ShibuyaX Posted May 13, 2008 Posted May 13, 2008 btw...im looking to expand my force break mixup game a bit....so far i come up with In close to opponent : 5k, 5k, tigerknee ex, hold 3 or 1 (depending on which side u on), command grab. After level 3 rockets : run and jump, air dash then js, jhs, ex, either land and command grab or do another hs. i love robo -ky and all but sometimes i feel i run outta juice and need more mixup game to stay consistant with mixups....
jcyl29 Posted May 13, 2008 Posted May 13, 2008 hey as long as u are mentioning fb, I have trouble using it as instant overhead. After 2369D, I immediately hold 2 and hit S, but the S doesn't fully finish. I figure if I delay the pressing of 2 it's not that effective as a overhead. Is there some sort of middle point?
Spark Posted May 13, 2008 Posted May 13, 2008 j.S has 9 frames of start up so when you tk the force break you have to go a bit higher than usual. So I guess you could hold up during the force break a bit before canceling into j.S so the momentum from it keeps you from falling too fast. I usually use j.K for the instant overhead since you can just cancel the fb directly into it without having to adjust for height. Although I am having trouble connecting a ground normal after using it.
M.Song Posted May 13, 2008 Posted May 13, 2008 well....its 25 percent but i understand what u are saying...u have to hit with a level 2 or 3 horsie....which is more than 25 percent tension u need to have....ill get back to the exact about of tension u need for it. but im sure its closer to 35 percent than 50.... i dont understand what u mean about the 2k into 2hs being too slow...u can do 2k into a grab (and that is really slow and japs fall for that too) if the person is set on blocking...this game is all about mixups.... for instance if you do 2k grab....the next time u can do 2k 2s 2d...then the next time do the 2k 2hs frc? even the 2p, c5s 2hs the opponent can jab u out of it cause it dont gatling to a chain... for your first comment 1 pony + 1 frc + 1 missile is 45% tension.. pretty much 5 bars which is nearly twice the amount of tension you said when you described your combo i also said that if you play against people with roboky experience 2k -> 2hs isn't too good of an idea since its way too slow this was just a warning that against people with roboky experience a blocked 2k is pretty bad for you since your options are limited after it and its really easy for them to just grab you out of the 2k or right after they block it
Spark Posted May 15, 2008 Posted May 15, 2008 Regarding 80% heat mode if I 5P someone while in it if they are just blocking what is the actual frame advantage of it? In the guide it says it would add 6 frames of hit stun so would that mean if they are standing normal blocking the frame advantage would be 13?
Finkledoodoo Posted May 15, 2008 Posted May 15, 2008 Regarding 80% heat mode if I 5P someone while in it if they are just blocking what is the actual frame advantage of it? In the guide it says it would add 6 frames of hit stun so would that mean if they are standing normal blocking the frame advantage would be 13? fixed!!!
kilvear Posted May 15, 2008 Posted May 15, 2008 Regarding 80% heat mode if I 5P someone while in it if they are just blocking what is the actual frame advantage of it? In the guide it says it would add 6 frames of hit stun so would that mean if they are standing normal blocking the frame advantage would be 13? Heat mode frame advantage occurs when you actually hit the opponent. When guarded, the frame advantage remains the same of the normal version. Also heat mode normal deal tick damage. I believe this was talk about before.
Finkledoodoo Posted May 16, 2008 Posted May 16, 2008 playing pros next thurs... me = hopefully I get it taped...
iora Posted May 16, 2008 Posted May 16, 2008 good luck man! got some casuals goin tonight so ill see if i can get some recorded on my dig camera
iora Posted May 19, 2008 Posted May 19, 2008 i need to learn how to time my DAA on eddie... if i waste 50% tension just to fancy-5h lil eddie one more time... GARR!! >< reading matchup threads and getting rdy for the may c3.... but im worried about a few characters lets hope i can pull something together (or hope they dont have robo experience <3) DAA is big main game shit to me, but is there any characters i should avoid using it with? besides eddie until i learn how to do it better?
M.Song Posted May 19, 2008 Posted May 19, 2008 avoid alpha counters on dizzy its even harder to do it against her since her fish is always in the way
jcyl29 Posted May 19, 2008 Posted May 19, 2008 on some dogura videos, I see him do impossible dust with a j.H, land, 2H. WhY?? It's not really a burst baiter cuz the j.H leaves u open just like j.D does. and the damage sucks too. Also, I figured out that if u tk the FB and not hold any direction, and you can stick out a j.H and if it connects, u can do 5p, 2s or 2k,2s.
iora Posted May 19, 2008 Posted May 19, 2008 link a dogura video where he does that and i can muster a guess ^_^ i love dogura videos so either, link link
4r5 Posted May 19, 2008 Posted May 19, 2008 He does it in the recent A-Cho vids. And it is burst-safe. He does D, home-jump, FD, HS, land, etc If they burst, it'll whiff and he lands and does stuff. If they don't burst, the HS hits, it becomes an impossible-dust, he lands and does stuff. The j.HS doesn't leave you open to a burst because you canceled the home-jump, earlier with a FD, so you are descending instead of ascending while you are doing the HS. If they burst, you'll be clear out of the way before it hits.
jcyl29 Posted May 19, 2008 Posted May 19, 2008 well i forgot about the FD i guess, but if the opponent knows this is coming and delays the burst, won't that still hit robo? iora, don't have exact link, but look for DF2 finals on youtube, he does it against a pot player
4r5 Posted May 19, 2008 Posted May 19, 2008 heh, I just edited my previous post; answering that The j.HS doesn't leave you open to a burst because you canceled the home-jump, earlier with a FD, so you are descending instead of ascending while you are doing the HS. If they burst, you'll be clear out of the way before it hits. The only place left to burst, is after the j.HS, depending on what he decides to do from there.
jcyl29 Posted May 19, 2008 Posted May 19, 2008 ya that make sense, i realize now that the 2H he does after landing is another burst bait
ShibuyaX Posted May 19, 2008 Posted May 19, 2008 using DAA attacks with robo ky is easy...just dont do it when they are jabbing...wait for moves that take a lil bit to recover....usually HS moves are safe to DAA. go to training mode set the character u think u dont know when to daa on play back with certain moves and have them block right after the move to see if its safe....i think that would be ur best answer.
dontuel Posted May 19, 2008 Posted May 19, 2008 ya that make sense, i realize now that the 2H he does after landing is another burst bait you can also get free auto burst throws by doing impossible dust for style points...really though you want to do the j.hs as late as possible after the FD, gives you more time to just block the burst which is best for punish or it puts them too high and you whiff while they burst over your head leading to easy punish. it also makes you safer to when they burst really fast which is very hard to burst throw and will usually end up getting you hit if you just do normal timing for ID instead of doing it late as possible. Following the j.hs -> land, if you want to keep being burst safe just do a bunch of j.p ending in j.hs. I find though that if they dont burst on the j.hs then theyre probably not going to burst through the rest of the combo unless they will die.
Dr. Stormlocke Posted May 19, 2008 Author Posted May 19, 2008 http://www.youtube.com/watch?v=T-y806Vg_Pg I really wanted to be the first person to land this in a match, haha. Fun stuff.
JackG Posted May 20, 2008 Posted May 20, 2008 Yeah I saw that yesterday, so ridiculously difficult to pull off as well as conditional but so funny to watch
axel Posted May 20, 2008 Posted May 20, 2008 Finishing that ID with 2HS is good as it buys you time to set a mat and gain some tension while Potemkin got blown away by the rocket. It's a safe way to gain tension compared to laying down mat and getting hit by random Slide Heads.
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