bizarro Posted July 30, 2008 Author Posted July 30, 2008 Careful! 1 aerial counterhit from a level 2 missile and roboky can followup with an airdash into another lvl2 missile. If you get hit by both, you become dizzied = instant kill
Nehle Posted July 30, 2008 Posted July 30, 2008 I don't think he even needs the airdash, he can just spam more after the hitconfirm. But yea, Level 2 missiles have 2.0x dizzy modifier, which is awesome when you play as robo-ky, but really annoying when you play against him. Taking these CHs is the fastest way to give him the match. A perfectly TKd air missile is only 11f startup too, so be very careful.
bizarro Posted July 30, 2008 Author Posted July 30, 2008 Yeah, I played against a really good roboky this past saturday and it made me realize just how little I know about him. I'm reading up on his data info and strat guide to see just what the hell is happening. Hopefully after I play him again this coming saturday, I'll have some good info I can use to writeup a matchup here.
excelence Posted September 17, 2013 Posted September 17, 2013 http://www.youtube.com/watch?v=d4panTbaby8 exhibition match of me against friend, match start at 1:00
Kurokun Posted September 27, 2013 Posted September 27, 2013 Thought that this was an +R match video for a moment, lol. I'll probably do a write-up breakdown of the match video later on... Maybe. Other than that, watch for 5D stuffs. ... maybe use Glitch Fish Summon as an option for okizeme stuffs?
excelence Posted September 30, 2013 Posted September 30, 2013 +R is a myth Anyway, RK 5D stuffs is unblockable ... Never tried glitch fish oki... but if he didn't delay his wake up didn't your oki get screwed with glitch fish?
Kurokun Posted September 30, 2013 Posted September 30, 2013 Man I'm sorry guys, I've been busy and haven't checked back here in a while. Anyway, here is a video of it in action: http://www.youtube.com/watch?v=HGCyrnOAeK8 It uses the delayed summon version of 214H~K. If you haven't seen this version, basically the fish comes out like a HS laser, then switches to the K bite. Then, right after it bites, it switches back to the rest of the HS laser animation. How it works against roboky's delayed wakeup is that the starting animation shows a laser fish, so it may tempt roboky to use his delayed wakeup. Then, instead of a laser coming out, it'll switch to a bite, which will whiff as it bites right before roboky wakes up. He might then think, "Ooh, Dizzy messed up, now I get to wakeup without a meaty on me," but then the laser will come out immediately after the bite. The timing of such will let you instantly crossover, and follow up with a combo and knockdown. The input is this: throw > 214H~_K > IAD > (land) > 421 > IAD ]S[ (laser) > AD > j.2S > j.H > (land) > dash > c.S > 5H > 2H > icespike Kind of confusing, hopefully the video clears up any confusion. Oh and also, should be SRK safe as the fish will eat the first hit. Haven't tested this version for SRK safety but other similar setups yield SRK safety This should help. You'd probably have to try out other okizeme positioning stuffs (corner, non-crossup), as well as other regular KD methods besides throw (Ice Spike, 2H, 2D), to see what else could work, relative to your match-up experience.
excelence Posted September 30, 2013 Posted September 30, 2013 Ty I'll keep those in mind, but i still feel the setup too gimicky and less safe than the conservative mid screen k/h fish, i mean normal wake up reversal grab or escape.
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