cwistofu
[09] Warrior
i don't suppose we could lock this topic, considering that it's become nothing more than "you're wrong", "no you're wrong", "lol couslali"
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
i don't suppose we could lock this topic, considering that it's become nothing more than "you're wrong", "no you're wrong", "lol couslali"
44[a] forces stun. (slow mid range) (Good on opponents standing up.)
2b+k forces stun. (fast short range)
11 knockback stun. (no AUR but allows FG AT)
By far the most important one is 2B+k you will be utilizing that move alot cause its 1: the fastest stun forcer and 2: the one stun forcer of two allowing you to follow up worthy combos.
Aside its stun forcing property its also handy in spamming down on the opponents Soul bar a few times incase they block it untill the opponent is foolish enough to make a mistake allowing you to start your combo or smart enough to wave some ridiculous fast taki at your face.
Either way, this move is your god from now on, 44[a] is only usefull when you are getting bored or when you become to predictable and need to change from poking to wakeupgames.
Next the followups.
3A follows up on 2b+k and 44[a], it is the single move that allows a third follow up but will induce the opponent to crouch stun therefore can only be proceeded with either LG or a mid followup.
Valid Stun Combo enders are (Valid as in all allow groundgame options):
4b. (very shortrange headbutt, will force faceplant stun, will miss on 3a)
6b. (will force crouch stun)
3b. (will force crouch stun)
4a+b. (will force knockback stun)
66b. (will force crouch stun, will force auto recover)
6a+b,[a+b]. (will force faceplant stun)
1b,b. (will force full knockback stun)
44b,b. (will force airtime allowing [b+k] combo allowing several options, ill handle this one later)
4k,a. (if done after a 3a this one will miss, instead you have a 4k2a+b option cause 3a allows lowgrab in a stun followup)
G23k. (Astaroths dash) (Will force full knockback stun)
Invalid Stun Combo enders are (Invalid as in all will stop the stun combo on the spot) (important; these moves ONLY work on a starter not on a followup)
66A,B. On 2B+K. (dont forget, this wont work after Valid stun followup options or will cut off stun literally, allows LG into HG AT)
6a,a. (Will force full knockback stun) (this move isnt recommended, it has very short range on the first blow)
Now that ive covered all the above, let me give you a few good hand me down combos i personally use made with the above knowledge.
Now i know that SCU wouldnt consider them combos cause they are shakable, but tbh ive never seen anyone shake off a single rock combo before, unless they had the luck of tapping their heads into their controllers. :P
It is a fact though that even the groundgrabs can be escaped, then again.. so what.. rock has enough options.
2b+k, 3a, 66b, 2a+g, 1a+g, 2a+k, 1a+g. (can be followed up with 22k into FG AT if close enough)
44[a], 3a, 2b+k, 6a+b[a+b], 2a+k, 1a+g. (same possible follow up as above)
44bb, b+k, 4, 2a+k into HG AT (depending on direction facing) (same possible follow up as above)
close to a wall: 2b+k, 3a, 3k, a+g, 2a+g, 1a+g (can be followed up with 2a+k, 1a+g, 22k into FG AT)
Couslalivoldo-IV said:the only thing you can say to me is i dont play to win, and thats right. I dont.
At least i can still enjoy a game when i lose huh.
Are stuns escapable! OH MY GOD THANK YOU FOR THE INFO MAN... :/
i can see all logic options behind anything at once.
Oh and when i watched those tourny vids on the main page (dutch ones, funny cause i am dutch myself) i chuckled, if thats what you guys want to see then dont talk about high tier and pro cause it was laughable.