vedasisme Posted December 12, 2007 Posted December 12, 2007 So that's the lesson on getup stuff. If you're getting hit by Zansei whatever, I'm guessing you aren't applying pressure anywhere close to when Chipp gets up (you have 15+ frames to hit him) Hope any of that helped. I admit that I'm a bit clueless when it comes to wake-up games and frame advantage. Originally, I was thinking I should have used 2k as mixup, but when I think about it, it has a high number of start-up frames. I'll try using 5p from now on as a meaty during okizeme...and I'll also seek out some okizeme threads.
JackG Posted December 12, 2007 Posted December 12, 2007 well this may all be over your head, but just keep at it. I wouldn't get discouraged, as this stuff isn't super simple or anything http://www.dustloop.com/data/ac/roboky.html that's frame data for robo ky. Keep in mind there are 60 frames in a second. About using 2 k as mixup, you're right in that is isn't good for okizeme. Despite having many active frames, When blocked it leaves you at -8 frames, meaning your opponent recovers faster than you by 8 frames if he blocks it! And since the startup is long, it is easy to see coming. Best practice IMO is go into training mode and do 2S (eye laser which knocks them down) Then practice the timing for your 5p to connect with them as soon as they get up. Once you master that, try using the bazooka in the same manner.
Doomscyther Posted December 12, 2007 Posted December 12, 2007 Also take into account that some characters can 2(p/k) robos 5P.
dontuel Posted December 12, 2007 Posted December 12, 2007 Also take into account that some characters can 2(p/k) robos 5P. some characters can crouch under it i think is what youre saying and then 2p/k (zappa faust sometimes chipp (im not sure on chipp))...cause if you do it meaty unless theyres no part of their crouching hit box in which your 5p can hit then if they try and do a normal on wake up you should beat them. i know theres some normals that go under his 5p but i dont think characters that can be hit by his 5p while crouching would be able to get any of those normals off against a meaty 5p unless im wrong about this..in which case can you give and example please =D
Dr. Stormlocke Posted December 12, 2007 Author Posted December 12, 2007 Eddie's 2p is really good, but if you space Robo's 5p meaty correctly it will stuff it. This is from my experience and testing it out in training room.
ShibuyaX Posted December 13, 2007 Posted December 13, 2007 my problem im having with robo ky is finding a quick attack...for example when an opponent is like attacking me and i try to sneak in a quick move in between i usually get hit afterwards....what is a quick start up move to use to interrupt people block strings....i was thinking mayble 5k or 2p??? whats the best
Raph_Stryker Posted December 13, 2007 Posted December 13, 2007 if you do notice a hole in their strings, as long as you dont fall for a frame trap, 5HS is a real safe choice (with at least 25% meter) 1. It comes out in 5 frames and has a huge hitbox. 2. It has an frc point, where you basically tap HS then tap k+s+hs (my method at least) right after making the move incredibly safe on block and gives you time to react if it hits. and 3. It staggers for a while on CH, so after an frc you can set even better stuff up. the only move that comes out as quick is 5K, a quick rapid fire low move thats good for stuffing some tick throws.
Chojin Posted December 13, 2007 Posted December 13, 2007 if you do notice a hole in their strings, as long as you dont fall for a frame trap, 5HS is a real safe choice (with at least 25% meter) 1. It comes out in 5 frames and has a huge hitbox. 2. It has an frc point, where you basically tap HS then tap k+s+hs (my method at least) right after making the move incredibly safe on block and gives you time to react if it hits. and 3. It staggers for a while on CH, so after an frc you can set even better stuff up. the only move that comes out as quick is 5K, a quick rapid fire low move thats good for stuffing some tick throws. 5H FRC is super great and all, but you really shouldn't use it very often, since the FRC will kill your tension gain and the last thing you want is to be without tension.
Raph_Stryker Posted December 13, 2007 Posted December 13, 2007 5H FRC is super great and all, but you really shouldn't use it very often, since the FRC will kill your tension gain and the last thing you want is to be without tension. true true, that would be the downside that i forgot to post. Good catch.
ShibuyaX Posted December 13, 2007 Posted December 13, 2007 so 5k or 2p isnt an option in this.....intresting.....i use backdash a lil bit but i havent really tried to backdash throw...thanks for the 5hs frc....the only time i land the frc is if i know i will hit....for example with horsie...guess i better practice frcin it even if whiff huh?
Dr. Stormlocke Posted December 13, 2007 Author Posted December 13, 2007 So I've been meaning to kind of streamline the Talky-Talky thread. My question is, what would you guys prefer? A.) Add a combo thread, keep a discussion thread. B.) Add a combo thread, add a strategy/pressure thread, no discussion thread. C.) Add a combo thread, add a strategy/pressure thread, keep a discussion thread. There's a lot of interesting info and posts in here that I'd like to repost in a more organized fashion so people don't have to dig through 30-something pages. Any feedback would be appreciated. Thanks!
Iruel Posted December 13, 2007 Posted December 13, 2007 For what it's worth: I believe the discussion AND pressure(etc) threads, but an individual thread for combos sounds good. My vote: Combo thread and Discussion thread. Good luck wading through all that;)
Doomscyther Posted December 14, 2007 Posted December 14, 2007 Combo thread is a must , cause through the months, more combos have been founded/Pressure too. Isnt the Strat thread basically match up anyway.
shtkn Posted December 14, 2007 Posted December 14, 2007 how about a simple questions thread, try and stop derailment of discussion in main discussion thread and Ky forums should do that too... *lightbulb* *runs off*
dontuel Posted December 14, 2007 Posted December 14, 2007 i like option c. more separation makes it easier for people to find info definitely dont get rid of a talky talky thread (restart it if you want) but we need a place to post random stuff that doesnt fit in other threads so we dont see a bunch of random threads pop up...though weve probably talked about most of the main discussion topics...maybe just a questions thread like shtkn suggested would be better...thats basically what this thread has been for a bit.
JackG Posted December 14, 2007 Posted December 14, 2007 I think C is the best option. Talky talky is still good for random ass questions that can be solved in a post or two instead of a separate thread.
ShibuyaX Posted December 14, 2007 Posted December 14, 2007 yeah add a combo/strategy thread...that way if someone just wants to read up on robo ky and learn new stuff they can just read the thread and get nothing but info and opinions instead of other stuff not related to strats. i like this thread but i dont think i will read all of it to find info....too much random talk...hence the name...
EiseneFaust Posted December 14, 2007 Posted December 14, 2007 option c please. I like the reandom talk that appears in this thread currently but it would be great to see a combo thread listed, how to maintain pressure and good strategies in a general sense (character specific needs to be in Match up thread that already exist). I'd also like to see different thread outside of each character specifc forum that talks about ways to improve your skill in a general sense, e.g. "so you decided to pick up stick and your used to pad" (Veteru told me something that really helped out and I would like to see this type of info be shared as well). I suppose that is foundation. but I didn't find the 101 thread useful for a player transitioning from pad to stick.
Doomscyther Posted December 15, 2007 Posted December 15, 2007 Well I was playing against rabbicake at Nec and I notived when testament does that blood gush super.(632146HS). I am able to command grab. Im prety damn sure I did it after the super was initiated cause the Blood gush came out while my command throw was in active frames (doing the damage). *the back ground was also flashing)* Yesterday I did it to Ino during her ground super, I did the samething (my grab went off while her super was active and background flashing). Anyone have any thoughts on this?
M.Song Posted December 15, 2007 Posted December 15, 2007 you can grab that testament super fairly easy.... seeing as the thing doesn't hit until it actually comes out of the portal thingy.... and you can also grab testament out of forward exe beast... just something to think about if you don't wanna have to deal with that move you can also grab dizzy out of her hole super... that one is slightly more difficult since the hole activates faster than the testament super (at least that's what it feels like)
Raph_Stryker Posted December 15, 2007 Posted December 15, 2007 ive grabbed Pot out of his Aegis multiple times, it basically boils down to is "is the move invincible, invincible to strikes only, or invincible to throws only". Zappa's summon is a prime example of "invincible to strikes only". in your testament case kobe, all of teste's invincibility goes to the frames before the super flash, so at the point of the super flash, testament had no invinc, so the ky denpa had a good chance.
Doomscyther Posted December 15, 2007 Posted December 15, 2007 Yea but Ino's is pretty damn active, from what I thought.
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