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

One time I decided to give RoboKy a try in a match...I had no freaking idea what I was doing, nor do I have any idea WHY HIS FREAKING GUAGE DOES NOT INCREASE! Isn't there like a begginer's vid for this hunk of metal?

Posted

One time I decided to give RoboKy a try in a match...I had no freaking idea what I was doing, nor do I have any idea WHY HIS FREAKING GUAGE DOES NOT INCREASE!

Isn't there like a begginer's vid for this hunk of metal?

Robo isn't a beginner's character if you want to know. The mook ranks robot under difficult to use category. This category contains Johnny, Chipp and I-no.

Reading the stickies in our sub forum will help alot.

Posted

once u learn robo, he does become one of the most fun characters to play with imo. learning his gameplay mechanics is key, and alot of players get mindfuked:vbang: by his randomness

Posted

once u learn robo, he does become one of the most fun characters to play with imo. learning his gameplay mechanics is key, and alot of players get mindfuked:vbang: by his randomness

Randomness? That doesn't sound like Robo at all.

Posted

Randomness? That doesn't sound like Robo at all.

yea...but im one of the only robo-ky players in my area....playing against a character you're not used to fighting=random shit happening

Posted

HOPEFULLY gonna get some people go keep this going, as im eager to learn this char (first guy i ever got over 40 combo with, i wanna make him main) (and advance apologies for not knowing move names or using the number-direction system, i can read numbers i just dont type them right) 1: self destruct super: if i use the uppercut super so the destruct goes off right as it finishs, is it worth doing a RC to get more air combo in? if thats even possible (i think so but im unsure of the tension drain from destruct is) 2: i watched some videos and in a lot of air combos, i see roboky make his opponent explode midair a good 3-4 times for a lot of damage... is that the missile special move, or am i missing something? thank you for the help, and dont worry... ill have more questions to annoy yall with ^_^

Posted

Welcome in joining the best gg character, and not joining the S tier crowd. Dont worry about, you will learn the number system in due time, to me it seem retarded at first then it kinda seemed natural, and for knowing move names, I still use stuff i make up even though i played gg since first release on PS. To answer your questions. 1. The hits will do the same amount if you have full or 0 tension when you detonate. As long as you are hiting them to the point where you land the detonation on them via combo, RCing is fine. Just try not to FRC or RC unless you at *5* and you have full tension. 2. I think you are talking about ending air combos with 3-4x Lvl 2 air missles. They have a high dizzy multiplier and do alot of damage. (Air 236S). more info in the guide about the specifics.

Posted

actually moving up a tier from my other chars (chipp/anji/reg ky lol) but ya, i dont liek the tier s guys... so fucks that and ill try the missiles, i cant ever do more then 1 or 2.. guess need to work on my speed

Posted

1: self destruct super: if i use the uppercut super so the destruct goes off right as it finishs, is it worth doing a RC to get more air combo in? if thats even possible (i think so but im unsure of the tension drain from destruct is)

after you explode all your tension goes away so you cant RC the explosion. you can burst the explosion so that you recover faster but thats probably not worth it unless you know youre going to kill them. after an explosion if the opponent is low enough to the ground i usually see people try and end the super with a robo dash so they get the knockdown and get some tension back. if theyre too high for that then either a couple of knee rockets or jump up and do something...whatever you think will get you the most damage. (i dont really use this super so other people can probably tell you better than me)

2: i watched some videos and in a lot of air combos, i see roboky make his opponent explode midair a good 3-4 times for a lot of damage... is that the missile special move, or am i missing something?

in the corner you can link level 2 missiles (236 s with less than 50% tension) i think this is what youre talking about. the timing just takes a little bit of practice. try with 40% tension

5.d j.d (about 8 hits) jump cancel j.d 236s (as many times as you can)

you may have to cut the second j.d short so theyre at the right height

Posted

So I guess there's a remixed version of that 10 minute Robo Combo Video floating around. In it, they did something pretty funny on Ky, they set it up baiting a burst, but basically it is similar to: 2d, Det. Mode activate, Level 3 Horsie, Punch Spam super, Explode, Burst cancel, 2d, Very fast Robo-Dash (goes underneath Ky and turns back around to hit), At 9 blocks of tension reactivate Det. Mode, (you get 1 more block during super freeze) Punch Spam super~Explode. I had only a few minutes to test it today, but I could only get it working on Ky. I'm curious if it's possible on anybody else because that means with some practice and timing, a juggle~explosion is capable of doing more damage if you have a Burst to spare. Anyway, thanks to everyone who is answering questions and all that. Update: Works on Robo-Ky, Buri, Slayer...

Posted

^ interesting i figure it might work on Robo-Ky, since his and Ky's hitbox is the same when being juggled. Ky's hitbox is wierd to begin with, so i imagine itll probably just work on him.

Posted

So... I haven't seen anybody give a definitive answer as to how you cancel the landing recovery on lvl 3 missile. So... uh... here it goes. The concept is simple, really. All you have to do is do a JC-able move as you're landing (so, j.P, j.K, or j.S). However, the timing can be fairly difficult; you need to make the move hit during the last couple of frames before you land. I think that you probably need to land either before or during the start of the JC-able frames. Since j.P and j.K recover quicker than j.S, they seem more difficult to use in this situation, although I have cancelled the recovery with all three of those moves. When you cancel the landing recovery of lvl 3 missile, you're free to act however you like. You don't have to cancel into another move or jump or anything; you could just as easily backdash or block or whatever. If you look at the combo videos where robo cancels the recovery during a combo, you'll notice that he always uses j.K or j.S right before he lands. Try it out for yourselves, if you haven't already. Anyway, apologies if this has already been said, but a search of the robo forum didn't turn up anything.

Posted

So... I haven't seen anybody give a definitive answer as to how you cancel the landing recovery on lvl 3 missile. So... uh... here it goes.

The concept is simple, really. All you have to do is do a JC-able move as you're landing (so, j.P, j.K, or j.S). However, the timing can be fairly difficult; you need to make the move hit during the last couple of frames before you land. I think that you probably need to land either before or during the start of the JC-able frames. Since j.P and j.K recover quicker than j.S, they seem more difficult to use in this situation, although I have cancelled the recovery with all three of those moves.

When you cancel the landing recovery of lvl 3 missile, you're free to act however you like. You don't have to cancel into another move or jump or anything; you could just as easily backdash or block or whatever.

If you look at the combo videos where robo cancels the recovery during a combo, you'll notice that he always uses j.K or j.S right before he lands. Try it out for yourselves, if you haven't already.

Anyway, apologies if this has already been said, but a search of the robo forum didn't turn up anything.

i did not know that ! good to know!.. thanks for sharing :yaaay: well i probably dont use Robo to the extent of finding anythign but have fun but, yea good to know !

Posted

thanks chojin..i asked that question a while ago, im glad it finally got answered ^^ :yaaay:

No problem. Actually, I just figured it out like... an hour ago. :psyduck:

Posted

im getting the hang of robo ky now.....but....one problem im having is playing uppercut characters (which i hate cause u get the ones that just random uppercut all day) on wake up its kinda hard to keep pressure....i try to just do 5p or the rockets and i get uppercuted...then if i wait to see if hes gonna uppercut i dont have time to shoot rockets... on a side note. i like pressuring people with robo ky.....its like sometimes they are so scared to move when u doing poke strings cause they scared of getting hit...so i shoot the rockets to keep then locked down then i run in and tick throw them....works if i mix it up enough. one thing i wanna learn with robo ky is the thing i see in combo vids and i seen that chojin guy do it once on youtube....basically after you do a combo in air and u end it with the missles how do you dash forward and hit them with the dust in air....

Posted

so the other day at the NYAF, I was playing robo-ky against a chipp player. we were both down to our last bit of health in the 3rd round, and I got a knockdown on chipp. I was going to try and keep the pressure on with a missile, but I got owned by Zansei Rouga on wakeup... so basically, i forgot to watch the opponent's tension bar. The question is...in this sort of situation, should I abandon all types of okizeme?

Posted

Bait for it. I'm not the one to talk but I heard from other guys that either do a safe move or bait for their super/DP.

Posted

one problem im having is playing uppercut characters (which i hate cause u get the ones that just random uppercut all day) on wake up its kinda hard to keep pressure....i try to just do 5p or the rockets and i get uppercuted...

if youre getting hit its because youre either doing the 5p too late or youre too close with the bazooka. the 5p you want to be meaty so you will recover before the active frames of the uppercut come out. the bazooka you want to do so that youre out of the range of their uppercut (dont use bazooka as oki against sol cause he can gv under it)

one thing i wanna learn with robo ky is the thing i see in combo vids and i seen that chojin guy do it once on youtube....basically after you do a combo in air and u end it with the missles how do you dash forward and hit them with the dust in air....

the idea with this is that the missile hits late so that theyre still in hit stun while you recover and are able to air dash and combo. so basically you have to space it so that theres a bit of a gap between you and the opponent...just check some of those combo vids for some setup and try em out

so the other day at the NYAF, I was playing robo-ky against a chipp player. we were both down to our last bit of health in the 3rd round, and I got a knockdown on chipp. I was going to try and keep the pressure on with a missile, but I got owned by Zansei Rouga on wakeup...

so basically, i forgot to watch the opponent's tension bar. The question is...in this sort of situation, should I abandon all types of okizeme?

normally you would probably just want to bait that with a meaty 5p so you could block if they did anything reversal but if you dont really have the health to be able to block that or tension to FD if you need to then you might want to try a robo dash which will beat most supers or back up and throw some air missiles.. maybe jump and FD (baiting an uppercut) if you have the tension you can bait it then dead angle or FD the super and punish

*edit*

also sorry for the lateness on the replies...ive been lazy..shruuug

Posted

I'm a little baffled how you got hit by a Zansei Ryuga on your opponents getup. On the frame data that super has the following invulnerability: 1->15F Throw Invincibility. 16->25F Invincibility. So since youre obviously not trying to throw them on getup, you have 15 massive frames to perform whatever okizeme you're doing, and that's only IF the Chipp player reversals in. It sounds like your problem is knowing how to apply pressure on getup. Robo Ky uses 5p okizeme for a few reasons (fast recovery, +7 frame advantage on block, if hit can confirm into 5s>2s>2d) But for your case it is because you can use 5p as a "meaty" attack. What this means is that the move has enough active frames (5p has 4 frames) such that it should be easier to time hitting your opponent with 5p while they wakeup. Missiles are similar, you just have to be able to time them a bit better because it comes out so late. Here's an example scenario: Robo Ky knocks Chipp player down and wants to perform 5p as okizeme on Chipps wakeup. Since 5p has 4 active frames and since 5p comes out fast you should be able to apply it on your opponent's first frame of wakeup (It does take a bit of practice and timing, so just dont get too worried if you havent gotten it yet). Obviously Shoryu's are one of the best wakeup-get-out-of-pressure moves with their invulnerability starting on the first frame. However, you rarely see high level players attempting shoryu's on getup, here's why: Assuming Robo Ky times his 5p correctly such that at least 1 of the 4 active frames occurs on the first frame of Chipp's wakeup, Chipp must "reversal", or perform a shoryu on the very first frame of wakeup, or else he'll eat Robo-Ky's 5p (probably as a counter hit as well). :eng101: 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.

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...