<?xml version="1.0"?>
<rss version="2.0"><channel><title>Robo-Ky Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/43-robo-ky-matchups/</link><description>Robo-Ky Matchups Latest Topics</description><language>en</language><item><title>Dear God: why does Ky exist?</title><link>https://www.forums.dustloop.com/forums/topic/8817-dear-god-why-does-ky-exist/</link><description><![CDATA[
<p>No seriously. Why? I'm just a simple roboky player. A simple one. I just focus on short tiny combos and gaining meter to activate det mode. And yet, I always fall to my friends ky kiske, doing a simple 2d into 236 d block string into either his 214k over head or 236k into either 236236p twice (if he had the meter). Obviously it's mixed up with his other moves but I for the life of me.can't get around it. If I try to escape via the air I get vapor thrusts up the butt. If I pony I just end up getting a special or vapor thrust. If I use my 2 pk taunt to stay down he spams projectiles. Also I suppose it's safe to say I never get any meter gain except of a random robo dash  ....but those stopped working.  What in the fridge can I do!? </p><p></p><p>
Sent from my C525c using Tapatalk</p>
]]></description><guid isPermaLink="false">8817</guid><pubDate>Thu, 19 Jun 2014 05:15:07 +0000</pubDate></item><item><title>Robo vs Millia</title><link>https://www.forums.dustloop.com/forums/topic/335-robo-vs-millia/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 5p/5k			</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> </p><p>
<strong></strong></p><p>
Anti-airing: 2hs is not as effective if the Millia player has a hairpin at her disposable. If she airdashes in and tosses a pin it will trade with your knee rocket and she will be able to continue her momentum.</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: 5hs CAN BE effective versus her. I have success with it. Millia should have the tools to punish you correctly if you are cornered or become too predictable. It beats TK Badmoon attempts against you as you're waking up, her 6k, her roll, tick throws, some discs, and also doubles as the throw button. </p><p>
</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> She can crouch under your 5p, but will still be put in blockstun from it if she blocks. Odd.</p><p>
</p><p>
It can also be possible for her to roll under your missiles, so be cautious.</p>
]]></description><guid isPermaLink="false">335</guid><pubDate>Wed, 09 Jan 2008 23:41:08 +0000</pubDate></item><item><title>Robo vs Sol</title><link>https://www.forums.dustloop.com/forums/topic/329-robo-vs-sol/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers:  Sol will generally start off with (f)S or 5HS, two far reaching, fast recovering normals.  If you get CH by 5HS, Sol can IAD j.HS &gt;5k&gt; whatever so do not let that happen!  The ONLY move you can do that will beat Sol's 5HS at the start is your own 5HS.  HOWEVER, Robo's 5HS has huge recovery so do not do this unless you are fairly positive your opponent will lead with 5HS.  Usually the risk is too big to lead off with Robo 5HS, and most of Sol's normals/specials will beat yours so the safest thing to do is just block on opening.  If you IB Sol's 5HS from the start, expect him to IAD so you can jump and punish it.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 5p/5hs FRC	</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p/5hs FRC</p><p>
</p><p>
Sol has the best Shoryu in the game, so use that information wisely.  A well timed meaty 5p will recover FASTER than the 5 frame startup of Volcanic Viper, so even in the case of a reversal if you on wakeup do 4p (blocking while 5p'ing) you can block VV and punish.  Since there are two versions of VV, both with the option of the followup 214k to keep floating in the air, it makes it hard to figure out where you need to be to punish.  IMO the hardest Shoryu in the game to punish (with the exception of maybe Buri, but his sucks anyways)</p><p>
</p><p>
Bazooka is usually safe from VV if you space it enough, but you still have to worry about Grand Viper, so if you are going to bazooka, make sure it's meaty so they have to reversal GV to hit you.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Punishes: Like I said, VV is pretty damn hard to punish.  Another annoying feature is that it isn't in the counter state for that long, so don't bank on punishing with something like j.S CH.  usually best/easiest punish is j.p j.s dj j.s j.hs missile.  If you can time command grab upon landing that works too.</p><p>
</p><p>
For Blocked Grand Vipers, I tend to IB the last hit, run up 2k, 2s, 2d.  There isn't really that much time to punish even off of an IB, but if you're close enough command grab is better if they have bar. Horsie will also work. Also if they have a Burst, I would recommend using Level 3 SRK super to punish, as it is burst safe.</p><p>
</p><p>
</p><p>
Riot Stomp is used few and far between, but it's really easily telegraphed so punish with j.S or j.HS for CH goodness.</p><p>
</p><p>
If Sol is in the habit of gunflaming you over and over, you can jump or IAD over it and j.S for the CH.  Just keep in mind Sol is in recovery for all 50 or whatever frames of gunflame, and the flames are easier to jump over than you think.  However, most good Sol's generally don't use gunflame unless they are comboing or FRCing it, so use this tactic only when the Sol you're against doesn't have bar or has been consistently not FRCing it as pressure.  jumping in on Sol is a HORRIBLE idea when he FRCs gunflame or otherwise, as his AA's like 5k just beat everything you have.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> If you see the 2k&gt;2d coming, level 3 horsie on reaction for the counterhit.  his 2k and 2d are hella fast, so not always going to work.  </p><p>
</p><p>
If theyre ending block strings with bandit revolver where the first hit of it whiffs. You can HS it on reaction.</p><p>
Can HS frc a riot stomp if they do it far enough away from the corner on reaction.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing: This is the hardest part about beating Sol I think, simply put his ground to air game is amazing and Robo's AA game sucks.  2HS is only good for anticipatory jumps or air dashes in from Sol, and generally do not have any follow ups on hit.  Sadly Sol's j.S is faster and outranges your air normals, so you should either j.hs for the range or jump&gt;IB&gt;airthrow or just just&gt;airthrow.  This sounds crazy, but I like to AA with 2k right as they are falling, since the low profile avoids j.HS, and the active frames of 2k will hit right as you land.  once that connects, you can just hitconfirm into 2s&gt;2d.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Zoning: Not easy, his normals are generally better than yours, and gunflame is just not fun to work around.  Try to create distance to lay a mat and just defend it.  If you anticipate him jumping in on you zone with 2hs but Sol's running speed means he can punish if you do it too close to him and he doesn't jump.  f(s) gatlin into 2d is good, but will lose to Sol's 5HS.</p><p>
</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Their game plan: They can punish Bazooka Okizeme with Grand Viper as they are waking up. Adjust your gameplan accordingly making use of Backdash, 5p, or 5hs FRC whiffing.  Sol's only ground overhead is his 5d which is really slow and bad, so the only mixup you should worry about on the ground is lows or his command grab, both of which will lead to high damage when connected.  Get used to Faultlessing some of Sol's setups for tick throws, such as 2p or 2k. </p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Strategy: Besides doing unsafe strings that Volcanic Viper will punish, try to avoid getting inside his sweep range as well. Sol's 2d can shut down some of your pressure tools.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> Sol has a weird air hitbox, so you have to a be a little more precise when doing the 5HS frc running 5HS frc combo as well as other air combos.</p><p>
</p><p>
<strong>Member Submitted Info:</strong> A lot from Wekk, thank you.</p>
]]></description><guid isPermaLink="false">329</guid><pubDate>Wed, 09 Jan 2008 22:52:46 +0000</pubDate></item><item><title>Robo vs Order Sol</title><link>https://www.forums.dustloop.com/forums/topic/336-robo-vs-order-sol/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 4.5-5.5 in Hos' favor.</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 5p	</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p		   </p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy:</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong></p><p>
</p><p>
</p><p>
</p><p>
<strong>Member Submitted Info:</strong></p><p>
</p><p>
</p><p>
<em>Originally posted by:</em> Chojin</p><p>
</p><p>
This match is super annoying.</p><p>
</p><p>
The three biggest problems Robo has against OS are:</p><p>
</p><p>
1) Robo Ky lacks a safe, reliable anti-air move, and OS has probably the best air to ground game of any character. OS will jump in at you with j.H, and there's really nothing you can do about it. 6P will lose to j.H with CH every time, so don't bother with it. Your only hope is to get an early 2H, but that's really risky.</p><p>
</p><p>
2) OS is much, much faster in Robo in every way. You are more or less totally boned after blocking anything, since his 2S will beat any retaliatory move you might want to do. You'll be hard pressed to do *anything* after a blocked Rock It (OS will beat anything you try with 2S) or a bandit revolver (OS will probably do j.P to avoid the throw and you can't do anything about it).</p><p>
</p><p>
You'll have to get used to staying in the corner, because OS will put you there often and there's nothing you can do to prevent it.</p><p>
</p><p>
Your best tools to use against him are:</p><p>
</p><p>
1) IB. Do it at much as possible because you'll be guarding most of the match.</p><p>
2) Meaty 5P or mid-range lvl 3 bazooka on oki. Always do lvl 3 bazooka if you have the tension (lvl 2 can work too, but the distancing is trickier). Otherwise, use a meaty 5P; it will avoid his DP every time, after which you can jump and aircombo or DP to CH the charge cancel and do a big combo.</p><p>
3) 2H. It's risky, but it works unusually well against OS because of his wide air hitbox. </p><p>
4) DP (+ super). Again, it's risky, but you have to play risky if you want to win this match. You can IB + DP in a number of spots, like block string into Rock It.</p><p>
</p><p>
You *are* going to get hit a lot in this match, but that's OK, since OS does crap damage (mostly) and Robo takes damage like a champ. You'll probably do fine as long as you concentrate on avoiding his big damage setups:</p><p>
</p><p>
1) Gun blaze, combo</p><p>
2) Corner throw</p><p>
3) Impossible dust combo</p><p>
4) CH FB</p><p>
</p><p>
His damage from lows is *awful*, so preferentially block high and watch for the throw (that is, block low in neutral situations so you don't eat a FB, but if you're put into a high/low/throw guessing game, guard against the high/throw more than the low). It's better that you keep getting hit with 2K combos for almost nothing than 200 damage off of the impossible dust or throw. Also, do *not* throw out moves after blocking something unless you are *positive* that you will beat whatever OS does. He has advantage off of almost everything, so he can hit you with CH FB, no problem, and that leads to pain. Your best option is to keep blocking or jump away (1F jump if you can).</p>
]]></description><guid isPermaLink="false">336</guid><pubDate>Wed, 09 Jan 2008 23:45:07 +0000</pubDate></item><item><title>Robo vs Johnny</title><link>https://www.forums.dustloop.com/forums/topic/334-robo-vs-johnny/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5.5-4.5 in Robo's favor.</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka</p><p>
 </p><p>
                  Opponent's tension is @ or above 50% = 2k	           </p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> If he mist dashes close to you or 6k's trying to get in or reset pressure etc.. just 5hs. 6p beats 5s(f) and lots of other stuff, good for neutral situations.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing: Dont try and do stuff when hes in the air right above you cause its probably gonna be a pillar of flame on your head. He has a huge air hit box so 2hs is very useful. 6p can be stuffed by johnnys j.hs.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Zoning: Don't get too comfy spamming Missiles. Johnny's 6k is the be all end all of anti missile moves, it will wreck your ass, and then you'll lose a good chunk of life. Launch 1 volley of air missiles at a time, and zone in tandem with 2hs.</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: Johnny's pressure is really easy to super jump out of. just wait for him to do a mist cancel and there you go (dont just sit there watching your guard gauge get jacked up). When youre at low health and johnny wants to finish you off its going to probably be tk.ensanga RC ensanga.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> You'll usually have to throw in a 5s after you've connected with two 5hs FRC, in order to air combo. Alternatively, you can try immediately going into a J.s after a 5hs FRC.</p><p>
</p><p>
It's possible to do a pretty sweet 80% Heat mode combo on Johnny. If you have a significant chunk of heat, and around 75-100% tension try:</p><p>
</p><p>
214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.</p>
]]></description><guid isPermaLink="false">334</guid><pubDate>Wed, 09 Jan 2008 23:39:07 +0000</pubDate></item><item><title>Robo vs Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/328-robo-vs-potemkin/</link><description><![CDATA[
<p>Conjecture from a Pot player's standpoint.</p><p>
</p><p>
<strong>Matchup Statistics:</strong> </p><p>
Japanese Ranking: 5-5</p><p>
Stormlocke's Ranking:  3-7 (4-6 if the Robo player disconnects his opponent's joystick before the match)</p><p>
</p><p>
<strong>Openers:</strong> </p><p>
(Usually Pot's openers are on reaction to Robo's first move, so I'll have to do this backwards.)</p><p>
If Robo opens with 6P, Pot can Megafist Fwd to counter it on reaction.</p><p>
If Robo opens with anything else on the ground, including 2D, Pot can Slidehead it on reaction.</p><p>
Both of these moves can use the same motion, so it's fairly easy for Pot, unfortunately for Robo.</p><p>
However, if Pot chooses not to be reactionary and opens with 2S, 2P, 5S, Heat, 6H or Hammerfall, 6P beats them all cleanly.</p><p>
</p><p>
Recommend backdash or jumping away - at least you don't lose any life.</p><p>
</p><p>
<strong>Okizeme:</strong> </p><p>
Bazooka, bazooka, bazooka!  Pot buster has startup; Judge Gauntlet has startup; reversal Slide Head will get hit before it goes active; reversal Giganter won't hit you; Hammerfall straight up loses; and if it's a Lv3 it'll hit his backdash at the end.  Pretty much forces Pot to block, or do do a reversal Megafist to attempt to run or hit you.  He can also do reversal Heavenly to run away, but that's foolishness!</p><p>
Remember to properly space yourself.  If you mistime it and Pot manages to get a Gauntlet out, you'll be pushed back outside his range and you get a free combo anyway, and if he tried a Buster it'll miss.</p><p>
At worst if you screw up horribly badly and Pot escapes with a jump or backdash, he can't do anything to you from that range anyway.</p><p>
</p><p>
<strong>Punishes:</strong> </p><p>
For the love of god learn how to backdash, IAD, Robo Dash, or Horsie over Slidehead, and hurt him for doing them randomly.  6P vs Hammerfall.</p><p>
</p><p>
Gold Burst vs J.d can be very effective.</p><p>
</p><p>
Nezu has also been doing Level 3 Horsie, and if he hits Potemkin during Hammerfall he will immediately cancel into Punch Spam Super.</p><p>
</p><p>
<strong>Counters:</strong> </p><p>
6P vs Hammerfall, again.  5H FRC command grab also works here (I get it from Xyth more than Storm though).</p><p>
</p><p>
<strong>Anti airing:</strong> </p><p>
2H (Knee rocket) beats j.D, beats j.S, and forces Pot to guess what to do on the way down.  Repeat it after the first one hits for big annoyance.</p><p>
Otherwise, Pot's j.S beats pretty much anything Robo has except his DP, even 6P.</p><p>
</p><p>
<strong>Zoning:</strong></p><p>
Lv3 missiles can wreck Pot if used correctly - they are hard to reflect unless Pot has a lot of practice, and you can stay in the air afterwards to avoid him trying to Slidehead your recovery.</p><p>
Slidehead beats all your pokes except 2K/2S, so lots of keepaway poking is not recommended...</p><p>
</p><p>
<strong>Their game plan:</strong> </p><p>
Knock you down, apply sexy awesome okizeme, and keep you down and close to him.  Luckily, Pot can't do the Giganter trap on Robo.  Unluckily, Pot can easily do his best possible combo to Robo (Buster FRC 2S 2H Heat) for major damage and a knockdown every time.</p><p>
Mostly this match for Pot is reactionary until he knocks you down.  </p><p>
</p><p>
<strong>Strategy:</strong></p><p>
Don't do obvious Robo Dashes, or you will die.  Spam Lv3 missiles.  6P vs Hammerfalls.  Antiair with 2H.  Runaway cautiously.  Remember he can Buster you out of the startup of a Horsie.</p><p>
80% Heat pressure works well though.</p><p>
</p><p>
<strong>Char specific details:</strong> </p><p>
Pot badly wants to flick missiles, so mix it up.  He is looking to easily backdash your Robo Dash and score a free Buster, so those are risky.  He can outpoke you with Slidehead or 2s, both of which lead into his awesome okizeme.  He is also looking to randomly Giganter your offense, to Slidehead badly timed missile recovery (since they disappear once Robo is hit), and to HPB your aerial runaway.  </p><p>
</p><p>
<em>Delayed Getup:</em>  Don't.  Avoid GOTFTSD unless it is to escape the Giganter Trap, if the Pot player is dumb enough to do it.  Why not?  Because all of Pot's okizeme options don't waste meter, and they all recover fast enough for him to simply realize you're still on the floor and do another one when you really do get up.  Yes, even 6H.  Plus, it's easier to time his meaties if you give him a 2nd chance, so don't bother.  It doesn't benefit you in any way.</p><p>
</p><p>
<em>Det Mode:</em>  Might be a good idea here, Storm uses it pretty well.  It allows lots of Lv3 missile spam, which is a good thing.  Kamikaze force break after the last missile will usually at least force Pot to block, unless he can HPB you out of it.  Unfortunately, I can only explain that much.</p><p>
</p><p>
<em>Bazooka:</em> If one hits, you can usually hit with 5p x3 into 2s. Vs other characters you can only really get 5p x2.</p>
]]></description><guid isPermaLink="false">328</guid><pubDate>Wed, 09 Jan 2008 22:40:19 +0000</pubDate></item><item><title>Robo vs HIMSELF</title><link>https://www.forums.dustloop.com/forums/topic/326-robo-vs-himself/</link><description><![CDATA[
<p>Mirror Match!</p><p>
</p><p>
<strong>Matchup Statistics</strong></p><p>
<strong>Japanese Ranking:</strong> 101:101 *ERROR*</p><p>
<strong>The Good Doctor's Word:</strong> The race of men shall fall.</p><p>
</p><p>
</p><p>
<strong>Openers:</strong></p><p>
</p><p>
</p><p>
<strong>Punishes:</strong></p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
</p><p>
<strong>Anti-airing:</strong></p><p>
</p><p>
</p><p>
<strong>Zoning:</strong></p><p>
</p><p>
</p><p>
<strong>Their game plan:</strong></p><p>
</p><p>
</p><p>
<strong>Strategy:</strong></p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong></p>
]]></description><guid isPermaLink="false">326</guid><pubDate>Wed, 09 Jan 2008 22:21:34 +0000</pubDate></item><item><title>Robo vs Venom</title><link>https://www.forums.dustloop.com/forums/topic/333-robo-vs-venom/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 4.5-5.5 in Venom's favor.</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = Bazooka</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy:</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong></p>
]]></description><guid isPermaLink="false">333</guid><pubDate>Wed, 09 Jan 2008 23:34:23 +0000</pubDate></item><item><title>Robo vs Jam</title><link>https://www.forums.dustloop.com/forums/topic/330-robo-vs-jam/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 4.5-5.5 in Jam's favor.</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan: If they have tension, just expect Puffball Force Break. This is the best mentality to have against Jam.</p><p>
</p><p>
<strong></strong></p><p>
Strategy: Jam likes to take to the air a lot, so greet her with 2hs knee rockets! Don't throw them out too often as her Force Break can make quick work of you unless you FRC the move. </p><p>
</p><p>
<strong>Char specific details:</strong></p><p>
</p><p>
</p><p>
<strong>Member Submitted Info:</strong> </p><p>
</p><p>
<em>Originally posted by:</em> Chojin</p><p>
</p><p>
ANTI-FB BURST RUSH STRATS:</p><p>
</p><p>
Her FB is difficult (if not impossible) for Robo to beat. If it's timed correctly, it can (and will) beat or trade with 2K (which I think is total crap, but whatever). The only hope you have of consistently beating it is hitting it with DP, which probably won't happen since you'll be too far away most of the time. Therefore, your best bet is to play it safe.</p><p>
</p><p>
When I'm getting hit with random FB burst rush, this is generally what I'm being hit out of:</p><p>
</p><p>
1) f.S</p><p>
2) 2K</p><p>
3) horsie (sometimes)</p><p>
</p><p>
So, FB burst rush &gt; your best pokes. Therefore, you don't want to throw out these pokes too often (midscreen, anyways). Lvl 3 missiles work OK, since you can jump and FD right after you shoot them (if necessary). Again, you can't be predictable with them or you're dead.</p><p>
</p><p>
When Jam has enough tension for FB burst rush, try to stay out of mid-range, which is where you're most vulnerable (this is where Robo's slow pokes hurt him the most against Jam). If you're at the other end of the screen or in her face, you stand a much better chance of avoiding or beating the FB. 2K actually does a pretty good job of beating the startup of burst rush, so don't be afraid to use that.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=_BasfXaouzg</a> Nezu does a pretty good job here of avoiding the FB. Also, take note of his use of 2H (FRC) to bait a punish from Kazu.</p><p>
</p><p>
</p><p>
GENERAL STRATS:</p><p>
</p><p>
1) Always bazooka her on wakeup. You should do it relatively close when she has &lt; 50% tension (since bazooka will avoid her DP everywhere except at max range) and from near max range when she has &gt;= 50% since missile will often beat her dash super and you'll be out of range of the column super.</p><p>
</p><p>
2) 2K, 2S, 2D is NOT safe. Jam gets a free 2D after this (I don't think IBing the 2S is necessary). Make full use of her 2K flowchart: mix up the following so you don't get predictable:</p><p>
</p><p>
i) 2K, 2S, 2D</p><p>
ii) 2K, 2S, 5H FRC</p><p>
iii) 2K, delay 2S, etc</p><p>
iv) 2K, recover, etc</p><p>
v) etc etc etc</p><p>
</p><p>
Don't forget that 2K tends to hit very meaty against Jam due to her thin lower-body standing hitbox. This makes your throw very effective after an empty 2K.</p><p>
</p><p>
3) Don't be afraid to turtle at the other end of the screen and throw out missiles, lay mats, etc. You're relatively safe from long range; mid-range is the problem.</p><p>
</p><p>
4) 5P is your go-to poke. It recovers quickly enough that you will be safe from random FB and iad drop-kick.</p><p>
</p><p>
5) Command throw can be difficult against her since her 2P is retardedly fast (timed correctly out of blockstun, it WILL beat your command throw) and she has a fast jump. Make sure to mix it up with normals (I like using 5H FRC) in order to bait this and jumps.</p><p>
</p><p>
6) 5P is also your best anti-air. It stands a good chance of beating IAD mixups, leading to a painful combo. Use 2H sparingly as it *will* get your FBed. However, you can use this to your advantage by intentionally using 2H in a dangerous spot, FRC it, and immediately 2K; this setup will beat out the inevitable burst rush or dash-in combo.</p><p>
</p><p>
7) Learn how to deal with 6H. You can beat it with lvl 3 DP or slash-back and 5H. Jam can be very predictable with this move, so use this to your advantage.</p>
]]></description><guid isPermaLink="false">330</guid><pubDate>Wed, 09 Jan 2008 22:57:37 +0000</pubDate></item><item><title>Robo vs. Slayer</title><link>https://www.forums.dustloop.com/forums/topic/340-robo-vs-slayer/</link><description><![CDATA[
<p><strong class="bbc">Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
<strong class="bbc">The Good Doctor's Word:</strong> Slight disagreement here, probably 4.5-5.5 or so. Slayer's Purple Bat Cloud O' Doom (2hs) will make short work of your 2k, and BDC moves/1f jumps can give you and your projectiles some trouble. Not all that bad though.</p><p>
<strong class="bbc">Koogy's Word:</strong> Slayer has batty cloud. Robo has no batties. ROBO DIES. </p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Openers:  Not a ton of great options other than blocking, as Dandy step will easily avoid your opening moves and lead to you taking damage and knockdown most likely. f(s) or 6p are both usually the best move openers, as you can sometimes spam the 6p if they dandy step. However both of those moves lose to Slayer's 2d. That is why I suggest blocking, because you can IB the 2d on reaction for 2k&gt;2s&gt;2d.</p><p>
</p><p>
Spammed 5k can beat Mappas and Slayer's 2d, like Dontuel said. As a result, this can be a solid opener as you have enough time to react to anything other then Slayer's aforementioned moves.</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Okizeme: Opponent's tension is below 50% = 5p/2k</p><p>
 </p><p>
                  Opponent's tension is @ or above 50% = 5p/2k		  </p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Punishes: Even though Slayer's 6k is a decently fast overhead, it is still +3 on block (REALLY DUMB) meaning even with an IB you can't punish it, so don't try. The best thing you can do is see it and respond with 5hs or level 3 SRK.</p><p>
</p><p>
You can punish dandy step -&gt; k on block with 5hs (while theyre still in the air) it will be counter hit, FRC it and follow with combo of choice.</p><p>
</p><p>
</p><p>
</p><p>
<strong class="bbc">Counters:</strong> 5HS beats Slayer's 6k, Horsie beats 2hs Slayer's batty cloud. Horsie will CH a backwards dandy step. Knee Rocket will beat Slayer's j.HS if you do it early enough, but the risk vs. reward makes it not necessarily a good idea.</p><p>
</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Anti-airing: Generally a bad idea, as a CH j.HS from Slayer means &gt;50% of your life gone. You can try early knee rockets, but if he's too close you can go for the airthrow or IB&gt;airthrow.</p><p>
</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Zoning: Try not to throw out long recovery moves, cause Dandy Step will actually avoid it and punish you. Air missiles are very good in this matchup, as slayer cannot ground dash under them. Use these more than anything. Try to refrain from 2k, as mentioned 2hs will destroy it.</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Their game plan: Slayer has lots of mixup options with Dandy step, as well as 6k, 2k, 2hs, bite, feints, etc. He will pressure you all day long, and you have to be really careful with his dandy on getup. DO NOT try to throw hs dandy followup, as it is throw invulnerable and you will die if you try it. Get used to 1 frame jumping out of his crap.</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Strategy: </p><p>
</p><p>
</p><p>
<strong class="bbc">Char specific details:</strong> Slayer's average for comboing, nothing special here. He takes less damage than average.</p><p>
</p><p>
<strong class="bbc">Member Submitted Info:</strong> Thanks to Wekk.</p>
]]></description><guid isPermaLink="false">340</guid><pubDate>Thu, 10 Jan 2008 01:44:32 +0000</pubDate></item><item><title>Robo vs May</title><link>https://www.forums.dustloop.com/forums/topic/321-robo-vs-may/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
<strong>Japanese Ranking:</strong> 5.5-4.5 in Robo's favor.</p><p>
</p><p>
</p><p>
<strong>Openers:</strong> I like to just block most of the time, alot of mays will try to dolphin or 3k in which case you can block and punish, or they will jump backwards and you can toss a mat.</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = Bazooka/5p</p><p>
		        </p><p>
</p><p>
<strong>Punishes:</strong> Go out of your way to block her 3k and then destroy her with a combo of your choosing.</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> 6p horizontal dolphins on reaction until May starts jumping off them via Force Break.</p><p>
</p><p>
</p><p>
<strong>Anti-airing:</strong> Be careful with 2hs as her jumping angles will sometimes render this move unusable. Same goes with SRK, if she's knocked you down, she can double jump straight up to bait it and then punish you.</p><p>
</p><p>
</p><p>
<strong>Zoning:</strong> Watch out throwing out missiles at mid range, she can 3k on reaction to go under the missiles and catch you as you land.</p><p>
</p><p>
</p><p>
<strong>Their game plan:</strong></p><p>
</p><p>
</p><p>
<strong>Strategy:</strong> Refrain from using Robo's 2k, as Mays' 5k clearly stuffs it out. Also learn to block her 5k as you're waking up, as most May player's will use this as it's her generic okizeme. DON'T TRY TO THROW IT! FD. Or IB~punish by mashing on 5hs a couple times, if they go for a tick throw or dust or 5hs (which they normally do since this is what leads to their big damage) you will get counter hit, if they don't you can just block low.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> May is very floaty so usually j.k j.s dj.d is best. After a CH horse hs frc s JI sj.k sj.s sj.p sj.s dsj.d</p>
]]></description><guid isPermaLink="false">321</guid><pubDate>Wed, 09 Jan 2008 21:50:02 +0000</pubDate></item><item><title>Robo vs Chipp</title><link>https://www.forums.dustloop.com/forums/topic/325-robo-vs-chipp/</link><description><![CDATA[
<p>[ATTACH]405[/ATTACH] Chipp</p><p>
</p><p>
<strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
<strong>The Good Doctor's Word:</strong> I'll have to disagree on this one, 4.5-5.5 IMO. Robo's 2d and 2k straight up lose to Chipps sweep. Also, since Slash where they added +10 frames of recovery on Robo's 2d, it's not even safe to do a BLOCKED 2k, 2s, 2d vs Chipp's sweep. Many times any block string into bazooka will get you swept as well. Due to Chipp's agility, speed and teleports, spamming missiles also isn't as effective as you'd think, even though they can potentially end the game for Chipp on counterhit. This matchup did get better since <em>Slash</em> for one reason though: Invincibilty on his Level 2 and 3 SRKs. Just try to IB and land one of these bad boys for a grip of life.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka		        </p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p</p><p>
</p><p>
<strong></strong></p><p>
Punishes:  Nezu has been Slashbacking Chipp's Terriyaki/Bonzai attacks and then immediately going into Robo's 236236s Punch Spam super. It takes a lot of life off Chipp.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: See Doc's Word section. More to come.</p><p>
</p><p>
<strong>Char specific details:</strong></p>
]]></description><guid isPermaLink="false">325</guid><pubDate>Wed, 09 Jan 2008 22:20:30 +0000</pubDate></item><item><title>Robo vs Zappa</title><link>https://www.forums.dustloop.com/forums/topic/332-robo-vs-zappa/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 6-4 in Zappa's favor.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers: Sit there and block like a champion. Zappa sometime like to run up and do his SRK/Summon to try and get 3 orbs ASAP.</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 2p</p><p>
 </p><p>
                  Opponent's tension is @ or above 50% = 2p</p><p>
</p><p>
<strong></strong></p><p>
Punishes: Try to use 2s after Instant Blocking, instead of 2k, 2s.</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> Time a Gold Burst to go through Raoh's Super. No seriously.</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning: [finput][/finput], lol.</p><p>
<strong></strong></p><p>
Their game plan: Attempt to get a ghost attached to you, and then laugh while you squirm.</p><p>
</p><p>
<strong></strong></p><p>
Strategy: Try to get meter. Use 5(f)S, 6p. Instant Block as much as you can and use 2s to knockdown. Resist the urge to make missiles. Also be aware that his Insect Super deal can clash with Robo-Dash and mess you up. Try and connect a Level 3 SRK Super. Be patient, real patient.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> He can crouch under your 5p. He can also run under your missiles, horsies.</p>
]]></description><guid isPermaLink="false">332</guid><pubDate>Wed, 09 Jan 2008 23:25:47 +0000</pubDate></item><item><title>Robo vs Baiken</title><link>https://www.forums.dustloop.com/forums/topic/323-robo-vs-baiken/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 5p/5k</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5k</p><p>
			   </p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> If the Baiken you're playing against is fond of using Ouren/Bellyflop you can attempt to bait one with a well spaced Bazooka. Get her to block one then jump up and do a TK air missile, preferably Level 2. If done correctly she will bellflop into your missile for massive wallbounce, damage, stun goodness.</p><p>
</p><p>
You can also try to counter the Bellflop in a similar way with 2hs Knee Rockets.</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: You make missiles, she'll make carpets. Every once in awhile one of you will attempt to rush the other one down, pretty boring matchup. Poke with 2p and 5p to try and bait counters, and get a read on her and attempt a command grab.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong></p>
]]></description><guid isPermaLink="false">323</guid><pubDate>Wed, 09 Jan 2008 21:59:34 +0000</pubDate></item><item><title>Robo vs Ky</title><link>https://www.forums.dustloop.com/forums/topic/322-robo-vs-ky/</link><description><![CDATA[
<p><strong class="bbc">Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
</p><p>
</p><p>
<strong class="bbc">Openers:</strong> 5p, 5s(f), j.p, pretty much anything you want...youre on pretty even ground here, maybe even have the advantage.</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong class="bbc">Counters:</strong> Use 2k to slide under projectiles, mainly the 3 hit one. 6hs (Steam) can also be used to nullify Ky's Stun Edges.</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong class="bbc"></strong></p><p>
Zoning:</p><p>
</p><p>
</p><p>
<strong class="bbc">Their game plan:</strong></p><p>
</p><p>
</p><p>
<strong class="bbc">Strategy:</strong> Ky its real easy to instant block and his mix up is pretty weak so dont be afraid to sit in a corner and gain tension. Be careful about throwing missiles to close to the ground or youll get hit by stun edge. also stun edge &gt; horse. Dont try to do anything after you block 6hs cause you cant. After a blocked horse dont throw out 5s(f) much or youll get hit by GS. Ky has a really good 6p so watch out.</p><p>
</p><p>
Repeated use of 2k can also get you hit by Ky's Greed Saber.</p><p>
</p><p>
<strong class="bbc">Char specific details:</strong> Ky's air hit box sucks so no fancy combos. Dust combo is j.d dj.d missile. JI combos dont work.</p>
]]></description><guid isPermaLink="false">322</guid><pubDate>Wed, 09 Jan 2008 21:53:14 +0000</pubDate></item><item><title>Robo vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/339-robo-vs-dizzy/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5.5-4.5 in Robo's favor.</p><p>
</p><p>
<strong></strong></p><p>
Openers: This is one matchup where your normals are generally much better than the opposing character. Since you want to hit 50% meter fast, I almost always go f(s)&gt;2d because Dizzy basically has no punishes to that except maybe Ice Spike, but it's so unsafe you probably should never expect that.</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka		         </p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p/Lv3 Air Missile</p><p>
</p><p>
<strong></strong></p><p>
Punishes: Dizzy's game revolves around throwing crap like Bubbles, spikes, and fish. TK level 2 missiles are usually fast enough to get to Dizzy while she's summoning fish, and since she's in a counterhit state throughout summoning you can generally run up and combo or Robo Dash as well. At worst your missile will trade with fish/spike and you're back to square 1 with 10% less bar. Oh well.</p><p>
</p><p>
Dizzy's Air to Ground game via j.2s and j.hs is pretty good, so in general don't try to mess with them if you are grounded. If you see her coming in the air, a quick jump and j.HS or air missile will succinctly CH her for free combo/robodash for bar.</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> It's simple, level 3 air missile is a counter to spike and fish, your two biggest concerns. 1 of 4 split missiles trades with spike or fish, rest pursue Dizzy. DO NOT try to Shoryu under pressure, as unless Dizzy is right next to you the shoryu will hit the fish while you are left flipping in the air letting Dizzy do whatever she wants to you. Shoryu only hits twice if Dizzy is on the ground and close enough to you. That being said, when you are under heavy Dizzy pressure, your best bet is to block all her aerials while Fish, spikes and bubbles are around, and watch for tick throws when she's on the ground. Keep in mind she has two airdashes, so don't start blocking low as soon as her first airdash looks to be over. On the ground, Dizzy's normals are in general garbage and slow, so an aptly timed 5HS FRC will CH her and you can run up&gt;command grab&gt;bazooka oki or whatever. On the ground Faultless her normals so as to avoid the throw, her range is better than yours!</p><p>
</p><p>
Delay getup is wonderful here. When Dizzy knocks you down, she'll be summoning fish/spike/bubble or whatever. Delay wakeup may not get you through all of it, but will definitely get you through at least one of the two fish iterations. Don't overuse or Dizzy will adjust her summons accordingly.</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing: jump and j.HS her jump ins if you can do it early or jump air missile her ass out of the sky. Any level 2 or 3 homing missile will usually get to her as her hitbox is big. 2HS if she's way up in the air summoning bubbles or something.</p><p>
</p><p>
Let's not forget that Dizzy is also easiest to dizzy in the game. If you can get the level 2 air missile x4 combo on Dizzy, she will most likely faint.</p><p>
</p><p>
<strong></strong></p><p>
Zoning: All it comes down to is can you get &gt;50% in neutral position, aka neither player is pressuring the other. If you do, the match is quite simple, spam level3 TK air missile. when the missile splits, each one of the four small missiles will trade with fish or spikes, leaving 3 more missiles following an unprotected Dizzy. Not only that, but she's so big and her ground mobility is so slow that it's damn near impossible for her to escape. Everytime you TK level 3 missile, land, start running and Dizzy is across the screen forced to block the missiles, you get a free mixup (usually either 5k/command grab/delay robo-dash for backdash). Level 3 air missiles make this match incredibly easy imo.</p><p>
</p><p>
f(s) to zone mid range on the ground and j.p and j.s in the air. Dizzy has a weaker AA game than most characters, so use that to your advantage.</p><p>
</p><p>
<strong></strong></p><p>
Their game plan: Put a bunch of fish spikes and bubbles out, and then attempt to rush you down. Dizzy has a slightly larger than average throw range as well as good setups after a throw, so in general keep an eye peeled for those. Sadly, if Dizzy does 6HS in an attempt to throw you while you backdash, her 6HS will come out and launch you out of backdash for an aircombo. If she's running towards you, just jump. Dizzy's AA game is pretty subpar so you should be safe. Dizzy's main goal is to summon and rush you down and hope you don't get above 50% bar.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Strategy: IB and lay mats when you can till you get 50%. Spam level 3 missiles and take advantage of the fact that Dizzy's hitbox is humongous. Take advantage of free mixups off of Dizzy blocking level 3 split missiles on the ground. Abuse j.S and j.p against her and her bad anti airs. Delay wakeup to screw up her summon oki. Don't shoryu with fish around.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> Dizzy has a big-ass hitbox, so she's very easy to combo. Like I said, huge hitbox=easy missile target.</p><p>
</p><p>
If she air dashes into a level 2 air missile and it counterhits, airdash toward her during the wallbounce (so you are closer to her upon landing) and do another one (or more if possible). Pretty much guaranteed dizzy. While she's dizzied IK her if you think you can, or command grab on a mat in corner. If she doesn't have a Burst you can also do 2d, run for a split-second till you start gaining tension, Robo-Dash, 5s, sj.k, sj.s, Level 2 Missile, Airdash, J.d, Level 2 Missile.</p>
]]></description><guid isPermaLink="false">339</guid><pubDate>Thu, 10 Jan 2008 00:00:45 +0000</pubDate></item><item><title>Robo vs A.B.A</title><link>https://www.forums.dustloop.com/forums/topic/319-robo-vs-aba/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 4-6 in A.B.A's favor.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
</p><p>
<strong>Okizeme:</strong> Opponent's tension is below 50% =  5p/5k			</p><p>
                      </p><p>
                      Opponent's tension is @ or above 50% =  5p</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> Instant Block the first hit of her Danzai and followup with a Level 2 or Level 3 SRK for best results.</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: Get used to Instant Blocking, preferably on a 2d mat. Spend meter on Dead Angles to count toward her knockdown if you have to. Just play super defensive utilizing Robo's great IB rate along with his good damage modifier.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> Because of her super late wakeup/getup, you'll have to adjust your 236s Bazooka okizeme/pressure accordingly!</p><p>
</p><p>
</p><p>
</p><p>
<strong>Knockdown control:</strong></p>
]]></description><guid isPermaLink="false">319</guid><pubDate>Wed, 09 Jan 2008 21:46:25 +0000</pubDate></item><item><title>Robo vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/399-robo-vs-axl/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
<strong>Japanese Ranking:</strong> 4.5-5.5 in Axl's favor.</p><p>
</p><p>
</p><p>
<strong>Openers:</strong> Many Axl players like to start off the round with '<em>that move where he jumps over/behind you'</em>. If you anticipate this, jump diagonally toward with J.p. If it connects, hit confirm into air combo.</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 5p/5k</p><p>
</p><p>
Opponent's tension is @ or above 50% = 5p/5k</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes:</strong> </p><p>
</p><p>
</p><p>
<strong>Counters:</strong> </p><p>
</p><p>
</p><p>
<strong>Anti-airing:</strong> </p><p>
</p><p>
</p><p>
<strong>Zoning:</strong></p><p>
</p><p>
</p><p>
<strong>Their game plan:</strong> A smart Axl player is going to use his long reach to prevent you from making 236s Air Missiles. Don't be predictable with them, only use them after a knockdown, or when the opponent is blocking something else like your 236s Bazooka.</p><p>
</p><p>
</p><p>
<strong>Strategy:</strong> Instant Block and save up tension for Level 3 Horsie. This will be your go to move in this matchup. Robo-Dash every once and awhile if you can get enough speed going to wreck long range pokes if you've got a good read on your opponent. Try and bait his counters with 5p and 2p.</p><p>
</p><p>
<strong>Char specific details:</strong></p>
]]></description><guid isPermaLink="false">399</guid><pubDate>Fri, 25 Jan 2008 20:58:00 +0000</pubDate></item><item><title>Robo vs Faust</title><link>https://www.forums.dustloop.com/forums/topic/337-robo-vs-faust/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5-5 even match.</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = 2p/5k/Lv3 Air Missile </p><p>
</p><p>
                  Opponent's tension is @ or above 50% =  2p/Lv3 Air Missile </p><p>
</p><p>
</p><p>
<strong>Counters:</strong> 2hs Knee Rocket Faust's Scalpel Pull to score a good followup.</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing: 2hs Knee Rockets. </p><p>
</p><p>
<strong></strong></p><p>
Zoning: Level 3 Air Missiles. </p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy:</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> Can crouch under one of your best pokes, 5p! You'll have to rely on 5hs FRC or 2p more.</p>
]]></description><guid isPermaLink="false">337</guid><pubDate>Wed, 09 Jan 2008 23:56:06 +0000</pubDate></item><item><title>Robo vs Testament</title><link>https://www.forums.dustloop.com/forums/topic/324-robo-vs-testament/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 4.5-5.5 in Testament's favor.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers: Testament can do 5d as soon as the round starts to stuff/dodge most of your pokes.</p><p>
</p><p>
Testament can start the round off with a Badlands and hit you if you decide to backdash. Despite this, sometimes it can be preferable. </p><p>
</p><p>
<strong></strong></p><p>
Punishes: Instant block the second hit of badlands and punish with lvl 3 horse -&gt; w/e. If you're trapped in the corner under exe pressure (6k -&gt; exe beast x N) IB the 6k and Level 3 SRK before the exe beast.</p><p>
</p><p>
</p><p>
<strong>Counters:</strong> If the Testament player is Front EXE Beast happy, you can try to bait and counter by doing the following: 5k, 5k, 5k (until you are pushed away), jump toward (hold 9 or 7), J.s, They do Front EXE Beast, Counterhit, ~whatever.</p><p>
</p><p>
Exe beast can be thrown, if you sense he will try and reversal with it run up command throw.</p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning: Usual deal here, just remember Testament can use his Warrant Counter, so play it by ear.</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: You want to use Robo-Dash to steamroll through trees and nets. The thing that helps me the most in this matchup, is IB'ing his FRC barney strings and knowing when to throw out a 5hs FRC. Say for example Testament dashes in, throws out a low, pressures into behind barney, FRCs, and begins dashing toward you.. if you time it you can nail him with a 5hs as he's dashing in. Once you do this enough, usually the Testament player will begin dashing into warrant(his counter), so be wary of this. It goes for most matchups, but just try and be patient while you are instant blocking.</p><p>
</p><p>
If you are too low to the ground while using Air Missiles, it is possible for a back EXE Beast to nail you, so watch it.</p><p>
</p><p>
<strong>Char specific details:</strong> You are able to do the same very damaging, not too difficult 80% Heat mode combo on him, just like on Eddie. If you have a significant chunk of heat, and around 75-100% tension try:</p><p>
</p><p>
214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.</p>
]]></description><guid isPermaLink="false">324</guid><pubDate>Wed, 09 Jan 2008 22:10:39 +0000</pubDate></item><item><title>Robo vs I-No</title><link>https://www.forums.dustloop.com/forums/topic/338-robo-vs-i-no/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 6-4 in Robo's favor.</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy: Get proficient at Instant Blocking her notes, as they will supply you with a nice chunk of tension.</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong></p>
]]></description><guid isPermaLink="false">338</guid><pubDate>Wed, 09 Jan 2008 23:59:06 +0000</pubDate></item><item><title>Robo vs Bridget</title><link>https://www.forums.dustloop.com/forums/topic/331-robo-vs-bridget/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 5.5-4.5 in Robo's favor.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
<strong></strong></p><p>
Okizeme: Opponent's tension is below 50% = Bazooka/5p	</p><p>
</p><p>
                  Opponent's tension is @ or above 50% = 5p	</p><p>
</p><p>
Bridget can delay his wakeup by tossing his yo-yo straight up. This might mess up your timing, so adjust accordingly.</p><p>
</p><p>
<strong></strong></p><p>
Punishes:</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing: 2hs, no surprise here. Can be effective vs Bridgets who roll/call back  multiple times/incessantly. Bridget can run fairly fast though, so don't spam it, unless you are sure he can't reach you and punish.</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan: Buri should/will use 3p, to stop you from using Robo's 2k mindlessly. Be wary of this move.</p><p>
</p><p>
<strong></strong></p><p>
Strategy:</p><p>
</p><p>
</p><p>
<strong>Char specific details:</strong> Can crouch under your 5p. His delayed wakeup also might mess with your Bazooka okizeme timing.</p>
]]></description><guid isPermaLink="false">331</guid><pubDate>Wed, 09 Jan 2008 23:21:47 +0000</pubDate></item><item><title>Robo vs Anji</title><link>https://www.forums.dustloop.com/forums/topic/320-robo-vs-anji/</link><description><![CDATA[
<p><strong>Matchup Statistics</strong></p><p>
Japanese Ranking: 6-4 in Robo's favor.</p><p>
</p><p>
</p><p>
<strong></strong></p><p>
Openers:</p><p>
</p><p>
</p><p>
<strong>Okizeme:</strong> Opponent's tension is below 50% = 5p/5k		</p><p>
	              </p><p>
                      Opponent's tension is @ or above 50% =  5p/5k</p><p>
</p><p>
<strong></strong></p><p>
Punishes: If your opponent has a habit of reversalling HS Fujin, you can grab him out of it if you see it coming/time it right.</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong></strong></p><p>
Anti-airing:</p><p>
</p><p>
<strong></strong></p><p>
Zoning:</p><p>
</p><p>
<strong></strong></p><p>
Their game plan:</p><p>
</p><p>
<strong></strong></p><p>
Strategy:</p><p>
</p><p>
 </p><p>
<strong>Char specific details:</strong><strong></strong> Dont Robo-Dash too often because he can easy guard point with 6k.</p>
]]></description><guid isPermaLink="false">320</guid><pubDate>Wed, 09 Jan 2008 21:48:26 +0000</pubDate></item><item><title>Robo-Ky Matchup Primer</title><link>https://www.forums.dustloop.com/forums/topic/318-robo-ky-matchup-primer/</link><description><![CDATA[
<p>First I'd like to thank Buri Mod //Jais for coming up with the ideal Matchup Thread layout. I am reusing it for my own nefarious Robo purposes. And thanks to Dustloop member shtkn for the awesome sprites. Finally: Many Dustloop members, some Robo-Ky players, some not, have contributed tons of info. If someone does a massive writeup I'm going to credit them under the Member Submitted Info Section. Otherwise, I will probably just be taking pieces of useful info posted from all over Dustloop. So huge thanks to all that have helped!</p><p>
</p><p>
</p><p>
Each subsequent thread in this subforum will be info on a specific character. The posts will be detailed with the following bullets:</p><p>
<strong></strong></p><p>
Matchup Statistics: Numerical representation of the matchup, out of a possible 10 total points. A terrible matchup would be 9-1, an even one 5-5, etc. I will occasionally chime in and share my opinion on some specific matchups. Based on an old Japanese list, but still holds some weight. </p><p>
</p><p>
<strong>Openers:</strong> their usual opening moves and how to counter win by first move.</p><p>
</p><p>
<strong>Okizeme:</strong> From Japanese chart recommending what move to use as your opponent is waking up, based on their tension. If timed correctly, the listed move is safe. After that, there might be additional discussion on what to do from myself, other members, etc.</p><p>
</p><p>
<strong>Punishes:</strong> Ways to punish their unsafe moves.</p><p>
</p><p>
<strong>Counters:</strong> How to score a counter-hit.</p><p>
</p><p>
<strong>Anti airing:</strong> More ways to anti air specific moves.</p><p>
</p><p>
<strong>Zoning:</strong> What characters have a hard time dealing with.</p><p>
</p><p>
<strong>Their game plan:</strong> Enemy strats.</p><p>
</p><p>
<strong>Strategy:</strong> Your strats.</p><p>
</p><p>
<strong>Char specific details:</strong> Ideal combos and pressure against their character. Might contain subsections on key gameplay strategies: (escaping slidehead, Slashback/SRKing Eddie's strings, baiting Baiken's counters etc.)</p><p>
   </p><p>
      -- <strong>Member Submitted Info Section</strong> (if valid).</p>
]]></description><guid isPermaLink="false">318</guid><pubDate>Wed, 09 Jan 2008 21:43:27 +0000</pubDate></item></channel></rss>
