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Posted

neat, thanks for the advice ^_^ workin on the mixup game and gettin the 5h frc down! i was gettin just above 200 dmg combo on millia last night for 25% tension yes yes, i know, its only millia.... but im still tryin to mash through the jk js JUMP! jd missile spam i miss the jump a lot -_- so i just settle for jk js missiles atm, but soon! a force! i promise!

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Posted

hey guys, got another vid here, can I get some comments on my robo offense? Is there more i can do? The testy player is a nub, as i probably should got looped several times in those matches. thanks

http://www.youtube.com/watch?v=SkhoZ9waLYU

offense wise: Use 5d more, unless your friend blocks it well(?), its big damage and hard for many to block. In the corner when you were using 6p for pressure, you just fired off 3 in a row as fast as you could, i would suggest that you fire that first one and look for the CH and follow up with combo if so (or if regular hit just take the knockdown), or if it doesnt hit, hit confirm (or "not-hit" confirm) into a later second one as sort of a frame trap i guess. And i guess if you really want something to add to your mix up, you could try some TK force break stuff.

Also, i can see youve experienced why i dont like 5k as a meaty. It has really short range and so it can be hard to space it so that you can be close enough to hit (with the ability to do anything significant afterwards like a knockdown) and be far enough away to not be reversal thrown (which happened quite a few times in your vid). Also it is much harder (IMO) to bait bursts with 5k. Therefore i would suggest, (when youre not going to use bazooka) to use 5p more than 5k as a meaty (5k can still be quite useful and should be use some times but 5p, to me, is more reliable if youre going to go meaty). 5p is much easier to space as well as hit confirm into knockdown if they try to do something thats not invincible and it is really easy to bait bursts with.

On defense its alright to block on wake up sometimes, your friend wasnt very good at his baits but you should have been dead a couple times if he could, you gotta learn when its a good time to reversal (rarely) and when its a good time to block and look for an escape (most of the time). Also you bursted at some times when it could have been easily baited normally, though bursting properly can take some serious play time against people that know what theyre doing and who punish you hard for it which will make you not want to burst poorly, or you can practice baiting other peoples burst all the time, see when/how they burst and try not to do things like that. I guess that would be another thing i would add to offense is bait bursts.

Posted

hey guys, got another vid here, can I get some comments on my robo offense? Is there more i can do? The testy player is a nub, as i probably should got looped several times in those matches. thanks

http://www.youtube.com/watch?v=SkhoZ9waLYU

Nice robo.....few things i noticed that i want to point out to you though...around 28 secs in the vid where u did horsee i think you should have just grounded him without doing the farslash just a 2s....at that distance horsee wouldnt have landed...remember he was in the corner u had enough meter to do a 2s into 5Hs FRC combo!!! Remember you can run right over testament trees. a few times i beat opponents cause they set a tree and stand behind it then i just run up throw their butts! Around 311 in the vid where u did 5p 5p 2k you could have did 5p 5p 2s!! it all connects that way! Also i notice on ur dead combos like 5k, slash then far slash you could have just laid a quick mat on the ground. if thats not ur style u could have after farslash did a missle then dashed forward for more attack strings...i know the guy you were playing wasnt that great but robo dashing equals death sometimes in this match cause testament can do that counter hit poison on it and there is nothing you can do about it. also i would chill on the wake up uppercuts....whiffing is not good...actually whiffing uppercuts can cause you the match... my suggestions for that is this..if you gonna whiff them make sure you have 50 percent tension so you can Roman Cancel it at least...or learn how to FRC the uppercut (yes it has a good FRC that isnt used much). when you are grounded on testament and he plants a web over you there is not wake up moves that you can do cause you gonna get trapped by the web...yeah your lockdown is pretty good overall...you should use the bazookas more to keep them lockdown though..i like at around 47secs in the vid where u ran up with robo dash to get rid of the web then did a farslash after for a counter hit.....small but nice...thats how robo ky wins the matchup by lil shyt like that!!! keep up the good work and post more when u get them!!

Link to a good robo ky player named kk1...IMO i think he is a lil better than dogura!

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

Posted

Thanks for the suggestions. Ya i rely on that 5k too much...I guess i get braindead and forgot about the 5p. After that those 3 6p's and the lv3 steam, i thought I could have frc'ed the steam and go for command grab. uppercut and 2H frc are the hardest to learn for me, so I should probably want till i have 50% tension before I uppercut. Oh ya i forget about horsie crossup--i think that is just as hard as those 2 frc's, how do i practice that? I actually do have 2 more robo vids of me, but I didn't do too well in those. If you still wanna see them:

http://www.youtube.com/watch?v=nVfB6oFkzvI

http://www.youtube.com/watch?v=QF1xTnnLf4w

Thanks for the feedback, shibuyax and dontuel

Posted

More mats and bazooka mixup. Bait and punish DP's, and pretend throw FRC doesn't even exist. Those are some things that helped my Robo.

Posted

pretend throw FRC doesnt even exist? well i wouldnt go that far... just, with the prorate on it, it isnt worth it unless it kills imo... i wouldnt do it, but only cuz i tend to play safe or be in det-mode for the kill... not a throw omg :) i gotta play around with that awesome force break some more... i cant work it into combos, but im sure theres something i can do besides cross-up the det-mode explosion lol

Posted

Ya i rely on that 5k too much...I guess i get braindead and forgot about the 5p.

You can see again against the sol that you got hit by so many reversals that you should have baited with 5p instead of 5k (which has a longer recovery time 7 frames as opposed to 3)

uppercut and 2H frc are the hardest to learn for me, so I should probably want till i have 50% tension before I uppercut.

uppercut frc is quite difficult and so it is safer to do it when you have the tension to rc but just practice in training mode cause hitting that frc saves you 25%. 2hs i dont think is so bad, its a bit late so it takes some practice to not hit the buttons right away but again just sit in training mode a while just firing those things off till you get the hang of it, its a very useful frc imo.

Oh ya i forget about horsie crossup--i think that is just as hard as those 2 frc's, how do i practice that?

do you mean cross up in the corner after an air throw or the cross up that doesnt hit but like fakes it then you can go for w/e other moves as a cross?

for the first one, after an air throw you just run them in the corner and horse. not too difficult.

The other you can do after like a command throw or a non-CH robo dash and probably a few others, after the command throw (which is probably the easiest) you just horse right away and you should land on the other side of them right as theyre getting up. follow up with another command throw or a sho or w/e. I dont use this much though cause its quite throwable.

I actually do have 2 more robo vids of me, but I didn't do too well in those. If you still wanna see them:

http://www.youtube.com/watch?v=nVfB6oFkzvI

http://www.youtube.com/watch?v=QF1xTnnLf4w

Basically the same stuff as before, block more on wake up. Theres some character specific stuff you should probably do against sol, but you can go read about that in the match up thread. And yeah 5p more, especially against sol, and even more especially against shobes (the guy spams reversals, no offense to him)

Posted

so i played as ex robo yesterday for funsies.... and hes nuts just nuts! if he had regular mat command, instead of his bullshit 63214p one... id prob like him more! HES GOT ROBO GREED SEVER! we were dickin around on the wii AC (ya i play via wii) on the nunchuck mode... where you hold the trigger buttons and swing.... it was nuts ill post more on it later today ^_^

Posted

so the newest thing ive been working on some is burst safe combos. Particularly: launcher -> 5hs(frc) -> run -> 5hs(frc) j.p j.p dj.p dj.s dj.hs this probably wont work on ky and robot cause of their crappy air hit boxes but i havent tried it yet so im not sure, it may be possible. any1 else have any burst safe combos that they use? burst safe dust combos would be interesting too, besides ID to compare damage and such (not sure how much damage a bunch of j.p would do for a dust combo though or if j.p is actually burst safe durring a homing jump (i will try this stuff later).

Posted

6 Days till FR, less then a week till robo ky destruction. Bzzt rawr 10101101 syntax error!

anything particular youre practicing or cool new mixups/techniques youre gonna bust out for the tourney youd like to share? ^^

Posted

Well my stick broke last week so my training has been halted.....but I might have some strats,combos and such I can share, just making sure they work out since I dont get alot of gg play anymoar.

Posted

Hey guys, what with FR coming up real soon and all I've been practicing my combos so I don't look like a scrub there. Additionally, I've been trying super jump install combos on most of the cast to see who it works on and who it doesn't: Usually the combo starts like this: CH j.S (for the launch) run up 5k (JI),5s(JC) SJ> j.k, j.s, j.p, j.s, dj, j.k, j.d You can also, instead of doing JI 5k into 5s, a single JI'd 5s (although this is a bit tougher because the JI frames aren't till after you hit 5s) I haven't tested everyone, but the more difficult ones I've found so far are: Sol: absolutely awful, every variation tried on him just isn't working Ky, Testament: Very hard, but doable. Usually involves 5s,2p,5s (JC) with a JI in either of the two 5s's. I'm sure there are other characters that are problematic (maybe RK, PO, Eddie?) But I haven't gotten around to testing them all yet. I wanted to post here to see what the other RK players in the US were doing for JI combos, and who they worked on. Also, I'm curious what kind of launches you can do JI combos off of. My main one is CH j.S, but there's also CH robo dash, CH level 3 horsie (only on a few people), sometimes the situational Shoryu super, etc. Let's hear it!

Posted

for jump installs i usually go for it off CH horse -> hs frc -> 5s (JI) sj. ect...this works on like all the lighter weight characters, some of the heavier characters you do 2 hs frc's then 5s JI but still not that hard. I find it hardest to do JI combos on ky and rky cause j.p always whiffs high on them. Other than that its just positioning yourself correctly to make sure theyre high enough and that your 5s hits them. another easier set up for JI is after a lvl3 sho if theyre comboable afterwards ill 5p 5s JI ... Throw frc is another were its not that hard to do a JI on alot of characters basically though JI is just something where you practice it for a while and you get a feel for the spacing and how high they need to be and you can just look and decide if you can do it or not in any given combo. I wouldnt recommend trying to do JI combos when they have a burst though cause 5s is not burst safe at all

Posted

okay so in all seriousness... how hard is it to TK with robo? i can TK anji's 214P orbs like crazy, a solid 9/10 times... but im yet to TK air missiles on demand even once! i hate just jumping, covering the air time with some move and doing the missile before i land.... sooo if theres some kind of timing trick i would love to know it also, side note im gettin the 5h frc down decent! but i cant figure out the dash in say 2s 5h frc 66 jk js etc etc still workin on it though.... so right now im just nailin the 5h frc into air combo on robodash, since i have momentum.... but hey, progress = progress ^_^

Posted

i always keep in mind that RK jump start up is kind of slow.. so i try to delay the S button a little till i see my feet leave the ground... so i will still input it as 2369 but i will delay the S button a bit... i think most TK stuff is depending on character jump start up? i might be wrong.... but that is how i do RK's TK stuff usually.. on my HRAP... but on AMerican HAPP parts i just mash that shit and it will come out!

Posted

i notice in vids that robo hardly ever does dash break. Is that because tension is better used elsewhere? Or because robo has a slow dash?

Posted

robo dash frc into dust for a laughing good time.

Haha, actually I've had success with this. But I do a backdash right after the FRC first.

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