jcyl29 Posted July 17, 2007 Posted July 17, 2007 From the guide thread J.d: - Has been nerfed in damage and runaway capabilities. - Beats out almost any other air normal which comes from above So does that mean I can use j.d to stop j.H from slayer and most especially, ordersol?
Dr. Stormlocke Posted July 17, 2007 Author Posted July 17, 2007 From the guide thread J.d: - Has been nerfed in damage and runaway capabilities. - Beats out almost any other air normal which comes from above So does that mean I can use j.d to stop j.H from slayer and most especially, ordersol? If you can get it out in the air, below them, in time, then yes it works. I know vs Slayer's J.h there are a few frames you can get wailed on during, but yeah. **NEW STRAT ALERT** For anyone who has some free time, try this out: IAD, J.s, J.hs, Force Break, 4+K&S (FD Cancel), 66. You will cancel your Force Break with FD, then immediately airdash...again! Timing seems super tight and it's easier the higher off the ground you are. You can also pilot the Force Break up for a split second to make timing easier. Still, even more options to mess around with now.
Dr. Stormlocke Posted July 19, 2007 Author Posted July 19, 2007 Updated the 80% Heat Mode section with some info. Det. Mode or Force Break section will be coming next. Check out Dogura taking names as he OCV's a team: http://www.youtube.com/watch?v=B0YMla3rd8c
jcyl29 Posted July 19, 2007 Posted July 19, 2007 has JI changed in AC? I saw ro in that vid doing 5s, super jumping and then JC'ing again in a air combo
dontuel Posted July 19, 2007 Posted July 19, 2007 you can JI a 5s...i guess the way i see it is that it is a jump cancelable move but the jump cancel doesnt come out until a couple frames after you input the 5s and its animation starts so if you hit up right after you 5s then do down up for the super jump as the frames where you can actually jump from the 5s come then you get a JI super jump...(i dont fully understand JI'ing so thats the best i can explain it...but yeah it does work)
Dr. Stormlocke Posted July 20, 2007 Author Posted July 20, 2007 Yeah, basically. "Superjump Install".
dontuel Posted July 20, 2007 Posted July 20, 2007 so this talk about JI'ing got me trying out some stuff to see if i could find some JI combos. what i was trying to do was 214s 5hs frc 5hs frc 5s JI sj.k sj.s sj.p sj.s dsj.d depending on character weight i would omit the second 5hs frc however i say trying to do cause i couldnt ever get the sj.p to connect..it always whiffed high. So does any1 have any JI combos? or can tell me what im doing wrong ect.. *EDIT* so i've been playing with this and so far i got it down on may and faust. with faust its really easy just do the combo above. with may you do just one hs frc and you have to get the 5s out pretty quick or the j.p will whiff high *END EDIT* ___ and then my second part of the post is i was watching those new robo ky match vids of Akane Hotaru. In those matches i thought he played really well and i liked his style but the thing i was kinda unsure of was that he was using 236236s 236s after like a 5k 5s© 5s(f) in corner. So at first i was like that seems like a total waste of meter. But then i was kinda like well its extra damage and it gives you a knock down and it doesnt cause any sort of negative penalty to your tension gain so you can get a mat down and get 2-3 bars back as you do some oki. I'm still kinda undecided if i'll try to incorporate this into my game yet but its something to think about. What are your guy's thoughts?
Dr. Stormlocke Posted July 22, 2007 Author Posted July 22, 2007 I think ending IAD combos with Punch Spam super is nice sometimes because if you time the headbutt you will get some extra damage along with the heat decrease. Anyway, new Robo vid "GUNGNIR": http://www.youtube.com/watch?v=GjEfQMuCOyQ
tolore Posted July 23, 2007 Posted July 23, 2007 wow nice video, i like the style of a lot of his stuff. Does the robo dash seek or was he doing something special to dash under them and robo dash?
LM_Akira Posted July 23, 2007 Posted July 23, 2007 So does any1 have any JI combos? or can tell me what im doing wrong ect.. Since I'm so used to high jumps and JIs from using Order-Sol, when I first started to use Robo-Ky I was messing around with combos like: Throw FRC dash 5K JI 5S© HJC hj.S, dj.S, j.HS I'm too inconsistent at doing HJI (i.e. 5S© 929 into air combo) so I always prefer to JI between 2 moves. Thing is, the above combos is kind of pointless as it does a lot less damage than his other options. I'm not really sure where else you'd get JIs into combos or whether or not it'd be worth it anyway.
Dr. Stormlocke Posted July 23, 2007 Author Posted July 23, 2007 Does the robo dash seek or was he doing something special to dash under them and robo dash? It goes toward them to a certain extent when you activate it. For example if you are just dashing and your opponent jumps over you, if you are still running away from them, and then you choose to Robo-Dash he will turn around when the move starts. Ghetto homing capabilities, but it helps.
Zaido Posted July 23, 2007 Posted July 23, 2007 there was some pretty sexy relaunch combos ;X.. i gona have to try those when i get a chance :X...
Zaido Posted July 25, 2007 Posted July 25, 2007 srry for the double post... just a question about the Relaunch combo such as lets say blah blah -> 2S->5H FRC->dash->jS->jP->jH->Land->sjK->sjS->blah blah is there some delay in the between jP -> jH in order to delay it long enough so you land and so that sjK will connect? cause so far i am failing that part pretty horribly :X..
Guardian Posted July 29, 2007 Posted July 29, 2007 Could someone please explain to me how aircombo~Lv2 Missile--->iad j.k j.D works? JIing seems to make the iad come out a little faster, but I still can't get the j.K to connect.
Dr. Stormlocke Posted July 31, 2007 Author Posted July 31, 2007 Been toying around with some of this stuff found in the Gungnir video. There's not much really to explain, it's just tough. It can be easier to cancel J.d early into level 2 missile for airdash and then follow up. As far as the J.hs relaunch combos go, it seems to be just spacing and timing. I'm sure some are character specific as well. I was messing around with this one I came up with on Sol: IAD, J.s (counterhit) J.hs, Force Break, fly a little toward them, J.p, slight pause, J.hs, land, Superjump aircombo followup. It's easier than say, the J.hs relaunch combo on Zappa, jeez.
Dr. Stormlocke Posted August 2, 2007 Author Posted August 2, 2007 EVO West Vids: http://www.dustloop.com/forums/showpost.php?p=159330&postcount=21 No more Slash robot ever again now though. Hooray. Back to Accent Core... New Level 3 Bazooka string I've been using: 2s knockdown, 2d, 5p (timing device), Level 3 bazooka, running jump toward, J.p (whiff), land, 5k... [ if 5k is blocked, immediately do a TK Force Break into J.s & combo/knockdown, if it's not hit confirm into 5hs FRC into 6p or 2s or whatever.] Gimmicky Command Grab setup: 2s knockdown, 2d, 5p (timing device), 236236s super (do not mash Slash at all), they wakeup, command grab.
Guardian Posted August 3, 2007 Posted August 3, 2007 Gimmicky Command Grab setup: 2s knockdown, 2d, 5p (timing device), 236236s super (do not mash Slash at all), they wakeup, command grab. I love silly shenanagans like this
Chojin Posted August 8, 2007 Posted August 8, 2007 I love silly shenanagans like this If you like awful throw setups, then try a close, meaty 2S into immediate command grab. This might actually work if you use 2S, 5H (FRC) in block strings. Could someone please explain to me how aircombo~Lv2 Missile--->iad j.k j.D works? JIing seems to make the iad come out a little faster, but I still can't get the j.K to connect. From what I understand, you need the missile to hit late, either because you are higher than the opponent or you are not immediately next to them. I don't know any setups for the latter, but for the former, try something like: 2S, 5H FRC, 66, high c.S, SJC, j.S, j.H, lvl 2 missile, IAD, j.P, j.D This only works in the corner. The hardest part is timing the j.S after the super-jump cancel. If you insert j.K before the j.S, then you end up right next to the opponent during the lvl 2 missile, and you are not able to hit them with j.P.
lars Posted August 11, 2007 Posted August 11, 2007 random after a ch air hs,make force break forward then air s,jc,s hs,missile(x2 in lv3 xn in lv2)make a good damage it is possible to make the air missiles semi unblockable just do them low and make a super when u land missiles will continue to go on during freezing time and opponent unable to block (exept if he was blocking before the super) same thing might work with a high opponent with the 2hs,236236+frc(i didn't test through) in the corner dust combo with 50% tension (so very special errrrm) D,jump s,missile lv3,jc,d,missiles lv2 x4 makes more than 220damages iirc
Dr. Stormlocke Posted August 11, 2007 Author Posted August 11, 2007 Funny you mention that about the 'missile unblockable', I was just talking to someone about that last night. I use to throw out a volley of those suckers, and then activate Det. Mode to make them hit. Don't do it very often anymore, I should for laughs. I love the wallstick on CH J.hs, but since it heats you up so much, I don't find myself poking with it very often. Found another gimmicky 80% Heat Mode setup: 5p loop on a crouching opponent, when your heat is right around 80%, do 236236s Punch Spam super but do not mash Slash, it will hit 6 times and raise your heat, at which point you can run up and continue looping them with 5p as you have just restocked your 'burninating meter'.
Dr. Stormlocke Posted August 13, 2007 Author Posted August 13, 2007 What we have learned from Dogura's SBO performance: Knee Rocket FRC is cool. Instant Block everything if you can. So wish he OCV'd that team, but their Ky made a good comeback. Still waiting on vids of Team USA vs the other Robo player. Finally I hope there will be some vids soon of Nezu, who plays Robo-Ky similar to me by spamming Det. Mode/Overclock constantly.
Doomscyther Posted August 13, 2007 Posted August 13, 2007 At 5 tension, I love to hit people with knee rocket FRC into 3 corner missles. I hope they get the Dogura vids out soon cause i overslept his match.........
Raph_Stryker Posted August 15, 2007 Posted August 15, 2007 word from jan and them was that marn beat the Axl player really good, but when it came to the RO player, jan choked (he said that RO wasnt even that good)
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