Jump to content
Dustloop Forums

Recommended Posts

  • Replies 1.1k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

yeah I could just be failing at my timing for a mid screen version of it. I'll try it out some more. so far though if I do it like 2 times in the corner it's a dizzy depending on how many j.s I get in. some times for kicks I've FB'd to get more j.s in hehe [EDIT] ok I got it working now it's kinda like deathscythe's aircombo but even more j.s lol[/EDIT] oh another quick question regarding the 5d j.d j.d combo, to get all the hits in. How much are you delaying or do you just quickly tap j.d twice to get a 3 hit into a longer 5-12 hit? seems to do TONS better if I wait for them to be above me before I start any dust combo, do you guys do anything while you are waiting for them to be above you more?

Posted

Im use to JI (jump install) during 5k (JI) 5s from my slash days of maining Anji and then johnny (divine blade combos I miss them so), and HOS . I personally dont really jump install robo ky moves that much since i see no point to it. As for the dust combo, when you hit j.k,j.p,j.s you should be hitting dj.p as soon as you input double jump and it should hit 4 times. (Better to do it off a j.D first)

Posted

ahh ok that makes sense doomscyther. so to keep my questions flowing I'm trying some of those robo dash combos I've seen in the vids, (don't remember which vid atm, but I'll link if I find it again) and so far my favorite follow up to robo-dash which is a pretty simple follow up is robo-dash, 5s, j.k, j.s, j.h. also nice for keeping gauge up :yaaay:. Seems to be kinda flakey in midscreen as well unless you time it just right, anyone found a better follow up robo-dash combo that does more than just 5 hits and keeps them OTG'd? What do you guys normally do on robo-dash block? So far it seems like FD cancel for the block if you expect a reversal or 5s,2k,2s,2d then whatever oki you like. And what about RO's mix-up game? I wish he had more ground moves that hit high other than 5d :mad:, I notice a lot of his mix up seems to rely around TK'd FB j.s. Anybody find any tension free mix ups that are reliable that dont use 5d? what about iad.j.s for some reason I'm having a hard time getting RO to land when I want him to so I can continue the combo, maybe I just suck at iad. >.< P.S. I so wish I could do the TK'd FB > air throw that stormlocke did in his vid before the self destruct.:vbang:

Posted

What the hell are you talking about?

I think Doomscyther was commenting that some people don't notice the countdown timer on the det/mode at times. I notice that one of my friends always fails to keep track of my det mode if he has just done an overdrive or something. I dunno, I guess the screen flash makes him forget I'm still in det mode...... hehe lets me get away with more det. mode shenanigans then I should be able to. Like instead of me throw bursting (cuz I suck at throws :/), I let him throw burst himself lol. Makes me laugh every time it happens.

Posted

As I've now had it with May mirror matches, I shall now take to re-learning the Tension Machine Power Extreme. Anyone else use DetMode { 5K 5K 5K 5H FRC 66 } x 3 string?

Posted

I just get lazy and fish with horsie when im in det mode. Btw was having fun beating on kenmaster and did this kewl DBZ combo. J.hs CH, FB J.hs (do it as soon as you hit the first J.hs), then J.hs CH again (he tried to throw me i guess when he teched). Dam say it was one of the kewlest combos ive done yet.

Posted

hi again guys ^^ i have some questions X.x i have some troubles making good use of robo heat, waht is your best pokes when you have tension and heat? 66 P> 66P x N is good, but if you play a lot agaist the same player he can, slasback, or Parry (my friend play with jam), i try make a poke with grab first, but pokes with P x N with heat is little previsible and they can make a ivulnerability atacck agaist me Xd T___T (what is better.... look for combo making 2 Hs frc in the gorund... or jump S> HS > FB > s HS,...) i think that depends if the rival have burst, X.x what do you think?

Posted

hi again guys ^^

i have some questions X.x

i have some troubles making good use of robo heat,

waht is your best pokes when you have tension and heat?

66 P> 66P x N is good, but if you play a lot agaist the same player he can, slasback, or Parry (my friend play with jam), i try make a poke with grab first, but pokes with P x N with heat is little previsible and they can make a ivulnerability atacck agaist me Xd T___T

(what is better.... look for combo making 2 Hs frc in the gorund... or jump S> HS > FB > s HS,...) i think that depends if the rival have burst, X.x what do you think?

High-heat mode is nice in theory, but in practice it can severely handicap you, because 1) you can't just throw out missiles, 2K, or 6P, which are some of your best moves, because they increase your heat gauge too much, and 2) you are very vulnerable to certain characters and more likely than not, you will be forced to guard and you will explode. :psyduck:

Therefore, the best thing to do when you have high heat is to lose it. This will be easiest if you cancel your pokes into steam. Since pretty much everything cancels into 6H, this shouldn't be a problem. If you have tension, you can take advantage of high heat by mixing up with FRCed lvl 3 steam. Since the hitstun is long and the steam plume completely obscures the screen, you stand a good chance of landing your high/low/throw mixup. Plus, if the poke hits, steam will cancel and you get a high-damage combo of your choice.

As for the second question, that's easy: if you're going to use 50% tension for the combo, always go for the 2x 5H FRC combos since they are more reliable, do more damage, and dodge burst. However, if you only want to use 25% tension and still do good damage, do something like this:

(float from 2S or horse or whatever), 5H FRC, 66, j.S, dj.S, dj.H, missile

That is, instead of doing 2X 5H FRC, do only one, then do a running j.S, etc. This does good damage and conserves your tension.

Posted

High-heat mode is nice in theory, but in practice it can severely handicap you...etc etc.

It's risky to be sure, but it can be much more effective than you think. It all comes down to knowing the math, exactly how much heat is added from your moves. 5p, dash, 5p repeat is the basic rushdown, it's not the only pressure string you will be using. The great thing is that you can just kinda freestyle and tack on additional moves as you are pressuring. For example..

After your first or second blocked 5p, dash toward again and do:

Faultless Defense Brake, Bait them into whiffing a reversal/counter/move. Some moves put their characters into crouching state on landing = free 5p Fire Loop.

5hs FRC, run up continue.

5k, 5p, 2s, 2d or 5hs FRC punish, run up continue.

5p, 2hs FRC (combo on connect), 5p ~ whatever.

Since your Heat gradually cools off during your pressure, you'll have the opportunity to start sneaking in Heat adding moves such as 2k or Bazooka to restock your Heat and keep them locked down even more:

2k, 6hs Steam, FRC. This is great because you DO NOT LOSE Heat if you FRC the steam. but you just gained some from the 2k! You are also at a nice + frames on block if it's the Level 2 one.

5p, dash, 5p till you are pushed away via FD or whatever, Run Robo-Dash/Command Grab.

5p, 5s, Bazooka. Run up and continue.

Since every single knockdown results in at least +9 degrees of Heat via Bazooka as they are waking up it's not terribly difficulty to maintain. Robo's Force Break also cools him off and doubles as a great mixup tool in and of itself. Don't forget that your moves are doing chip damage to them and you have a power modifier of 1.1, good stuff. The hard part is managing to stay relatively close to your opponent and keep them from retaliating or escaping.

This is all stuff that has worked on top players here in SoCal. There' a lot left to explore as well so it's not over yet. More to come! :)

Posted

Heat is risky and has it's (large) rewards. Either be a boring Japanese-styled player and spam level 3 missles which you got tension for by instant blocking every move they did, or RUSH THAT SHIT DOWN.

Posted

i have a lot of trouble doing the heat 2p loop on a crouched opponent. I'm reminded of cvs2 n groove where a shoto just runs up to a person and taps crunching punch. How can i make the most out of my practice with this? It seems really hard, tapping forward, then taping 2p, then tapping forward twice again...i can't do it w/o getting an errant 6p. btw, does anyone say bang bang bang when doing 6p 3x?

Posted

i have a lot of trouble doing the heat 2p loop on a crouched opponent. I'm reminded of cvs2 n groove where a shoto just runs up to a person and taps crunching punch. How can i make the most out of my practice with this? It seems really hard, tapping forward, then taping 2p, then tapping forward twice again...i can't do it w/o getting an errant 6p.

2p loop is significantly harder than a 5p loop and I only can get 4 hits of it in usually. Only really useful vs Zappa and some other characters that are too small/short for your 5p. The random 6p problem just happens sometimes, my advice is similar to how to do 5hs FRC combos. In those combos I let go of the joystick completely to prevent 6hs Steam, and I do the same thing with Fire Loops to prevent 6p.

Posted

If you have busy hands, you can also do it by doing 664P...this comes from BBHood's infinite in Darkstalkers, but I'm sure it applies here, because for some reason for many people it's easier to be pressing a direction after the dash than to just let go. (^.^) Mike Z

Posted

Imagine what a new Robo player would think if this was the first thread he saw: "Clearly, the key to playing Robo-Ky is to learn esoteric 80% heat combos. Yeah! :thumbu:" ..and then this is him in his next real match: :vbang:

Posted

Full tension heat mode horse loop gives dizzy 0 match up ftw.

Truer words have never been spoken. At least you're not winning as easy as you were before. That frame trap that you can start before the heat mode horse loop is pretty annoying because if I try to jump out of it I'm going to get hit anyway unless I FD. Even If I FD it's going to put me in even more stun block and put me back on the ground. I can escape it sometimes, but that's pretty lame.

Posted

Am I the only robo ky player who cant time the frc point of lvl 2 and lvl 3 srk in the heat of battle? every now and then ill hit it but its like a rare monster, you see once in a game.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...