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Posted (edited)
sick find - thanks m.song

but i wanna do the +r stuff. in my limited casuals as +r robo, my heat management was 'hot' garbage, and i have no fucking idea what to do with 2s launcher besides get angry it ruined my pressure lol.

its interesting that dogura isn't going for heat play in these matches..... style choice or just not used to the new heat ya think? he's kinda just playing old robo in a new game lol.

its actually kind of hard to do high heat 2s stuff because the 2s itself increases your heat, so you have to remember you can't really do it above 95 heat to make sure you don't blow up afterwords

after 2s in heat you can always just go into 2d and then superjump if they get hit

i don't know the best universal combo yet, but i'll try stuff out when i get back home

also its my personal belief that dogura is choosing not to do high heat stuff

he never really used high heat only stuff in AC either, so maybe he just thinks the effort involved in maintaining high heat and decent meter does not reward with the high heat specific combos

edit:

http://www.youtube.com/watch?v=OWKaEsBV4es

i forgot to check gameacho for the casuals and best of 11 with winner (link above is roz vs dogura best of 11 games)

and doesn't look like the casuals matches has any roboky

also i tried out stuff against most of the cast (got all the different weight classes and unusual hitbox chars)

seems like everyone but kliff and potemkin if you get 5p/5k -> c.s -> 2s you can follow up by canceling 2s into 2d then super jumping and j.k j.s j.p j.d into air dp for extra damage (unless you have 0 bars then you might blow up if you do it)

it doesn't work on kliff because he gets pushed back so far from c.s -> 2s, that only the explosion hit connects and that hit can't be RCed or chained into whatever, so after the 2s just superjump into same combo

on potemkin the j.s into j.p doesn't work, but its really easy to catch him with j.k off a normal jump instead of having to super jump, so you can just go into regular air bnb or something

just want to remind people that this is a really easy near-universal combo and works everywhere on the screen

i personally prefer these types of combos over char specifics unless i'm forced to because of something stupid like they don't have legs in the air

Edited by M.Song
Posted

removable legs mid-air. i wonder who we are talking about coughsolandhisscumbagairhitboxcough

Posted
How many frames is Robo's TK DP? is it meter level dependent?

i am pretty sure that its the same as the regular ground dp, so that would make lvl 2 and 3 dps have a minimum of 3+5 frame startup

Posted (edited)

Following in MSong's footsteps I recorded a situational combo that occurs for me pretty often since I tend to play alot in high heat.

Corner specifik and only works with CH 2K or on crouch but when hitting with the 6HS you have ages to confirm. If they block and get hit by 6HS as starter all the better since the damage really racks up then!

2K, 6HS, 6HS, 2S, 2D, 6P, c.S, 6P

http://www.youtube.com/watch?v=kbXLbLGrCsQ

Works on;

SL, KY, OS, AX, CH, AN, TE, VE, PO, RO

You can omit one 6HS but we only tried this on SL and AN.

Anything that goes into 6HS obviously goes for this combo.

So you can do let's say 5K, 5K, c.S, 6HS, 2S, 2D, 6P, c.S, 6P

Edited by fogelstrom
Posted

that could easily turn into an air combo after the first 6p by doing 5h frc horse c.s into shit, or something of the sort..... just go crazy?

neat find. i like finding combos for fun shit in it. i only used to use steam in the past to control space/set up ganky tick throws with level 1 steam frc

Posted

We fooled around a bit with different variations but when you throw a horse in the pusback is extreme so you're left with f.S after it. Also the biggest point of this find for me personally was that you get knockdown with 2D oki and also full 2D in the combo completely meterless. So you gain a minimum of 4 blocks and can easily set up Lv2-3 Bazooka.

If you're quick on the take you can add 236236S, 236S to the end. Only headbutt adds 28dmg if I remember correctly if you wanna go for the kill :)

Posted

wow that combo is really nice

trying it out myself but having a lot of difficulty getting the 2s 2d 6p (trying it out on slayer like in your vid)

so before i can get the timing on this, just wondering if you experimented with getting more than 3 hits before doing the 2s (like 5p c.s 6hs run c.s 6hs 2s)

Posted

We didn't try anything with 6HS run, well we did 5K, 5K, c.S, 6HS, 2S and probably had to add a small dash there I guess... the timing is a bit awkward but once you get the hang it's just muscle memory. The biggest problem with your idea is how to maintain 80+ heat since it all boils down to having 80 heat 2S after doing one or more 6HS.

Btw I can also add that 6HS, 6HS doesn't work with slip recovery lv3 but 6HS, 2S works with slip recovery max so if you're playing against someone that is extremely good with mashing the stick 6HS, 6HS might not work but as I said earlier, you can just go for 2S straight away and it still seems to work.

If the combo is done on CH I believe it was 220dmg+ also :D

Posted

you can do 80% heat 5k,c.S,6HS,runup 5P,6HS,runup 5P,2S oki. works anywhere on the screen and on the entire cast on slip recovery 2 from what I tested. Also tested it ageinst myself its fairly hard to mash out. Only downside is that youll go bellow 80%.

and if if you think they can mash out, you can go for a reset after 6HS using air DP, 5K and command grab. since they're in stun they dont have throw invincibility, and its pretty hard to actually mashout and avoid the grab.

Posted
you can do 80% heat 5k,c.S,6HS,runup 5P,6HS,runup 5P,2S oki. works anywhere on the screen and on the entire cast on slip recovery 2 from what I tested. Also tested it ageinst myself its fairly hard to mash out. Only downside is that youll go bellow 80%.
It's good, but I wouldn't rely on it. Experienced players can mash at level 3 at least.
Posted

so i was messing around with the macro glitch shinjin found

macro + run = earliest possible robodash

then you can just hold back to fd cancel the robodash on hit for combo

not always practical, but there are plenty of situations where i want the earliest possible robodash and end up getting a normal because i didn't run long enough

macros need to be banned for tournaments

Posted
so i was messing around with the macro glitch shinjin found

macro + run = earliest possible robodash

then you can just hold back to fd cancel the robodash on hit for combo

not always practical, but there are plenty of situations where i want the earliest possible robodash and end up getting a normal because i didn't run long enough

macros need to be banned for tournaments

im inclined to agree

Posted (edited)

heat, corner, standing ok

5p, dash 5p c.s f.s 6h, dash f.s L3Horse, 5h frc, f.s L3 horse (242 on ky)

any better ideas to get more out of that in the corner?

-------

heat

whatever into L3Horse, 5h frc, 2s launcher then... something?

any idea for an alternate combo that would could cost only 35 meter but end in j.h to keep you in heat? (something fancier than regular air combo anyway)

----------

edit: i thought a plus r change was 6p always was KD, on any hit? or is it any hit vs grounded opponent... or whats the deal? lol i did 6p~(slight delay)~p and they teched before they hit the ground - do i misunderstand?

-----------

edit: is there any way in heat to combo into dust? crouch confirm only? or can we on stand? i think 5d went from 20 to 22 or something? i couldnt combo from 5p, c.s or f.s like i could in AC. is 2s launcher the replacement? =\

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edit: side note that robo ky is the only blank wiki page in the plus r wiki. we need to fix that shit guys. ill do whatever i can to help this cause, but lets get to roboting some data entry and fix that page

(fuck this has a lot of edits and questions lol, sorry guys, this one feels like an annoying post haha)

Edited by iora
Posted

-------

edit: i thought a plus r change was 6p always was KD, on any hit? or is it any hit vs grounded opponent... or whats the deal? lol i did 6p~(slight delay)~p and they teched before they hit the ground - do i misunderstand?

-----------

edit: is there any way in heat to combo into dust? crouch confirm only? or can we on stand? i think 5d went from 20 to 22 or something? i couldnt combo from 5p, c.s or f.s like i could in AC. is 2s launcher the replacement? =\

Only the first 6P has guranteed knockdown, the second and third hits are as they always were.

So far dosent seem to be a way to combo into dust normally, so ya 2S is the way to go.

Posted

Hey guys, sorry I've been so busy lately. A lot of good discussion, and I wish the NA +R update was out already...

edit: side note that robo ky is the only blank wiki page in the plus r wiki. we need to fix that shit guys. ill do whatever i can to help this cause, but lets get to roboting some data entry and fix that page

Yes, that's my bad. I started switching over all the info I did for AC/data tables/move list here and there when I have some free time, but the main page needs to be initiated. If it's possible and you guys want to help out that'd be fantastic. As you can see for some of the other character pages the overall layout differs. Some of them have the Guilty Bits videos embedded etc. I'm open to suggestions on how to lay it out.

It's cool to see so many posts about Robot again, after an extremely long lull.

Posted (edited)

ill do a baseline page tonight then

i'll work on a base page when i get a few free hours then. real life sucks orzzzzzzzzz

Edited by iora
Posted
Does CH cl.S still combo into 5D?

yes just tried it out now

also just tested....

in heat c.s will combo into 5d if they are in a crouching state, but 5p will not

Posted

what about heat f.s into 5d?

crouch/stand/neither? <3

Posted
what about heat f.s into 5d?

crouch/stand/neither? <3

heat f.s works on crouch, but you have to remember that there are a lot of ranges where far slash hits, but dust is too far away to connect

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