Spark Posted December 27, 2007 Posted December 27, 2007 Is tking Robo's force break really worth while as a mix up? On less I'm doing my math wrong if it takes 5 frames for him to jump, 7 frames to start up the force break, and another 7 start up frames for his fastest air normals (j.k or j.p). Wouldn't it only be a frame faster than using dust?
M.Song Posted December 27, 2007 Posted December 27, 2007 i don't really use his fb as mixup.. but you don't always have to go high with it you can do that tk fb then land as soon as you do it and go low.. and not certain but i think if you tk it.. then the startup time is with the jump or something... cuz it just looks a lot faster doing tk fb j.HS than a 5D
Dr. Stormlocke Posted December 27, 2007 Author Posted December 27, 2007 Is tking Robo's force break really worth while as a mix up? On less I'm doing my math wrong if it takes 5 frames for him to jump, 7 frames to start up the force break, and another 7 start up frames for his fastest air normals (j.k or j.p). Wouldn't it only be a frame faster than using dust? It's really close to that, yeah. His Force Break however gives you far more options. (TK'd or otherwise). As with most situations with Robot, it's usefulness largely depends on your tension. Them blocking your Force Break mixup leaves you in a better position than if they had blocked your 5d. (Granted you spent 25% tension on the former.) Here are some examples: 50-75% Tension: Knockdown, TK Force Break as they are getting up, steer down, J.s (whiffs completely), land, 2s, 5hs FRC~whatever. Knockdown, run toward as they are getting up, TK Force Break, J.hs, (you should go through some characters/cross up at this point), land, 5p, 236236s Punch Spam super. Basic setups, 25% Tension: Knockdown, TK Force Break, steer down, j.k, land, 2k, 2s. Knockdown, 5k (blocked), 5k (blocked), TK Force Break, steer toward, land, command grab. Tension restrictions limit the usefulness of repeatedly doing these. The benefit of connecting a TK mixup is that you are doing some damage, and knocking down. This gives you yet another attempt to mix them up. Hope this helps!
Doomscyther Posted December 28, 2007 Posted December 28, 2007 A good way of using it is after a blocked j.s/j.hs into a FB j.s/j.hs oki. I still think as a FB, almost every character got one better then robo ky's IMO.
Mike Z Posted December 28, 2007 Posted December 28, 2007 Also remember, if they see your 5D coming, they have 20 frames to react from seeing it start. If they react to the flash of your force break they have 14 (given you're fastest reaction) or you could land and go low or throw...also, since you're tiger-kneeing it I think the jump startup is 3 since it's a superjump. Mike Z
EiseneFaust Posted December 28, 2007 Posted December 28, 2007 I generally use FB as my go-to move for when I am using det mode at full screen distance. missile then follow one up for pressure at like 2-3 seconds left on clock to have some mix up. I will sometimes fly in and jS/jH or just land and 5k pressure combo of choice or 5p pressure combo of choice. For some reason I don't find myself using the bazooka/horsie ground game to get an opening for punch spam when I go to det mode as it seems people I play against are getting ready to watch for those more and more. I think the other main reason why I don't TK FB as much is that I just feel vulnerable for some reason, I dunno how to explain it but SRKs always make me wary for a longer opening that it feels that the FB is giving them. I'm prolly just slow on the TK or something; but it just feels awkward for me. Oh one last quick thing, you can actually chain (maybe link is the better term for this) 5d after a 5k hit. I was playing in training and had guard on limited and fixed 30% heat to try out different things and I know the frame data says "5k - Past frame 8, can chain into normal other than 5P or 2P (even on whiff)." and it indeed does work for 5d. just timing seems strict like maybe only will chain on frame 8 or something. anybody ever hit confirm 5k into 5k to 5d them? I kinda like this combo 5k (hit confirm) >5k >5d if they block you can just do normal pressure mixup but it's fun nevertheless heh. not sure if works on blockstun though. prolly not since I swear I never get away with it.
Spark Posted December 28, 2007 Posted December 28, 2007 I've been wondering if it'd be possible to repeatedly cross someone up with the force break while the opponent was blocking the bazooka. Though you probably don't have enough time to do this. EDIT: I justed tried this in training mode. I haven't been tking the force break as fast as I'd like, but it looks like you can cross them up twice before the bazooka goes away. However I'm not sure if the game has something built in to prevent really quick cross ups, sense I don't have anyone to test this on.
Dr. Stormlocke Posted December 28, 2007 Author Posted December 28, 2007 I've been wondering if it'd be possible to repeatedly cross someone up with the force break while the opponent was blocking the bazooka. Though you probably don't have enough time to do this. EDIT: I justed tried this in training mode. I haven't been tking the force break as fast as I'd like, but it looks like you can cross them up twice before the bazooka goes away. However I'm not sure if the game has something built in to prevent really quick cross ups, sense I don't have anyone to test this on. Once they are in blockstun you won't be able to cross them up to make the bazooka hit, however you still can cross them up with your own attacks. These are complicated but: Level 3 Bazooka (blocked), IAD, as soon as you cross over them, activate Force Break, j.p (whiff), you'll arc back over them, land, 2s~whatever. Level 3 Bazooka (blocked), TK Force Break, fly over them, hold 6, as soon as you have crossed over them tap Slash + Hard Slash to Slashback cancel your FB, 44 air dash back toward, j.s, j.hs etc. Normally you're better off just doing one of the following: Level 3 Bazooka (blocked), running jump, j.p (whiff), land, 5k, 623hs SRK Super. level 3 Bazooka (blocked), running jump, j.p (whiff), late/low air dash toward them before you hit the ground, j.s, j.hs, 5hs FRC, run, 5hs FRC~whatever.
Doomscyther Posted December 28, 2007 Posted December 28, 2007 5k>5d doesnt chain. Only c.S CH or c.S on fire will combo into dust.
JackG Posted December 28, 2007 Posted December 28, 2007 I'm sure 5p on fire will connect into 5d, but I don't think CH 5p non fire does.
Chojin Posted December 30, 2007 Posted December 30, 2007 I'm sure 5p on fire will connect into 5d, but I don't think CH 5p non fire does. Correct.
zechs Posted December 31, 2007 Posted December 31, 2007 Hi people, i introduce myself, I'm Zechs a French player of Robo-ky! Dustloop is what i need to level up my skill ^^ sorry if my english is bad ^^, I'll do my best. i Have a lot of question to ask you and some of my match to show you even if it's the same end... i lost ^^ my First question is... who to make a good start when you have RK in a match? do a S? do back dash an prey God for the other player not do a grand viper lol?
Spark Posted December 31, 2007 Posted December 31, 2007 If you mean what to do right as the match starts. I like to use 6p, but it's probably not the safest opening. So most of the time I super jump back dash away and lay a mat.
Doomscyther Posted December 31, 2007 Posted December 31, 2007 You can start with. 6p f.S j.p (hit confirm into air combo, or on whiff you can either falling j.S / j.hs or IAD back/foward) All depends on the characters.
dontuel Posted January 1, 2008 Posted January 1, 2008 Hi people, i introduce myself, I'm Zechs a French player of Robo-ky! Welcome my First question is... who to make a good start when you have RK in a match? do a S? do back dash an prey God for the other player not do a grand viper lol? Like doom said its gonna depend on what character your opponent is using and what they like to do. Its always safe to just block low. A lot of the time your opponent with backdash or jump back ect... and if they do that you can drop a mat and get set up Another option is to jump strait up. This can cause your opponent to whiff something that you can punish. After the first round and you get a feel for your opponent you can decide to be more aggressive and try and counter what you think they will do.
zechs Posted January 1, 2008 Posted January 1, 2008 Ok because when the other player plays ky, there is a lot of chance to do 214 k ^^... so ok it's depend on what the other player do, So just block is the better options. Do you think the better way to know well the match up is to play the other character? even if session and training is the only things, we must keep in mind.
Doomscyther Posted January 1, 2008 Posted January 1, 2008 To be honest, alot of the reason i was good at blocking was because I actually play most the cast cept 4 people, which does help you know what to expect, but I honestly refrain you from doing that cause of robo ky changing frc points (the steam and uppercut). The ky player shouldnt start with that move IMO against robo, if he does then either. 2HS f.S (im sure will hit) 6p Btw if you playing against ky, try and block alot and air missle. Ky's 6p gives him the advantage in the match up. Damn you Steve Harrison and your CVS2 style Ky.
Nhur Posted January 2, 2008 Posted January 2, 2008 at start of battles... some players ususlly make a back jump and later a air dash you can cach their with a dash jumpling j.K , j.S, JC, j.S, and later a HS for get some heat too. agaist sol 6P are good, they make 5HS (if ch) you get 50% free tensioneless combo (you can guard down agais this too) they need to make IAD later of the HS and you will make a cross under and a grab or something.
ShibuyaX Posted January 2, 2008 Posted January 2, 2008 it varies what to do as an opening.....character specific....for example with testament i usually dont do shyt except back dash. he has faster opening than robo ky in all levels....but with ky i can use slash as an opening or jump in at him... Edit: also i need frame data....who in here has or know how to get frame data on every character and what frames leave u at something if white guarded etc....really thats the only way to play is to white guard and KNOW WHAT TO DO AFTERWARDS......
Dr. Stormlocke Posted January 2, 2008 Author Posted January 2, 2008 also i need frame data.... http://www.dustloop.com/data/ac/select.html In the new vids Dogura just OCV'd another team. His victory was sadly kind of overshadowed by the Faust player's Pogo-Meteor rushdown though, haha.
Dr. Stormlocke Posted January 3, 2008 Author Posted January 3, 2008 what does eg sd etc mean???? EG is Energy Gain (for other character's it's Tension Gain). SD is Static Defense, basically frame advantage/disadvantage. They're all listed here: http://www.dustloop.com/forums/showpost.php?p=173679&postcount=255 If you have any other questions you can search the thread: http://www.dustloop.com/forums/showthread.php?t=2572
ShibuyaX Posted January 7, 2008 Posted January 7, 2008 gotta quick question about instant blocking/white guarding. im trying to figure some shyt out with robo ky like if i IB an attack can i do a certain attack afterwards using the frame chart. when i IB an attack do i recover right away to attack or does it take me outta block stun faster? because it is kinda complicated looking at the chart trying to figure out if i IB this i can do this afterwards. also if i IB an attack if it doesnt make it where u can attack right away how much guard stun does it take away??? does it differ from move to move or the same with every move.....please help!!
Neophos Posted January 7, 2008 Posted January 7, 2008 gotta quick question about instant blocking/white guarding. im trying to figure some shyt out with robo ky like if i IB an attack can i do a certain attack afterwards using the frame chart. when i IB an attack do i recover right away to attack or does it take me outta block stun faster? because it is kinda complicated looking at the chart trying to figure out if i IB this i can do this afterwards. also if i IB an attack if it doesnt make it where u can attack right away how much guard stun does it take away??? does it differ from move to move or the same with every move.....please help!! http://www.dustloop.com/ggac/index.html Notably, http://www.dustloop.com/ggac/data/hitstun.html There you can compare the blockstun for IB's and normal blocking. You can only retaliate right away after a slashback (or, well, 2 frames after SB'ing, but that's way too fast to notice anyway).
jcyl29 Posted January 8, 2008 Posted January 8, 2008 goddamn it stormlocke, you just had to infect the norcal thread with that cartoon sf video, didn't you Anyway, one thing I noticed you were doing at the scott's place was after you did det super, right before the end, you did a robo-dash that reversed direction. How did you gain tension from that? I thought you couldn't get tension for a long time after releasing the explosion? just get in the car horsie
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