Rock Howard FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 23, 2002 Everything. Version 1.1 January 25, 2002 Added more info Miscellany section. Version 1.2 January 27, 2002 Added Groove info etc. Version 1.3 January 28, 2002 Fixed Counter-annotation. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This FAQ is for Rock Howard. I really used Rock in this game, and kept to Terry in Garou. I noticed Rock to be quite powerful, and thus, since I have nothing better to do, write and FAQ for Rock. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. The Translations I transliterated directly from the Cantonese names, so they might be a bit off or sound funny. =========== II. Profile =========== Full Name: Rock Howard Age: 17 (as of Garou Mark of the Wolves) Birthday: June 24, 19?? Nationality: America Height: 178 cm Weight: 70 kg Favorite Food: Jumbalaya Best Sport: Basketball From: Garou: Mark of the Wolves. ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- Quick short jab to head level. Attacks as fast as you can jam the button. As usual it is comboable and a good poke. Medium Punch- A right handed punch. Slower than light punch, but does more damage. Looks just like Light punch up close. Hard Punch- Right Hooking punch downwards to midsection. Changes to left hand up close, which also combos. Has good reach as well. Light Kick- A weird little kick to opponents shin similar to Kyo's. Comes out about same speed as MP, but hits low. Becomes a knee to the chest up close, and does not combo (I think.) Medium Kick- Higher version of the LK, it aims to the chest instead. Up close it is identical to the LK knee. Combos into Reppuken. Hard Kick- Roundhouse kick to the midsection head. Good as anti-air, and has semi-good range. Becomes kick to head, similar to Terry's up close. Does not combo though since it pushes opponent away. Jumping- ******** Light Punch- A flying elbow. Hit point is the tip of his elbow, so it aims downwards. Good for those LP mashing combos. Medium Punch- Flying downward punch. Similar to Terry's, it has slightly longer range than LP version. Other than that don't expect to win any air battles with it. Hard Punch- Looks like his Medium punch. See above. Light Kick- Extends his front leg in air. Stretches directly horizontally from Rock. Good for air battles and can start combos as well. Medium Kick- Looks exactly like his LK version Hard Kick- Looks a lot like Iori's jumping HK, but leg is slightly lower angled. Other than that the posture and action are exactly the same. The priority is quite good as well, but nowhere as mighty as Iori's flying kick of death. Crouching- ********** Light Punch- A forward-looking jab. Can combo into a lot of things and hit for multiple times before it gets pushed out of range. Very useful in combos. Comes out as fast as you can press the button. Medium Punch- An upwards punch, similar to an uppercut. It hits almost directly above his head. Good basic anti-air, but has a weird, small hitting range. Hard Punch- Dashing elbow to the opponents face. Comes out quickly and has little recovery time. Good counter and surprise attack. Weird move for a crouching attack though. Light Kick- Sticks is front leg out along the ground, hitting the opponent's ankle. Comes out as fast as you can hit the button, and combos into anything. A very useful poke, combing speed, range and comboability. It allows you to hit several times before following up with a move. Similar to Terry's. Medium Kick- Looks just like Terry's sweep, it is a low kick aimed at the knees. It does not knock down though. Hard Kick- A low sweep, look a lot like Kyo's. Somewhat slow in both coming out and recovering, but still good for missed moves. ================ V. Special Moves ================ Command Moves ------------- Axe Kick - (F+MK) Am axe kick moving in a circular motion. Similar to Juli/Juni's kick from Street Fighter Zero 3. Throws ------ Special Moves ------------- Reppuken (Gale Wind Fist) - (QCF+LP/MP) A standard ground projectile, exactly same as Geese's other than color. MP version travels faster than LP, and reaches opponent by the time Rock recovers. Good for zoning or countering Far projectiles. Has significant recovery time afterwards though, so use sparingly. Vertical size of wave is about waist level, so it is pretty easy to jump over. Double Reppuken (Double Gale Wind Fist) - (QCF+HP) A stronger version of the reppuken, Rock combines two reppukens into a larger, more powerful version and hurls it at the opponent. Unfortunately it does not over-ride projectiles similar to the NGPC version. It is somewhat larger, about same size as Terry's Power wave. It can negate projectiles in the sense that Rock actually launches two reppukens, but keeps first one in place. Therefore if you time it correctly, you can negate the original projectile and still launch the double reppuken. Rising Tackle - (Charge D, then Up+P) An upside down rising lariat, similar to Terry. Good as an anti air, but it goes slightly diagonal like a dragon punch. As usual, the harder the punch button used, the further up, more hits and further forward it will go. Has short range, but can make a good surprise attack. Hard Edge - (QCB+P) Rock's version of the Burn Knuckle, using an elbow instead of fist. He has a shorter start up delay where he pauses for a moment before attacking. The HP version does two hits, where he ends with a flaming punch to opponent's chest. HP version goes full screen as well. Good for countering or as a surprise attack up close. Has long recovery time though so don't miss with it. Crack Counter-Joudan (Crack Counter High Block)- (QCF+LK) Similar to Geese, Rock moves into a defensive stance for a second. Any high attacks or special moves (non-projectile) will be hit by a counter move by Rock. Rock takes no damage is he connects successfully. Learn to love this move, for it can counter even the dragon punch. Counters cannot counter Supers or DMs however. Crack Counter-Chuudan (Crack Counter Middle Block) - (QCF+MK) Another Countermove, Rock counters any middle attacks. This includes any standing attack, such as LP or HK pokes. It cannot counter special moves however. Crack Counter-Gedan (Crack Counter Low Block) - (QCF+HK) A low counterattack move, Rock can counter any low attacks, such a sweeps or crouching attack. It takes about a frame longer to perform, but it is barely noticeable. Rage Run- Type "Dunk" - (QCB+LK) Rock dashes at the opponent and does a leaping punch, similar to Terry's end hit of the Power Dunk. He can be knocked out of the dashing part, and if he is not in range, will stop running. The "dunk" part occurs only when the opponent is close enough, at 3/4 screen range at maximum. Rage Run- Type "Safe" - (QCB+MK) Rock does a dash and stops at a certain range. Maybe useful for faking out the opponent. Rage Run- Type "Shift" - (QCB+HK) Rock dashes towards the opponent and quickly slides behind the opponent. This is similar to K' Blackout on a smaller scale, where he teleports when he is right next to the opponent. However he stays in his pose right after, so I don't think he can follow up with it. Press HK afterwards to perform a taunt. Shinnku Nage (Vacuum Strike) - (360+P) Rock grabs the opponent and hurls them overhead. Bonus style points for this. Similar to Geese's now normal HP throw, Rock uses this as a command throw. It can grab people out of a roll and can out prioritize a lot. It can be followed up as well. -Break (PPP) During Shinkuu Nage -Raksasa (Hold and release PPP) The optional follow up to the shinnku nage, Rock will cancel the motion, hold a flame in his hand and blast the opponent in mid-air when the button is released. =================================== VI. Super Moves/Desperation Attacks =================================== Shine Knuckle -(QCF,QCB+K) Somewhat similar to Terry's Buster Wolf, Rock flashes forward at an incredible speed and smashes the opponent with his fist. Maximum level follows up with a multi-hit Rising Tackle. This move is extremely powerful. It is easily the fastest hitting move in the game, and given its range, makes for one deadly attack. A fully charged Shine Knuckle probably leaves the opponent nothing to do other than block, since it can easily counter any missed move or even movement aside from blocking some more. Do be warned though, as fearful as this move is, the counter damage done when you whiff or get block is equally fearful. Raging Storm (QCF, QCF+P - Delayable) Geese's trademark move is here. Rock charges up flames and slams it into the ground, causing a cage of energy to rise up around him. This is THE ultimate defensive move (similar to Athena's Shining Crystal Bit.) Any opponent touching the flames will get hit, but not a lot of damage. However, if someone decides to jump in, take them to priority school and rip them a Raging Storm. Do note that you can Hold Punch and delay the move. Strength of punch determine how long the "storm" rises. For aesthetic reasons, LP and MP versions are purple. HP version is blue. All versions reach to top of screen and opponents close enough or in air will hit for full damage. Neo Deadly Rave (Lvl 3 and Max Level only) (HCB, F+LK, then LP, LP, LK, LK, MP, MK HP, HK, QCB+HP) Another trademark Geese move, Rock dashes forward and does a long combo. It has an invincibility startup and can go through projectiles at that phase. The last move is an energy blast and can be left out and replaced, such as a Raging Storm. It may look complicated, but the pattern is Punch, Kick of increasing strength. It requires a full gauge to perform, so try not to miss. The Shine knuckle is a better counterattack, so use this if the opponent decides to throw a projectile or just to show off. ================== VII. General Notes ================== Rock isn't as strong as his Garou Version, but he is still a force o be reckoned with. He is quite complicated to learn however, given he has moves from two very powerful character. ================ VIII. Strategies ================ Some people see Rock as a weaker Geese. He has some differences from his ol'man though, mainly in his normal attacks and game play style. Using the Crack Counters: ------------------------- These are both your best and worst moves. Used correctly, the opponent will fear attacking you. Mess up and they can attack with impunity. There is a distinct difference between paying against the CPU and a real player. It is easy to counter anything the predictable AI does, but against a human player, is unlikely to work. Psychology is the most important factor in his game, and the main difficulty is that you cannot just go to training mode and practice his counters. To exacerbate matters, every player is different, thus making it harder to predict what they will throw out for you to counter. The easiest thing to counter is jump in attacks. They leave plenty of time for the player to react and perform the move. Similarly, since the Jouudan Nage can also counter special moves, attacks like the R.E.D kick or Hurricane Kick are simply nullified. The Jouudan Nage is harder to use, since low attacks come out quite fast. The Chudan Nage is the hardest to use, since it counters standing ground attack. Attacks of this sort are usually pokes, which come out rather quickly. As such, you either need lighting reflexes or knowledge that he/she will do it. As you can tell, the counters are aimed towards beating combo starters; jump-ins and pokes. Missing against characters such as Zangief or Iori will land you a wholesale pack of whoop-ass. Constantly missing and eating Ya Otomes can be discouraging, and many people give up those moves. But playing against an expert Geese player can show how useful these moves actually are. They can discourage a player from attacking too often or resorting to random attacks, such a jumping in without attacking. These random quips may seem difficult to defeat (a la button masher) but it also forces the opponent to discard their game plan and spend the game trying to out smart you. In that case, stick to other moves but keep the counters every now and then to remind them the pain of Rock's Jouudan Nage. Character Strategies: --------------------- Versus; Gouki/Ryu/Ken ------------- Chances are the shotokans will be a common enemy. Geese was a powerful anti-shotokan, and Rock still has some of his power. His Reppuukens are quite useful against their Ha-do-Kens, and their Dragon punch can be punished by either a Jouudan Nage or Raging Storm. If the throw a fireball against you, Deadly rave through it. Kusanagi Kyo ------------ Kyo players will try to stay in close range to Rock. His Ara Gami/Douki Gami chains can beat you out in close range, so try to zone him out and pressure him with Reppuukens or Jouudan Nage him. He can RED kick over the Reppukens however. The HK sweep can stop most of his Gami chains (his Douki Gami has a very short auto-guard), but he does recover pretty quickly. If he tries to RED kick, try to Raging Storm since his RED kick moves pretty slowly. Basically you can Crack Counter most of his special moves using only the Jouudan Nage. Terry Bogard ------------ Semi-Mirror match. Terry's moves are the real original version, so he can reliably beat Rock out every time. He is very well balanced, so it is hard to find a glaring weakness with him. He is slower than Rock, so try to use that to your advantage. Keep in mind you can counter all his special moves (except for power wave and supers) with your Jouudan Nage. Sagat ----- Most Sagat players I have seen revolve their game around the tiger shots. With rolling and other ways of dodging them, his ground game has weakened quite a bit. Nonetheless he still has some powerful defensive moves. A smart Sagat player will keep to high tiger shots since your projectile will travel right under and you will get hit. You can block his Tiger Uppercut with your Jouudan Nage. Nikaido Benimaru ---------------- The king of jump, Benimaru is similar to Chun-Li in which he relies on jumping and poking quite a lot. He is a very fast character and has some very powerful moves, similar to his KoF '98 incarnation. Stick to Jouudan Nage to beat many of his moves. I need to check the Benimaru Colloda though. Geese Howard ------------ Geese is a stronger but slow version of Rock. He loses Terry's moves, but he is still a powerful contender. His Reppukens and Shinpukens can counter all your projectile attacks, as well as keep you away. His counters can stop your poking and combo efforts, as well as punish your jump-ins 6790400 different ways. The main weakness is how good the player is. The counters are actually hard to use, since it relies heavily on mind games. Try to confuse him and mix up your pokes; but don't go poking crazy since he can nail you with a raging storm or worse. Basically it's a mirror match from hell, since your Terry Moves he can beat with ease. Vice ---- Vice is now back to her powerful KoF '98 incarnation. She has all her grappling moves, including her air-follow ups. Vice players need to stay in between close and mid range, so your best bet is to zone them. Being a grappler, you can't really beat them up close, so your Reppuken comes into play here. Her Ravenous is a powerful air move, in which your flying D gets countered 9/10 times. Don't launch a projectile from mid range since her De-cide and go through and hit you. Her de-cide can also be a good surprise you, so watch out. Her supers are unblockable as well. Don't whiff your Rage Runs, or even do them since she can grab you with her de-cide once again. Yagami Iori ----------- This is a fun match if you enjoy difficulty. They are quite equally matched, where Rock can counter Iori's close poking and combo starters, where as Iori can Ya Otome Rock's Rage Runs as well as hard edge. Their flying HKs look pretty similar but Iori has the stronger one, so just counter it if he jumps. Don't miss the Jouudan Nages though or its big trouble. ========== IX. Combos ========== ============= X. Miscellany ============= Win Quote: ---------- "You don't belong here..." "I must destroy and defeat all who stand in my way." "There is nothing to fear when there is nothing to lose." "Did you feel the heat of the wind?" "Comon I am still in first gear!" "Was this your finest hour?" Special Intros: --------------- -Vs Geese: Rock says something. -Vs Terry: Terry gives thumbs up to Rock. They chat. Comment: -------- How is he not cool. Those damn angel wings in his win pose... ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for a CvS2 matches. -L.N for the NGPC sessions back then. -N.H; You won't read this, but the chance to write dedications for you is enough motivation to write them in the first place. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com