu Nage command throw. This is an easy way to do the command throw from the ground, but harder to follow up than the 214 D break version. - standing close D, if hits, gives him the most frame advantage, you can combo it into 214 C most of the time or reliably combo to Reppuken C and have both hits of the reppuken connect. Of course standing close D is also pretty slow in itself, so this is not really useful. - Shinkuu Nage (the command throw) when broken can be followed up by TOP (looks flashy as hell), Raging Storm A (great damage!), and Raging Storm C (you must hold C for a few frames to get all hits in, otherwise it will juggle the opponent out of the hit area and not all hits will connect, doing less damage than the A version). - Raging Storm does OTG hit. You can combo Raging Storm A into another Raging Storm A, provided the first hit as an air counter hit, and the second is OTG, which looks really cool. If you time the super flash right, it will also prevent opponent inputs, so they can't roll out. - From up close, the Shine Knuckle hits instantly, the opponent won't have a single frame of movement. This allows it to combo into all poke moves, but also into a Rising Tackle, under certain situations. For ex. 214 D, break, Shinkuu Nage, break, Rising Tackle A to juggle, Shine Knuckle D. In the corner you can also do Rising Tackle C then Shine Knuckle D if the opponent did not touch the ground yet. - Deadly Rave can do more damage in corners, where the final "explosion" can do extra hits. Corner version is 15 hits with 90/68 damage, normal version only does 13 hits and 74/56 damage (vs Terry with TOP active). - Deadly Rave slowdown happens because the Neogeo is pushed to the limits and can't keep up with how cool the move looks. It has more or less slowdown depending on the active background and opponent - larger opponents and BGs with more layers/animation will slow it down. I found it has the least slowdown on the stages of Freeman and Gato, and the most on the stage of Kevin, Tizoc, Grant. Having TOP active will also add a tiny bit more slowdown. For some reason, playing in Survival also adds a tiny bit slowdown. If the Neogeo is overclocked (either via hardware mode or emulation), it can reduce or eliminate the slowdown, which changes the timing considerably, making it faster but significantly more consistent and easier. Alternatively you can just mash A until Rock does two hits, then mash B until you do two hits, then same for C and D and then pray the 214 C will work (or instead of 214 C just follow it up with regular standing C and elbow dash/reppuken). Also note, the DC and PS2 ports are not emulated and they have no slowdown whatsoever. - Rock has 2 alternate win poses. Finish with Shine Knuckle or TOP and he throws his jacket at the opponent. Finish with Raging Storm or Deadly Rave and he will have his powers running amok and hurting his hand. If you use the latter in story mode, his cinematic screen will change too, and his win quote becomes "Why does my evil blood boil?".
I finally perfected his Evac toss/ Shinkuu Nage command grab with the finisher! Neo Deadly Rave I pulled off but it took about 25 minutes to time the entire command down.
I'm having a hard time mastering the timing of Neo Deadly Rave. Is it worth investing more time into it? I feel like P-Power Shining Knuckle is almost as good anyway.
NDR is more slightly more powerful, but certainly tricky to execute. It's an incredible addition both lorewise (Geese Howard's move originally) as well as to flex on opponents. A P-Shine Knuckle will suffice perfectly, since you can combo more consistently into it, and is good as a whiff punisher. It's usually the super you'll be wanting to fish for. However, you'll never feel more utterly obliterated than getting KO'd by a Neo Deadly Rave.
Shining knuckle guarantees long distance damage and can be used out off command grab unlike NDR. NDR however can actually ignore its final big attack and it has so much hitstun you can get a combo off it to do some of the best jump-in damage in the game. It’s a game of situational merit.
Some stuff not covered in your video:
- crouching AB gives him some forward movement
- standing AB can be cancelled prior to hit, making it a good pressure/bait tool.
- standing AB cancel to Shinkuu Nage command throw. This is an easy way to do the command throw from the ground, but harder to follow up than the 214 D break version.
- standing close D, if hits, gives him the most frame advantage, you can combo it into 214 C most of the time or reliably combo to Reppuken C and have both hits of the reppuken connect. Of course standing close D is also pretty slow in itself, so this is not really useful.
- Shinkuu Nage (the command throw) when broken can be followed up by TOP (looks flashy as hell), Raging Storm A (great damage!), and Raging Storm C (you must hold C for a few frames to get all hits in, otherwise it will juggle the opponent out of the hit area and not all hits will connect, doing less damage than the A version).
- Raging Storm does OTG hit. You can combo Raging Storm A into another Raging Storm A, provided the first hit as an air counter hit, and the second is OTG, which looks really cool. If you time the super flash right, it will also prevent opponent inputs, so they can't roll out.
- From up close, the Shine Knuckle hits instantly, the opponent won't have a single frame of movement. This allows it to combo into all poke moves, but also into a Rising Tackle, under certain situations. For ex. 214 D, break, Shinkuu Nage, break, Rising Tackle A to juggle, Shine Knuckle D. In the corner you can also do Rising Tackle C then Shine Knuckle D if the opponent did not touch the ground yet.
- Deadly Rave can do more damage in corners, where the final "explosion" can do extra hits. Corner version is 15 hits with 90/68 damage, normal version only does 13 hits and 74/56 damage (vs Terry with TOP active).
- Deadly Rave slowdown happens because the Neogeo is pushed to the limits and can't keep up with how cool the move looks. It has more or less slowdown depending on the active background and opponent - larger opponents and BGs with more layers/animation will slow it down. I found it has the least slowdown on the stages of Freeman and Gato, and the most on the stage of Kevin, Tizoc, Grant. Having TOP active will also add a tiny bit more slowdown. For some reason, playing in Survival also adds a tiny bit slowdown.
If the Neogeo is overclocked (either via hardware mode or emulation), it can reduce or eliminate the slowdown, which changes the timing considerably, making it faster but significantly more consistent and easier. Alternatively you can just mash A until Rock does two hits, then mash B until you do two hits, then same for C and D and then pray the 214 C will work (or instead of 214 C just follow it up with regular standing C and elbow dash/reppuken).
Also note, the DC and PS2 ports are not emulated and they have no slowdown whatsoever.
- Rock has 2 alternate win poses. Finish with Shine Knuckle or TOP and he throws his jacket at the opponent. Finish with Raging Storm or Deadly Rave and he will have his powers running amok and hurting his hand. If you use the latter in story mode, his cinematic screen will change too, and his win quote becomes "Why does my evil blood boil?".
I finally perfected his Evac toss/ Shinkuu Nage command grab with the finisher!
Neo Deadly Rave I pulled off but it took about 25 minutes to time the entire command down.
Bro, this video is super awesome and complete, congrats!
My first time checkin out your channel. Subbed and i look forward to watching your other vids.
This game is tight
Thx for the video
I'm having a hard time mastering the timing of Neo Deadly Rave. Is it worth investing more time into it? I feel like P-Power Shining Knuckle is almost as good anyway.
NDR is more slightly more powerful, but certainly tricky to execute. It's an incredible addition both lorewise (Geese Howard's move originally) as well as to flex on opponents.
A P-Shine Knuckle will suffice perfectly, since you can combo more consistently into it, and is good as a whiff punisher. It's usually the super you'll be wanting to fish for.
However, you'll never feel more utterly obliterated than getting KO'd by a Neo Deadly Rave.
Shining knuckle guarantees long distance damage and can be used out off command grab unlike NDR. NDR however can actually ignore its final big attack and it has so much hitstun you can get a combo off it to do some of the best jump-in damage in the game. It’s a game of situational merit.
Can you do a video on Rocks block strings and pressure?
man i don't get how u cancel out of his command grab thats cool
Where can I learn about the terminology for this game
I'm pretty sure standing HK is actually cancelable. Are you talking about close standing HK or far standing HK?
How to do shinku nage of keyboard kindly someone explain
Thx
Wow thanks for the video man it really helped me, can you share the name of the outro song?
Bro, I'm trying to do the moves on keyboard, can you help me out? I can't do some moves like Shinkuunage and Deadly Rave Neo
me tooo
I dont get the 214 + A , is that a down up thing?
214 means ⬇️↙️⬅️ or quarter circle back.
What is 214???????
Qcb, like you do hadoken but backwards