Dr. Stormlocke Posted January 8, 2008 Author Posted January 8, 2008 "Biiiiiiiiiiiisooooooon" On hit with the explosion usually I would lay a mat, run underneath them, then Robo-Dash back on the mat to get tons of tension. If they are too low to the ground, I usually just backdash 1-3 times and then Robo-Dash. You can get tension fairly quickly after the Det. Mode explosion. What you might be thinking of is how they actually nerfed it since Slash. Before, on hit with the explosion you would get 2 bars of super, and on block you would get 1. Still seems odd they removed that, but oh well. IN OTHER NEWS: I think there might be some crazy stuff happening soon to all character forums in regards to matchup layout. I am planning on chopping up the Okizeme chart from the AC guide and posting in each character's section in the meantime.
DaiAndOh Posted January 8, 2008 Posted January 8, 2008 I say do it if you can, as when looking up character okimeze data has to do with the matchup's strategy, finding it in the specific matchup section will let us be able to have the rest of the matchup data open as well in the same window (and imo, make it better organized).
Dr. Stormlocke Posted January 9, 2008 Author Posted January 9, 2008 Robo-Ky forum regulars: if you guys don't mind, could you copy and paste any info in the Matchup thread that you thought was useful, and post it in the respective character thread? I will be doing the same, but the more people working on it the better it will be. (Hopefully). Thanks.
jcyl29 Posted January 18, 2008 Posted January 18, 2008 ok maybe the timing is harder than i thought, but I am in training. I make robo the dummy and I control sol. i make robo do 2s, run up and do 5p. I am able to score VV w/ robo taking the hit OR if I make robo punch too early, I can throw him. So is 5p REALLY safe against Sol's VV?
Mike Z Posted January 18, 2008 Posted January 18, 2008 According to frame data: Robo's 5p is active for 4 frames and has 3 frames of recovery. Sol's VV has 7(S version) or 5(H version) frames of startup. Therefore, yes it is. When Robo does his 5p so it hits with the last 1 or 2 active frames, if Sol does a reversal VV Robo will recover first and be able to block.
Doomscyther Posted January 18, 2008 Posted January 18, 2008 You are standing to close to Sol on when doing robo kys 5P.
jcyl29 Posted January 18, 2008 Posted January 18, 2008 but if the frame data is constant, why would distance make any difference?
Doomscyther Posted January 19, 2008 Posted January 19, 2008 I can be wrong but I think actually VV will hit you even if its meaty 5p if ur to close with it. Least I have way better results from a spaced 5P.
dontuel Posted January 19, 2008 Posted January 19, 2008 distance doesnt matter for the VV but it does matter for throw range...5p can be reversal thrown if you stand too close so you want to space it out of throw range no matter which character you playing against
Doomscyther Posted January 19, 2008 Posted January 19, 2008 Basically is what i meant, Its jsut to hard for me to explain things.
BAAL Posted January 22, 2008 Posted January 22, 2008 Hi everyone! I've been playing ^C for about 5 months now. I started with HOS and About a week ago i tried picking up RK, he's extremly fun and I've already learned some simple things but I'm having trouble the enemy locked down. Does he have a strat to keep the opp in lockdown?
Doomscyther Posted January 22, 2008 Posted January 22, 2008 You can use level 3 horsie at the end of block strings to apply a bit of pressure. If you know the opponent is blocking your attack string, or FDing them, you could c.S (close 5S) into bazooka lvl 3 (only if its lvl 3). Though for mentioned strat has a weakness (it does keep people in lockdown ***doesnt combo so...***). 2k,lvl 2 steam is good to, if you frc the lvl 2 steam, you can apply new pressure. There is many other strats, but to long to list, though we have a list i think in Robo guide.
dontuel Posted January 22, 2008 Posted January 22, 2008 Robo's best lockdown tool as doom said is the bazooka to be able to use it mid pressure to re-apply lockdown you need to be some what unpredictable with it and mix up when you use it because it is very escapable. Other ways to keep lockdown going as doom alluded to is to use his FRC's HS, 6hs, 2hs. Make them block one of these things frc it run back in and keep going. You could also use TK FB giving you a quick overhead and more time to pressure/lockdown ect.. also 2k can be used aswell this way since it brings you back into the opponent. you have to keep them in fear that a 2s/2hs/6hs ect will come out but if you can freeze them then after a 2k you can throw a 5p or w/e to keep more lockdown.
Spark Posted January 23, 2008 Posted January 23, 2008 Is anyone else having trouble getting the 5p fire loop to work? Do they have to be crouching?
Dr. Stormlocke Posted January 23, 2008 Author Posted January 23, 2008 Is anyone else having trouble getting the 5p fire loop to work? Do they have to be crouching? It's much easier on a crouching opponent, yes. You can't get nearly as many hits in if they are standing. You can also do a ghetto Fire Loop with 2p on some characters such as Faust and Zappa, since they can crouch under your 5p. Timing is pretty tight though, and you can't get as many hits.
Doomscyther Posted January 23, 2008 Posted January 23, 2008 Fun little heat combos I found, probably already known but not posted. 80% Heat 5k,5s,5hs FRC, lvl 3 bazooka, 5s,5hs FRC, lvl 2 bazooka. (should work on all characters, end it with dust, knockdown, etc....also combo does more damage if you start with 5P into 5HS) Potemkin Combo (though im sure it works on all heavy characters) 80% Heat [Midscreen] Throw FRC, 5p, 5p, 5hs FRC, 5p, 5p, 5hs FRC, j.HS, lvl 2 missle. (good luck landing combo during a real pot fight, but it sure its awesome if you land it.) Ino Combo (need enough heat for 5hs to still be on fire) Throw FRC, 5P, 5P, 5HS FRC, 5k,(JI),5s, sj.k, j.s, j.p, j.s, (JC), [J.k, j.D or J.s, J.hs] I think the combo works on anyone of the same weight class, to lazy to try it out.
Chojin Posted January 24, 2008 Posted January 24, 2008 You don't need to use 5H FRC to get bazooka to combo... but yeah.
Doomscyther Posted January 24, 2008 Posted January 24, 2008 Yea, but this way its harder to do, and looks kewler.
ShibuyaX Posted January 24, 2008 Posted January 24, 2008 trying to work on command grab setups.....one i used yesterday was pretty good.... 5k 5s 5hs FRC run in grab.... Also im trying to think of new level 2/3 bazooka mixups......like for instance bazooka...they block it...then i jump then dash in..... any other suggestions for mixups...
dontuel Posted January 25, 2008 Posted January 25, 2008 there were a bunch of command throw setups discussed a few pages back. *Edit* posts 342-350 or so in this thread as for mix up after a blocked bazooka: jump: ---> j.k (i use j.k because you can do it really late to make it look more like an empty jump) ------->5p/5k... ------->5d ------->run up throw --->land 5k... --->land command throw --->air dash j.s j.hs run up: ---> 5kxn ---> 5d ---> robo dash (late) ---> command throw ---> tk.FB
JackG Posted January 25, 2008 Posted January 25, 2008 Fun little heat combos I found, probably already known but not posted. 80% Heat 5k,5s,5hs FRC, lvl 3 bazooka, 5s,5hs FRC, lvl 2 bazooka. (should work on all characters, end it with dust, knockdown, etc....also combo does more damage if you start with 5P into 5HS) Potemkin Combo (though im sure it works on all heavy characters) 80% Heat [Midscreen] Throw FRC, 5p, 5p, 5hs FRC, 5p, 5p, 5hs FRC, j.HS, lvl 2 missle. (good luck landing combo during a real pot fight, but it sure its awesome if you land it.) Ino Combo (need enough heat for 5hs to still be on fire) Throw FRC, 5P, 5P, 5HS FRC, 5k,(JI),5s, sj.k, j.s, j.p, j.s, (JC), [J.k, j.D or J.s, J.hs] I think the combo works on anyone of the same weight class, to lazy to try it out. Cool combos, but spending tension on throw combos is generally never worth it unless they are going to die from it. Spending 25% on the throw frc is somethign I personally only do when they are below 20% or so. Also you say do j.HS and level 2 missile at the end of your pot combo when youre at at least 80% heat, meaning youre defiantely going to blow up at that point. there were a bunch of command throw setups discussed a few pages back. *Edit* posts 342-350 or so in this thread Every time you get a grounded opponent to block the 4-way split level 3 missile, you get a run up free command throw/robo dash mixup.
DJ Xero Posted January 25, 2008 Posted January 25, 2008 I just realized there isn't a Robo vs Axl thread in the Matchups forum.
Dr. Stormlocke Posted January 25, 2008 Author Posted January 25, 2008 I just realized there isn't a Robo vs Axl thread in the Matchups forum. Gah! Thanks for the heads up. There is one now.
JackG Posted January 27, 2008 Posted January 27, 2008 Damn, just noticed it was your birthday Stormlocke. So, uh, Happy Birthday!
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