vedasisme Posted March 3, 2010 Posted March 3, 2010 Read up on Eddie's move-list. One thing I can tell you is that his normals make it tricky to get play footsies with him, and his "mawaru" is escape-able between the first and 2nd hits if he doesn't hit you with 2k in between.
fadooglee Posted March 3, 2010 Posted March 3, 2010 Does anyone general advice for playing against eddie i've watched loads of vids and I know giving him pressure is the key but when your in his blockstring, when is the best time to do a dragon I can never seem to see the opening and I usually end up getting beat up really bad for it. My best advise is just analyze your opponent's string. I play my friend's Eddie a lot and I've learned to BLOCK more than try to DP out. If you feel theres a hole in Eddie's string, go for it, try a DP (I do that whenever I feel like he's going to do something that leaves a big hole like command grab you or try to unblockable you) Be patient with Eddie, he's not easy to deal with if he has little Eddie on you.
kyzer Posted March 5, 2010 Posted March 5, 2010 Thanks a lot for the help. unfortunately I haven't got a regular eddie player to practice with but I'll study your advice and some dogura vids. Lol
ShibuyaX Posted March 6, 2010 Posted March 6, 2010 the best advice i can give vs eddie is learn to block his 6k. if u can block that then you have won half the battle. that is the most basic advice i can give...what i do is block low till i see the high coming...and i try to watch out for eddie grabs too. We cant give you much advice on eddie unless you play like a very good eddie all the time and can use the stuff people say. Watching vids will help slightly but until u get hands on you probably wont do so great when u first come in contact witih one. been playing AC since game came out and i still dont truly know how to beat one.
Grey Posted March 7, 2010 Posted March 7, 2010 You can try learning Eddie to 1) know his block strings and the gaps so you know what can be DP or escapable via backdash or something, and 2) beat ppl with Eddie.
fadooglee Posted March 28, 2010 Posted March 28, 2010 So vedasisme showed me some past videos of Nezu doing this corner crossup with horsie in corner. Dogura did it in this video too: http://www.youtube.com/watch?v=7QQgMEz9Fwg watch it @ 5:36. I tried doing it on training mode but I could never pull it off. Anyone know how to do it? thanks
4r5 Posted March 28, 2010 Posted March 28, 2010 I believe horsie crossup is only off a backturned knockdown. Like off an airthrow, like in the vid. Unless vedasisime was talking about the meaty horsie that looks like it's crossing up but actually isn't.
fadooglee Posted March 28, 2010 Posted March 28, 2010 I believe horsie crossup is only off a backturned knockdown. Like off an airthrow, like in the vid. Unless vedasisime was talking about the meaty horsie that looks like it's crossing up but actually isn't. Ah okay. Thanks. I'll try that out.
vedasisme Posted July 12, 2010 Posted July 12, 2010 I'd like to direct everyone's attention to a-cho's youtube, Dogura is on fire right now. It's been a long time since I've seen someone play so goddamn solid, I'm orgasming in my seat from the picked up combos and blocked mixups. This vid in particular contains Nezu vs Dogura (I think), something I've waited for for a long time. It's every bit as awesome as I imagined! http://www.youtube.com/watch?v=eTGXxKB0upM
fadooglee Posted July 15, 2010 Posted July 15, 2010 Omfg. The Nezu vs. Dogura mirror match was epic. So glad they played.
seyu Posted July 16, 2010 Posted July 16, 2010 hiho, hope this belongs here: so i was trying to get started with gg since i finally found someone to play with(hard here in germany) robos my favorite and i wanna at least become kinda good with him. im practicing the standart 5hs to arig combo at the moment and am doing quite well at the moment with 2c>5hs>frc>c.s>aircombo(usually starting with j.s and j.k. the guide says to leave out the c.s though...an i cant connect that combo at all>_> maybe someone could enlighten me
M.Song Posted July 18, 2010 Posted July 18, 2010 I never really read the guide so I am not entirely sure where it says to not use the c.s. Maybe he means it is better to go for the 2k 2s 5hs frc 5hs frc air combo option. This is easier to execute since the 2nd 5hs frc puts them in more stun relative to the c.s, not to mention that since 5hs has a faster startup time, you can run closer before doing the 2nd 5hs than a c.s. I am a strong supporter of using a c.s as the launcher instead of 5hs because of the extra 25% meter saved on top of the frc meter gain penalty going away a little earlier due to no extra falses. I was just doing this on Chipp quickly just to get some numbers. I did 3 different launching combos. 2k 2s 5hs frc 5hs frc (118 before air combo) j.k j.s j.s j.hs 179 2k 2s 5hs frc c.s (108 before air combo) j.k j.s j.s j.hs 169 2k 2s 5hs frc 5p c.s (124 before air combo) j.k j.s j.s j.hs 177 I am well aware this is not the best combo, but this was just to get some numbers to compare the different launchers. I always try to stick that 5p before the c.s, but its a little char specific in terms of the distance you run before you doing it. Some chars, it actually makes the air combo easier to do (like Johnny... I have trouble comboing him with even 2 hs frcs) and some chars (like Sol), the 5p makes the c.s very difficult to land. As for using no hits after the first 5hs frc, you can connect a j.s -> j.hs and that seems to be it. They are too low to the ground to connect with anything else.
seyu Posted July 19, 2010 Posted July 19, 2010 Wow thanks you. i didnt even hope to get that much info. at first i just thought one 5Hs was enough and thought i was just misstiming it. thanks again for the effort. im gonna try all of those. i like the c.s version best too though. especially since i tend to mess up the frc after 5Hs the second time
M.Song Posted July 26, 2010 Posted July 26, 2010 i was playing around with tk fb mixups i found j.k makes for the best overhead.... what does everyone else use
vedasisme Posted July 29, 2010 Posted July 29, 2010 I haven't gotten to the point of using tk fb in my robo game, but I have seen it used really well. j.S isn't so fast, I think you're right about j.k being a good option because you can combo out of it if you do it right. I also want to get to the point where I make they block high and instead of doing a move I just land and do a 2k or something, I saw dogura do that once, it was hilarious.
M.Song Posted July 29, 2010 Posted July 29, 2010 i actually find that doing the tk fb whiffed attack is lot easier to do than landing a tk fb attack (i think its cuz i hold down as soon as i do the fb to make myself as low to the ground as possible)
Dr. Stormlocke Posted July 31, 2010 Author Posted July 31, 2010 TK FBs are super fun. J.k is generally your best go to after repeated blocked 5k's. Combo into whatever you have tension for. In the corner I am fond of knocking down, FBing, hovering for a second, then as they are getting up, I steer down and make a J.s whiff completely. At this point they are usually blocking high, so you can land and go into something low like 5k~Punch Spam super (to keep your tension gain going) or 5k~SRK Super (if they have a Burst). If you don't care about tension penalties, you can land and try to combo off a C.s (no prorate!) into FRC, etc. Also don't forget how good TK FB, fly toward, command grab is.
vedasisme Posted September 27, 2010 Posted September 27, 2010 I'm back, bitches! I need some more of your feedback peeps, here are the matches I played at the Team St1ckbug tourney on Saturday: vs TE: http://www.youtube.com/watch?v=NQW5xALVLSs vs MI: http://www.youtube.com/watch?v=OEHssVlhBJs vs OR: http://www.youtube.com/watch?v=AXVqudLTGr4 vs IN and BR: http://www.youtube.com/watch?v=QozcNGWlYIo I messed up a lot of spacing/oki in these matches, and there was a good deal of untrodden territory in the BR matchup where I made some bad decisions, but I'm pleased with my overall performance, and I think me and my pals earned some props at the tourney. Playing here has re-ignited the fire, I'm burning to get some knowledge in my head and try again next time!
M.Song Posted September 28, 2010 Posted September 28, 2010 I'm back, bitches! I need some more of your feedback peeps, here are the matches I played at the Team St1ckbug tourney on Saturday: vs TE: http://www.youtube.com/watch?v=NQW5xALVLSs vs MI: http://www.youtube.com/watch?v=OEHssVlhBJs vs OR: http://www.youtube.com/watch?v=AXVqudLTGr4 vs IN and BR: http://www.youtube.com/watch?v=QozcNGWlYIo I messed up a lot of spacing/oki in these matches, and there was a good deal of untrodden territory in the BR matchup where I made some bad decisions, but I'm pleased with my overall performance, and I think me and my pals earned some props at the tourney. Playing here has re-ignited the fire, I'm burning to get some knowledge in my head and try again next time! i think learning to instant block more consistently would help you out a lot and it just seemed like you liked to do 6p a lot from kinda far distances away... i personally like to avoid using 6p unless i need to since it just jacks up your heat so fast and its got a lot of recovery
Dr. Stormlocke Posted September 29, 2010 Author Posted September 29, 2010 I'm back, bitches!... Posting from work/phone, so just some quick tips for now: As you stated your Oki/Spacing needs some work. On knockdown you would put down a mat maybe, but then instead of getting close enough for meaty 5p/high/low/grab etc, you would whiff a 5p from a pretty significant distance away, and then throw out a bazooka. You want to increase your options and mixup off a knockdown. Getting closer, and getting them to block all the hits of your bazooka on their wakeup will help your game immensely. You also would put down 2d mats and then quickly run off them. I have this problem sometimes too. Don't be afraid to turtle for a little bit and soak up that tension. As M. Song said, scale back your use of 6p. Be careful with J.hs, you will overheat quickly. Try to plan ahead on what you'll do next if a big move connects. You dropped a few potentially monstrously damaging combo opportunities such as a counterhit Robo-Dash, with near 100% tension, with 80%+ Heat. More later. Thanks for posting. I'm just happy I still have GG stuff to watch, and there are still American Robos!
ZONG_one Posted October 20, 2010 Posted October 20, 2010 Hey stormlocke, if you're ever at pulsr's again for gathering or we cross paths where GG is involved, I want to play with you. I'm like week 2/3 robo, but it's a slow process, since I didn't know the game before, so it's not just like picking up a new char in bb. :]
Dr. Stormlocke Posted October 21, 2010 Author Posted October 21, 2010 Sure dude. Are you going to be at Burnt Toast this weekend? If not, I was planning on making it up to one of those FFA tournaments eventually.
M.Song Posted December 18, 2010 Posted December 18, 2010 this board has been super dead recently.... but does anyone use punching super as AA? whenever i use it, it seems to work better than any of his normals (i will at least get a trade), but i don't get to play very often anymore, so i don't know how well it works against a lot of jump ins
vedasisme Posted December 22, 2010 Posted December 22, 2010 It's pretty interesting to use as AA, I've had a few instances in casuals where I can gain advantage after the opponent air-techs near the corner. Force them to drain some tension FD'ing in the air and then stop spamming to run up and hit with 5p or something. Seems like it would be kinda not worth it in AC, though. I a few #Reload matches I am able to use it as a reversal because it has more frames of invincibility, but they basically took it away in AC.
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