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Posted

Its funny you mention that, as I had the same problem a few days ago practicing. For some reason I can TK his force break easily but his air missile is a bit different. Here's my logic: Robo Ky is the hardest character to TigerKnee with because aside from potemkin he takes the longest number of frames to leave the ground (5 frames). Most characters only take 3 or 4. Not only that, but you have to be a certain height in the air before the missile can come out. I think the absolute minimal height is where your missile is hitting the other player straight in the face (at least it does against Slayer, my test dummy). So after you input your 2369, you have to delay hitting S because if you hit it too soon you'll usually just do a superjump j.S. The way I got this down is doing the motion and just experimenting the perfect time after the inputted 9 to put in Slash. The timing is pretty significant with this TK versus other ones, an you probably only have a few frames worth of time to do it. Hope this helps you out, TKing this is indeed a bitch. I'm assuming you can TK the forcebreak ok?

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Posted

His FB(along w/ every other ariel maneuver in the game - be it hcf/qcf, whever) is cake. It's that goddamned missile... Thanks for the reassurance.

Posted

Yeah I think its just height specific for that one. Just input the slash a bit later than usual and you should be good I think.

Posted

Hmm thanks to random shyt, latiff,isaac,doren didnt come down but Ima have vids of Tourney vids of Solaris (Jeff):MA: AlwaysDizzy (lenard):VE:, Ming Wa :PO:, and scrubby Kenmasterx (stone):JO: against my robo ky. (Some epic battles and kewl hyper combo finishes). Anyone know where a person can go to transfer vhs tapes to dvd (we used a vcr to record matchs cause we leet).

Posted

So i was just in arcade mode and it was me (RO) vs computer (RO) so the comp runs in and does a robo dash and i throw. So what happens is the purple flash for a throw break when two people throw at the same time but then the cpu robot continues the robo dash animation right after the purple flash...i havent tried to recreate this yet cause i paused the game and came to type this right as it happened...any1 else seen anything like this before? edit** just went into training mode and did this...have to both hit hard slash at the same time it looks pretty cool i wonder if theres any sort of frame advantage from this could be something where you can bait throws on wake up or something...more testing required

Posted

After playing Doomscyther about 2 days ago and actually putting up good fights, I've finally noticed why he complains a lot about how hard it can be to play Robo-Ky. Some of the most intense matches I've ever played especially since I'm getting closer and closer to figuring out how to play my own character. I have mad respect for Robo players now. :keke:

Posted

Howdy, been snoopin around the forum for a day or two now, checkin some vids, and I gotta say I'm intrigued at the robo. Stormlocke, you put together one hell of a guide and its greatly appreciated, but specifically I wanna ask how do you start with this character? I feel like I got a good handle on the game, but the whole tiers of attacks +/- heat meter, overheating, detonation mode, its a bit overwhelming. The concepts are fine, and I'm sure in due time it all becomes natural reflexes of knowing your toon. But how would you suggest someone start off learning robo? lvl 1 strings to combos? then level 2's, then level 3's? managing heat? managing tension? All this has to come together at some point, I know, but I just have no idea where to start!

Posted

In all honesty, most players don't base playing off getting heat or detonation mode, though they are definately fun. If you notice the competitive japanese players don't really try to sustain 80% heat because the risks involved aren't really worth the cool slightly better combos you can do and better pressure game. Same goes with det super, although I have seen more and more japanese start using it (I'm personally a big fan of it in certain matchups, cough*potemkin) I would say the two things you can do to get a good grasp at the robot is get used to instant blocking ALL the time (or at least a good portion of it) as well as the standard BnB air combo involving the 5HS FRC. It's not so bad, cause it has like 3 or 4 frames where the FRC is able to be input, plus it's almost right after you hit HS (5 frames). The weird thing about Robot is that his sweep is actually 2S (the eye laser) instead of everyone else's 2D (which is his tension charge mat thingy). Definately weird getting used to if you've never playing him before! Anyways standard combo is 2S>5HS FRC> run forward a bit and let go of directions > 5S >jumpcancel> j.k>j.S>double jump> j.k > j.D >236S if you're close enough I don't know if any of that helps, but that's how I started learning him. Don't worry too much about heating and stuff like that, as in most cases it's a moot property. Just try to remember what moves add how much heat and what removes heat (which Stormlocke outlined very well in the guide). PS. One more thing, Robo Ky I has the best standing punch in the game (I'm pretty sure anyways) due to it's meaty properties and you get a ridiculous frame advantage off of this (like 7 or 8 frames I think?). So that is a great pressure tool, as well as okizeme. Run up, 5p, run up, 5p. Oh yeah, and it raises the guardbar when blocked the equivalent of a LEVEL 4 MOVE. That means they block a string of like 3 or 4 of these and their guardbar is almost filled. Little fun fact there.

Posted

Sorry for the double post, but I just thought of something. Due to his great tension gain from IB, large health pool, and dragon punch overdrive, you can win against good players who rely on heavy pressure game (aka just about everyone) By instant blocking their string and DP'ing in the middle (if you know the frame advantage). Instant blocking makes you recover faster, and there's a chance your opponent will be doing pressure strings that work under the presumption you aren't Instant blocking. If you think you see an opening, just 623HS (with half a bar has 1-17 invuln frames, 3 frame startup) and congratulations, you just did roughly 150 damage and now YOU can start pressure. Don't base youre game around being defensive, just saying Robo Ky is In my opinion one of the best characters to work around pressure. At the very least if you don't see an opening to DP, just IB to half a bar and Dead Angle or something.

Posted

Good info. I'll pile on. I posted this on SRK awhile back, so there's a chance you already read it, but:

To simplify things further here's the 3 basic steps you should start out with. All of them should eventual lead to the most important thing: DAMAGE

1.) Knockdown: This can come from your basic attack combo 2k, into 2s. Anytime you are hitting them, knockdown with 2s if possible.

2.) Gain meter : This comes from throwing down a 2d after a knockdown, or 2d when you've got a good distance from your opponent. You can also gain tension from a connected Robo-Dash (Run for a bit, hit any button besides Dust). His command grab 63214k also takes some tension from them and gives it to you. Finally once you've worked on your defensive skills, you can Instant Block, pretty much a Just Defend like in CVS2. Robo gets 0.8 blocks of tension per IB!

3.) Mixup: After you've knocked them down, and are sitting on a 2d mat, as they are getting up try the following things.

- 236s Ground Bazooka: You pretty much always want to throw this guy out as they are getting up, it gives you more time to try and mixup. Also if it connects...SEE STEP #1, #2...

- 5d: This is an overhead. If it connects tap up and hit J.d, a few hits into this, tap up and hit J.d again. You can try to tack on a missile at the end (air 236s) if you want. Really basic combo and a great one to get comfortable with before moving on to more difficult ones.

- 63214k Command Grab: Steals their tension and gives it to you, also knocks down...

- 66, run, any button besides Dust, Robo-Dash: Will most likely stuff any wakeup attack they throw out, and beats their attempts to stop what they think might be a command grab from you! Gets you meter and knocks down. This move is Steps #1, #2, and #3 in and of itself!

In Closing:

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). Use Tiger Knee'd Level 3 Air Missiles for additional pressure.

Robo has a diverse amount of options available to him, so it can kind of be intimidating right of the bat to learn all the different levels of his moves, modes and what have you. I suggest just trying to get some experience with the above via matches or training before you move on to things such as his:

- 5hs FRC.

- Force Break Mixup.

- 80% Heat Mode.

- Detonation/Countdown/Overclock Super.

Going into training mode and just visually seeing Levels 1-3 of his moves might also help you remember when you can/should use them. Hope this helps.

Posted

Speaking of 5D, Robo Ky's is the fastest in the game at 20 frames (discluding 16 dragon installed Sol, and tied with Moroha Aba at 20 frames). It's also got some decent range and anti air capabilities, but overall is nice being fast.

Posted

random info (atleast i dont remember this stuff being talked about much in here): so ive been getting alot of burst throws lately. why? cause every1 likes to burst dusts and robo-kys impossible dust baits that sht so easy. 5d jump FD (4 or 6)j.hs land j.k j.s dj.k dj.d (or whatever air combo you can land) or if they burst you either throw them or whiff below them usually. you want to do the FD and j.hs as fast as you can otherwise you may end up getting hit by the burst instead of throwing/whiffing. you really only want to do this when they have a burst cause otherwise its less damage than his normal dust combos if you want to do ID normally without them having the burst like just as a combo cause it looks cool or w/e you want to do the FD and j.hs a little bit later cause it will give you a little bit more untechable time to work with.

Posted

sorry for double post... i was just doing some testing with what i posted earlier "robo dash install" or w/e this was against ky that i was testing this on. first it doesnt show the flash for the throw break like i said earlier it does make the throw break sound though. and it does seem like robo is at a disadvantage after this happens..not sure how much but i couldnt block a 5k of ky's after doing this...not sure im gonna test on this stuff much more as it seems like theres no real advantage to gain.

Posted

Im working on making combo vid right now for robo ky, trying to do some new stuff but man, its hard being innovated with robo ky combos, plus the combos that are awesome are strict timing. Hopefully ill have something kewl to show. Btw gonna have some millia vids posted soon (kurumster), though im sure stormlocke has more info on milia then I.

Posted

Yeah I was gonna say these boards have been pretty dead for awhile. And I agree, I feel like other than the standard 5HS FRC > air combo there isn't too much to be innovative about RK combos :( Hopefully you can prove me wrong. Good LucK!

Posted

How come there isnt a thread for and robo ky II? I know there isnt much to say about a character that can be completely tweaked with, but im just curious.

Posted

How come there isnt a thread for and robo ky II?

I know there isnt much to say about a character that can be completely tweaked with, but im just curious.

You kind of answered your own question. There used to be, but it didn't survive my cleaning wrath.

With that being said:

http://www.youtube.com/watch?v=35RPx2G4qMc

http://www.youtube.com/watch?v=HpJRR8Zd6ag

Pretty funny.

Posted

random little thing i was playing around with today. after a tk missile you can do 23656 S for an airdash quickly canceled into another missile.

Posted

Alright guys I've been experimenting a little with 2s>5hs FRC> 236236S punchy super (this will juggle them) then stop the punches (and don't follow up with a headbutt) while you are burning, then follow up with 5k>5s JC into heated air combo. However, I'm still trying to figure out the heat properties of the super. I know in the guide it said every 5 times you hit slash, you get 6 punches. However, you can get numbers of punches that aren't multiples of 6 (I get 13 a lot). Also, can anyone clarify exactly how the heat works with this super? I feel that the faster I mash slash, the faster I get overheated even with less hits, but I could be hallucinating. Any help would be appreciated.

Posted

Alright guys I've been experimenting a little with 2s>5hs FRC> 236236S punchy super (this will juggle them) then stop the punches (and don't follow up with a headbutt) while you are burning, then follow up with 5k>5s JC into heated air combo. However, I'm still trying to figure out the heat properties of the super. I know in the guide it said every 5 times you hit slash, you get 6 punches. However, you can get numbers of punches that aren't multiples of 6 (I get 13 a lot). Also, can anyone clarify exactly how the heat works with this super? I feel that the faster I mash slash, the faster I get overheated even with less hits, but I could be hallucinating.

Any help would be appreciated.

i dont know much about the actual properties of the super but what i do when i get this super is stop hitting slash right as or right before 80% heat which should stop you from doing the super right before you over heat

also i usually follow up this super with 5p 5p 5hs (which knocks down)

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.

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