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Posted

after a tk missile you can do 23656 S for an airdash quickly canceled into another missile.

Could you explain this imput and its timing? I just attempted and failed(though I'm proud to say that I can hit that tk missile like a fat bitch).

Oh yeah, another robo-query:

Is there some special timing necessary to get 3(or 4 or 5) air missles off at the end of a combo; I saw some robo player frc his throw(on dizzy, I think), then tk the missle into like 6 reps. Me want am do, too. :v:

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Posted

You know you can spam 5k to confirm the hit after a punch super.(non headbut heat, was actually spending 1hr do some kewl combo for my vid with it.) This is the only time I seen all like 5 robo ky players in the US are on this thread at the same time, I lol'd.

Posted

Yeah it's kinda fickle. However your heat will always raise very fast/faster if you're not hitting anything. In the combo you listed, you've probably noticed how sometimes you will gain tons of heat as they are falling during the juggle, hitting nothing briefly as the punch spam readjusts to their height.

Ah thanks, I was wondering why sometimes the same number of hits would raise my heat differing amounts.

Is there some special timing necessary to get 3(or 4 or 5) air missles off at the end of a combo; I saw some robo player frc his throw(on dizzy, I think), then tk the missle into like 6 reps. Me want am do, too.

Well first off you can only combo level 2 missiles together, aka between 0% bar and 40%. That means in most case you can combo a maximum of 4 level 2 missiles together (with the exception of being in overclock mode, plus you can combo level 2 missiles's into a level 1 missil if youre close enough)

That said, the timing is semi strict. There is probably only a frame or two in which you can shoot the next missile without losing any height. Usually you can fall a little bit and have it still combo, but the further you fall the harder it is to combo.

This is the only time I seen all like 5 robo ky players in the US are on this thread at the same time, I lol'd.

Yeah dude, we're bringing Robot back

Posted

Could you explain this imput and its timing? I just attempted and failed(though I'm proud to say that I can hit that tk missile like a fat bitch).

the idea is that your using the 6 from the 236 as part of the input for your air dash then you go neutral then forward again for the air dash then hit the slash and the game still remembers your input for the missile. so basically the timing you want is so that you hit forward the second time at the same time of when you would normally air dash after a missile.

Posted

Updated video thread with :RO: vs :MI:

Not bad, overall. You could stand to throw more often(at least against her), IMO.

Video thread updated with one of the best Robo-Ky vids I've ever seen. I'll post here too:

http://nanasiki.xsrv.jp/

Download now!

[AWE] Me am going to practice [/AWE]

Posted

that vid almost made me want to get back into use Robo-Ky :V... but i will probalby only use him for casuals :V... and i need to relearn to do my 5HS Frc.. i lost my timing again ><.... and lmao i think i heard part of the song said Zaido in it like at 2:13 or soemthign XD... or seomthign taht sounds really close to it because of the voice :V... rofl...

Posted

Yes, I thought I heard it as well. Haha. I have to add some of those Bazooka mixups to the guide. And baiting Bursts with Det. Mode activation? Too good.

Posted

that video was too good for words. Im mean, a 100 percent combo on Pot?? wtf, thats beautiful. watching that makes me want to work on my bnb a lot lot more. Im so focused on zoning and mixups, and it makes me look back and i realize i havent even done a 2S > 5HS frc air combo in ages. bursting out of det. super is an eye opener too. Sigh, theres work to be done.

Posted

It's nice seeing new mix ups/combos with the robot. First time I've seen JI with Robo combos, but it's definitely worth doing.

Posted

Well first off you can only combo level 2 missiles together, aka between 0% bar and 40%. That means in most case you can combo a maximum of 4 level 2 missiles together (with the exception of being in overclock mode, plus you can combo level 2 missiles's into a level 1 missil if youre close enough)

Actually, you can usually combo 5 missiles (1 lvl 3 + 4 lvl 2) or even 6 in certain cases (5D, lvl 3 missile ID, jump, lvl 3 missile, 4x lvl 2 missile.

Posted

Video thread updated with one of the best Robo-Ky vids I've ever seen. I'll post here too:

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

10 minutes of awesome.

Pretty... :yaaay:

Man, I've always wished I could play Robo-Ky. If I could do anything with him I'd probably main him, but alas I can't do jack. I can 2K, 2S, 5H FRC but for the life of me I can't do anything after that. Anywho, I could read the very beginning of the combo vid where it clashed with Zappa. It looked like Robo-dash into shoryu then the detonation mode. And to make sure I was seeing it right, were you bursting after you detonated in order to recover faster and continue combo?

Posted

hey guys whats up....im kinda new to dustloop so i founded the robo ky thread....sweet. i need a lil help with mixups....more chains and offensive pressure. i feel like i lose momentum quickly with robo-ky and its more of a chance u won rather than skills...example i hit a 214slash and did a half meter combo or something...any advise or solid chain strings and how to keep the pressure going? for now its back to the lab with robo ky!!

Posted

And to make sure I was seeing it right, were you bursting after you detonated in order to recover faster and continue combo?

Yes, that's exactly what he did.

hey guys whats up....im kinda new to dustloop so i founded the robo ky thread....sweet. i need a lil help with mixups....more chains and offensive pressure

This is copied from the Beginner section of the Robo-Guide, in the first post:

**

Try these simple pressure/combo strings while learning how to fight as Robo:

A.) 2k, 2s, 2d. (Get this down pat!)

B.) 5k, 5s, 2s, 2d.

C.) 5k, 5k, 5s, 5(far)s, 2d.

D.) 5k, 5s, 2p, Bazooka.

E.) 2k, 6hs Level 2 Steam.

F.) 5k, 5k, 5s, 5(far)s, Horsie.

G.) 5k, 5s, 2p, 2hs.

You'll notice the goal of these strings is to either knockdown (A,B), continue pressure (C,D,E), or punish their attempts to interrupt your strings (F,G).

**

Using 5k, 5k, 5k, 5s to push yourself back, and then whiffing a 2p into 6p or 5(far)s is also effective. You can use a blocked 5s to jumpcancel into quasi Tiger Kneed Level 3 air missiles or do a Level 3 horsie instead. Dogura does this a lot.

Posted

I'm certain that I've seen it before, but it seems as though that movie you[stormlocke] posted really familiarized me with the dust -> (S)236S -> Missle x N combo. The dizzy factor is astounding!:psyduck:

Posted

well that guy did make a few cms before.... like... 3 others in AC and i think 2 in / and they all had the same idea... something into a lot of missiles

Posted

thanks dr stormlocke for the lil advice....its just those lil strings u mentioned are good actually in a real bout...it will keep the opponent guessing and thats what i need....right now it feels im too predictable with robo ky...ill keep working on it. Also...im trying to perfect the tiger knee on the missiles....i suck at it... can anyone teach me the right way....because when i do (or attempt) the missles they can run under me and just grab me or whatever they want

Posted

While air missiles are somewhat more difficult to Tiger Knee, that does not mean that they are always safe to do when you do Tiger Knee it. If you are predictable with it, basically any character (except potemkin) can simply dash forward while you are in the air. If your opponent expects you to fall straight down, either jump again or forward dash to mix them up a bit (his air backdash doesn't go far at all and so I wouldn't advise it. The type of characters you do want to consistently spam missiles: Faust, Dizzy, Venom, Testament, possibly Eddie, etc. Basically on characters that don't rush you down as much as say, Sol or Jam. I didn't include Potemkin because a decent player will be able to flick them since theyre kinda slow. Other than that, I would just suggest that you should try to only do air missiles when the opponent is already in the air. Not only does that stop them from ground dashing and punishing you as you fall, but also you'll beat basically any offensive air dash in from your opponent with it if they try that. BTW Level 2 Missiles are fast enough that you can probably safely Tiger Knee them against anyone at max distance, even if youre opponent is on the ground. What I said mostly applies to level 3.

Posted

Also...im trying to perfect the tiger knee on the missiles....i suck at it... can anyone teach me the right way....because when i do (or attempt) the missles they can run under me and just grab me or whatever they want

that part is just you doing the missles to close or what not... learn to space ur self and then shoot the missles.

and TK missles just takes lots of practice, cause i dont think there is some visual height cue for it? you just have to find out the right height and master the timing to do it.. usually you have to delay the shot when you get the right height.

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