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Posted

1-13 invulnerable to strikes, so can be thrown. Take 9 frames to startup, so you can throw any time in there.

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Posted

Yes, it is. You can do all sorts of stuff with it. I made a short video a few days after the game came out. It's linked in the video thread but...:

http://www.youtube.com/watch?v=wsu1H7J3HHI

You can give yourself another airdash with it if you Faultless Defense cancel it and are high enough off the ground. It can also be useful to extend aircombos when you are in 80% heat mode (and sometimes when you're not) by doing Force Break, Jumping Slash, Doublejump Slash, DJ.hs.

As far as the Robo-Renovations are concerned, Option C seems like the best bet. I'll get started on that this weekend.

Posted

Does anyone else here like to use 2k into throw a lot? It puts you really close to them and they don't expect it because you would usually use 2s after 2k.

Posted

Does anyone else here like to use 2k into throw a lot? It puts you really close to them and they don't expect it because you would usually use 2s after 2k.

Actually yeah, every once and awhile you can sneak this in. Don't attempt it a lot though, you will start to get punished.

I alternate between:

Blocked 2k, Blocked 2s, hesitate, 5hs (FRC) stagger.

Blocked 2k, 2d, ~ whatever.

Blocked 2k, late 2hs Knee Rocket, FRC, 5d.

Blocked 2k, throw (or command grab if you think they're really terrified).

Now to get to work on the new threads.

Posted

welll the 2K sneaky thing i think works good when you have a Ground Rocket as a cover since you can try to push them out of the block stun for throw or attempt other lol mix ups :) so i would think maybe 2K -> watever will work in this situation??? dunno, what you guys think?

Posted

2k into command grab is as legit a tactic is command grab after bazooka okizeme, but like Stormlocke said don't overdo it. The trick is to alternate between 2k>command grab and 2k, DELAY, 2s, 2d. If you cancel the 2k into the 2s in one of the last frames you can, you create a pretty good mixup. You'll see that used even by the Japanese, so you know its good :v:

Posted

Dont attempt it they FD.

yeah as always don't try to command grab when you're too far away :v:. Keep in mind though command grab range is 70 pixels, which is almost twice as much as regular throw range.

So... Who will be 3ROBOT reps @ FRXI??!?!?!?!?

Not sure who all here is planning on going, but if given the chance I'd like to. I'm not well known or anything cause I haven't been to many tournaments, but I guess we'll play this weekend and we'll see how I compare to you guys :yaaay:

Posted

Im robo capt since I got 121 stars in mario Galaxy. We would need stormlocke to come down to FRXI for robo teams. I think im the only Robo player besides him that has more match up exp then everyone else in robo forum.

Posted

yeah, this weekend will help give me a good idea of where I stand versus the top players. it'll be 2-3 straight days of playing these guys: Jais - Buri Kyle - May John - Anji RyanBill - HOS Young - Venom? Yohei? - Anji Chase - Faust TN: Tad - Ky Nate - Baiken Ponder? - Millia Phil? - Millia Fraley - Testament Mel - ERRYONE Bama: Doren - Jam Issac - Pot Ohio: Brent - Sol Ricky - Dizzy Mac - Slayer That's a good half of the cast, most of them played by our nation's best (or very close to it). Hopefully I'll be able to get some vids of me at some point or another.

Posted

Only worry about Isaac. Do not let Mac land one of his combos. Fraley, idk cant be as good as RabbiCake so jsut do get hit by tree's. Jais , idk how to fight him or explain it. ( I never got to set down and casual with him, but watch out for his combos.) Kyle will kill you, Always FD MAY's 5k, always. Mel is well good all around, specially his zappa. Doren has fought me so he knows the match up now somewhat. Chase wont let you Matt. Ryanbill idk, HOS is a pain either way, I can see my HOS beating my own robo ky, and he plays really really well. John well he doesnt play as hard as kenji, but he learned to 6K gaurdpoint robo dash so watch it. Start off with 2k as oki or get hit by fujin loop. All the rest you can beat, no disrepect to say Tad/nate and others. (Air missle before you jump in on ky, and oki air missle bait counter baiken for kewl points.)

  • 2 weeks later...
Posted

havent tested this but im kinda bored right now so ill just ask it....when u going to tick throw with robo ky can u use 5k to do it or 5p? i know 2p works but does those as well

Posted

havent tested this but im kinda bored right now so ill just ask it....when u going to tick throw with robo ky can u use 5k to do it or 5p? i know 2p works but does those as well

5k works sometimes as well if you've done a good job mixing up your pressure strings.

For example:

5k, hesitate, 5k, 5s, TK Missiles/Level 3 horsie.

5k, 5k, 5©s, 5(f)s, 2d.

5k, 5k, 5k, until you get pushed away.

After they are used to one of your strings, just throw in his command grab after the first 5k. As with all command grab setups, don't go overboard in attempting them.

Posted

For me, I generally only go for command grab in three situations. 1) as mixup at the end of a bazooka. Near the end if the opponent is still blocking, I'll either do 5k right before the missiles finishes blockstun (for opponents anticipating a throw who try to get out of it, will get hit by 5k>5s>2s). Or obviously the other alternative is command grab. Helpful hint: In general I only do level 3 bazooka, because it's the only one that gives enough time for a running jump mixup while the bazooka is going. On occasion I will do level 2 and rarely level 1 because an opponent who is expecting the usual 6 hits from the bazooka will be surprised, and if you are good at timing it you can get an easy command grab on the unwary. 2) the other time is when I'm dashing full screen/mid-screen, or in other words when the opponent has the threat of robo-dash hitting them. That I believe is mixup in and of itself. When you get close ( but not too close, because robodash does have startup frames, albeit few) you either Robo-Dash (which will beat damn near everything, clashes with VV and a few supers. The supers/DPs it does clash with can be gotten around by spamming 623HS until your opponent's move is done. See the first scene in Robo-Ky vs. Zappa in the 10 minute Robo-Ky Vocalaid medley for what I'm talking about) or go for the command grab. 3) On opponent's getup, if I choose to 5p oki versus bazooka, then I'll 5p minimum range, then run up and: a) 5p/2k/5d b) bazooka c) delay, command throw so in general my only 'tick' throwing I guess involves 5p. Since RK is overall pretty slow for running on the ground versus say Sol or Millia, it isn't quite as effective. That is why you need the +7 frame advantage to actually get up to them before they will be able to react. EDIT: I forgot the whiff 5p on opponent wakeup into grab, also clutch if used sparingly.

Posted

I liked your robot Dr Stormlock, you should get some matches with Wekk he good too. . =)

Posted

As others have said, you have to condition your opponent with your block strings and oki and what not for some of these to work. deep 2k -> command throw (some sort of jump in attack) run up throw on oki whiff 5p so it looks meaty then command throw

Posted

If deep 2K is that little sliding kick thing. That doesn't work against people that know they can throw it.

Posted

Snip

Good stuff.

If deep 2K is that little sliding kick thing. That doesn't work against people that know they can throw it.

Like it's been stated it can work if your opponent is conditioned to expect a 2s~5hs (or anything else for that matter after other setups). Many command grab/throw setups can get you thrown for attempting them, but that's just a risk you take. You're banking on the fact that they will be either waiting to block the rest of a string that never comes out, or that they're too scared to throw anything out.

Awhile back Chojin mentioned a real close/meaty 2s into command grab. It can be pretty effective occasionally. After you land the command grab the first time, ALWAYS go into 5hs FRC after the blocked 2s. Similar to blocked 2k, blocked 2s, hesitate, 5hs FRC.

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