D:
I think you got a good list you have there.. but imo it's missing a lot of stuff... most of the stuff listed are stuff that I would expect most Rock should be doing.
I did learn some stuff like how you use the jump forward option i like how you included the 44K 'mixup' i mentioned before...
I also learn about the unblockable setup and will get that a try tonight.. i'm a little skeptical on how it will work.. so i gotta see it myself to see how it works
but here's some of the stuff you're missing. .... these are some stuff the hotnikkelz and I use
1) FC 3K followup.. this gotta be incomplete since you didn't even mention any followups
2) I would add 6B+K to some of my options.. simply because 22B sometimes fail, like seems like certain setups or characters can tech sometimes... or you might simply mess up the timing... but 6B+K you can't go wrong.
2a) 6B+K is a good choice after 3B+G, they must guard this.
3) force block options... I'm not sure if you really use much of Rock's CF game... but honestly Rock's decent at it.. and if you don't wanna guess there's many good places to put in your 22B, WS B, 1A, 6B+K, A+B etc....specifically after ground throw break, post 1A+G, 3B+G scenarios.
4) you didn't list out what happens in 'ground throw break' scenarios.... but here's some.
a) 6K - interupts anyone who's trying to interupt you while lying down.
b) refer to dash forward, or ground game
5) you didn't really list out certain scenarios like 44K blocked...
a) 3G or GI... (3G simply because you force crouch they are UNLIKELY to throw a high move)
b) step
6) in advantage section.. i really suggest you take a look into 6AA.. i think it's a must need move for rock... yes.. it's high high... and very duckable but... doesn't mean it's not a good move.
7) high wall hit -> 66B -> 6K/CT/4K->CT/etc
8) 3A+G/1B+G -> you didn't list what you should do when you wanna try to RO them... imo... right now i use 6[A+B] even if they can manage to get in.. they MUST block that crap.
9) 1K-> GT should be listed as one move....
a) 1K alone is good on ground as well but imo that serves a completely different purpose compared built in 1K GT
10) this list is pretty good.. although most of the stuff is given... however if you have many choices you might write reasons why one choice is better than another.....
11) personal preference... you didn't list making the 'wrong' GT attempt.. trust me this will be important.. i AM doing a lot of wrong GT attempt ON PURPOSE... because it's this good...
a) wrong GT attempt -> major ground advantage/dash advantage setups...
12) didn't list certain CT tech traps.....
a) here it is... most of Rock's SAFE throw attempts are basically when you do a CT tech trap or jf dash -> CT tech trap... why is it safe? if the opponent lies on the ground and FAILS to tech... he/she doesn't have the frames to punish it... example... FC 3K -> CT.... this one is special because the GT is safe as well but for most other cases... only the CT is safe.
b) so if you have a choice between 4A+B... or jf dash -> CT ... it's really your choice of... 4A+B whiff = punished.... or... CT being broken... 4A+B is definitely more rewarding if you guessed right.. but CT is definitely much safer when you guessed wrong.
final remarks:
What i've been learning with Rock is... not everybody breaks your throws ALL the time... sometimes.. you can 'hear' it.. (they are playing on stick), other times you can sense it... they played against you so often they naturally assumed you won't rethrow them in the air for the 3RD TIME!!!.. or they'll assume you fucked up your GT attempt so they are safe now.. but instead you land a side throw on them ;) .... or they get caught off guard by 1K-> GT... or 1K -> regular throw.
for those who do try to break EVERYTHING possible... chances are they are soooooooooooooo focused on breaking.. .they will end get up getting tech trapped or anti-tech trapped more often... they might just end up guarding and mash on breaks.. but doing that sure makes you more safe against rock's throws.. but doesn't leave you more safe agaisnt 2B+K and they are losing frames like that
i think in the end it's just sometimes kinda hard to explain this mind game to people.... people naturally assume break all rock's throws = rock is crap... but nobody breaks everythign nobody even tries to attempt to break everything... and even if they do try to break everythign they might fail during tech traps.
-LAU