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

thanks for the handy advice.

regarding horsie cancels, can I catch into a combo with 5HS even if it's not CH?

Yup, it floats on hit. (Level 3 at least)

I'll watch your videos tomorrow and chime in with more.

Posted

a couple more vids for your consideration:

http://www.youtube.com/watch?v=-Qk_Os_egNY

http://www.youtube.com/watch?v=PIChTI9E-Vs

some dudes in the JO forums were telling us we needed to punish jumps more often, and these matches are sort of a result of us taking that to heart.

these are also with my new stick; something I've noticed is that I tend to mix up P and K now, and SRKs are harder, and I don't reflexively do j.d in my dust combos...but FRCs are much easier. I was so bad at FRC'ing HS with pad that I'd activate IK mode by mistake! Not a problem anymore.

Posted

you need to make use of 5HSFRC way more after j.S CH -> 5HSFRC will combo easily for a standard bnb after level 3 CH horsie -> 5HSFRC will combo once and sometimes twice after blocked burst (enemy airborne)-> 5HSFRC gives you simple bnb a must learn move imo

Posted

if they're too far after a blocked burst you could try going straight into a j.k,j.s. etc air combo, maybe even a instant dash jump but the key imo to punishing blocked bursts is to know the burst points in your combos.. there's a section on it in stormlocke's guide

Posted

after a blocked burst u can horsie if u have lvl 3 on it....also u can do 5s into 5hs frc....also you can do 5k,5s, into air combo....and for some reason if u dont do any of those just run up and grab them....they will probably be on defense after a blocked burst anyways....pretty simple shyt...what yall robo ky players should work on is ur zoning game...cause really robo ky dont have great mixups as it is.....also punishing to the max after u get counter hits etc....

Posted

Usually straight up blocking a burst pushes you back too far/has too much blockstun to do too much in the ways of punishing. However, Instant blocking bursts (holding back 8 frames or less before the active frames of the burst) pushes you back not as far and has less blockstun, giving you ample time to do something like 5p>c.S> air combo of choice. Using 5HS frc is usually a waste of tension when you have the option of getting a c.S instead ( of course if the extra damage will kill or you need to drain your tension to get to level 2 missiles, then go right ahead.) And Vedasisme, overall you seemed to get the basics down (pressuring with 5k/5p/bazooka) but as others said, you should hit confirm a 5HS frc off of a connected Horsie. On that note, I would never use level 1 or 2 Horsie for pretty much any circumstance (doesn't really do anything productive unless its lv. 3 and the other levels are just flat out too slow). Also, if you connect with 5p or 5k, I normally see you follow with c.S > f.S > mat when in most cases when you're closer up you should go for c.S >2s> mat. Also, as Robo your best oki/mixup setup is getting level 3 bazooka on your opponents wakeup, followed by you running in and jumping while the missile is being blocked. From that you can either land and do a low (land V 5k>c.S>2s>mat into more oki) or an airdash low to the ground for a high mixup ( airdash > j.S>j.HS>land>c.S>2s>mat for more oki). It's really hard to see coming, and if you connect you get damage, knockdown for more mixup and bar. Other than that just work on your defense a little bit and you should be good.

Posted

Thanks for your in-depth advice; it was very informative! I have a lot of work to do with oki... I really need to take more advantage of my connected bazookas, so I'll work on those running jumps. I'm noticing that sometimes I try to mixup by jumping because I'm afraid of being in throw range (my Johnny opponent has a notorious mastery of defensive throwing), so perhaps I ought to start throwing in some TK dust breaks/robo-dash FRC...

Posted

Usually straight up blocking a burst pushes you back too far/has too much blockstun to do too much in the ways of punishing.

i disagree with this, just dont FD or be way too far back and you should be able to punish most bursts..you may have to do a very quick small dash though.

Posted

air throw outta burst activation for style points? lol i kid, i cant do that shit haha when our sol is done encoding videos, i should have some recorded to show yall (even though i choked bad in my mm series :( ) and 5k 5d is the stupidest mixup in the game lol i dont know why it worked as many times as it did lol

Posted

burst throwing with robo ky's fairly situational, usually it'll come from a successful 5D straight into a burst throw/FD cancel HS combo

Posted

I've been practicing a lot, but I've come across a couple problems: I have difficulty FRC-ing and dashing in-between FRCs while facing to the left, but facing right is easier (it may be because i subconsciously lean my fingers which causes me to not hit HS first). Also, I'm afraid i may be holding the joystick wrong. I rest my hand on the base itself, and pull left with my thumb, but that has resulted in numerous failed dashes, so I was wondering how other people held the joystick. I also assume that you all would recommend against playing with pad while learning stick, at least until it's second nature?

Posted

It doesn't matter how you hold your stick. As long as you practice, who cares how you do it. If you are comfortable, that is all that matters. For example, I play with my 4th and 5th finger between the sticks and thumb guiding the ball-top. It's weird way but works for me when playing I-no or potemkin.

Posted

i think it depends on what your getting in your failed attempts are you getting 6HS steam? i tend to use PKS to frc the 5HS

Posted

Well, I think it's clear that I need to change my stick-hold if I can't reliably dash to the left... And in my failed FRCs (while facing left) I tend to be getting 5k...even though in the input bar I have hit: H, KSH This only happens out of chariot, so it may have something to do with the timing of my button presses.

Posted

Vedasisme, regarding the videos you posted: You are getting the basics down, and other people have already given good advice. - In general don't be afraid to block more, preferably instant block, especially on a 2d mat. Don't feel like you have to rush them down, you can play it safe and try to gain tension. - If you connect with something like a bazooka, or a 5k, always try to combo into a knockdown using 2s. This gets you meter and sets up for your okizeme. - Even if you are still learning timing on Level 3 Bazooka okizeme, try some easy stuff like whiffing a 5p into a connected 5d as they are getting up. Next time go for a command grab. - Get some good pressure strings down. Once you have a couple down alternate between them. For starters, with at least 50% tension, try something simple like: [blocked] 5k, 5k, 5(close)s, Level 3 Horsie. Mix it up next time and try: [blocked] 5k, 5k, 5k(if you're still close), 5s, TK Missile. - Try and get down 5hs FRC for when Level 3 Horsie hits, as others have said. 5hs FRC pressure strings into run up Command Grab or 5d can also be effective, but there are usually better ways to spend tension. - In general you want to try and progress to the point where when something connects or is blocked, you know what your next move is going to be. Keep it up!

Posted

And in my failed FRCs (while facing left) I tend to be getting 5k...even though in the input bar I have hit: H, KSH

This only happens out of chariot, so it may have something to do with the timing of my button presses.

This means that you're hitting Hardslash to early out of the Horsie, because when you hit 3 buttons at the same time (and you aren't roman or false roman cancelling something) it take's the input in the priority of: P>K>S>H (unless you are trying to throw, and if that's the case you will get a throw.) So it sounds like you are hitting the first HS before the Horse fully recovers and then hitting KSH not cancelling anything, so it will give you 5k. Connecting Horse>5h frc is a bit more difficult than 2s>5h because the horsie combo is a link. Not only that, but you have almost zero time to get 5h in before your opponent hits the ground, which results in OTG. Not practice doing it a little bit later if you are getting K, and earlier if you're getting HS frc but on an OTG opponent. Practice on lightweights like May and Baiken because they're a bit easier to hit this on than say, Potemkin.

  • 2 weeks later...

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...