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Posted

theres two, welll kinda 3, ways to do it.

the easiest way is probably how bbq said.

the modified way of doing that is the way i do it and is the burst safe way which is:

4hs frc 66 4hs frc

this way youre blocking after you do the hs so if they burst as youre doing it the hs will whiff and you just block the burst automatically.

The other way to do it, which gives you a faster dash but is not burst safe.

5hs 6frc6

this way you buffer the dash into the frc and dash directly after you frc giving you a very quick dash. this was the way i first learned how to do it so it might work better for you than the other ways.

just give it alot of practice and try them out and see which way works for you then go from there.

I like that burst safe version.. I may start using that.. my one boy loves to burst out of my combos.

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Posted

okay guys, i made a new sig take down the 80% heat mode section of the guide... i summmmmed it up! lolz ^_^

Posted

http://www.youtube.com/watch?v=CfVJtQwY99M

me at the leocon tourny in NJ, i didnt do as well in the fun 2v2 as i did in 1v1 but hell, you guys can actually see me play a game now! ^_^

lots of errors though, wish some of my 1v1's got recorded, but whatchu gonna do

Posted

http://www.youtube.com/watch?v=CfVJtQwY99M

me at the leocon tourny in NJ, i didnt do as well in the fun 2v2 as i did in 1v1 but hell, you guys can actually see me play a game now! ^_^

lots of errors though, wish some of my 1v1's got recorded, but whatchu gonna do

going against an eddie....well....im assuming u dont play much eddies (i dont)..so im sure ur true skills were altered in this match....

Posted

nah, played that guy like twice prior... but each time he got better in between lol, its a rough fight no excuse for some of my dumb moves though.... but seriously lil eddie ate my fuckin DAA ITS A DAA LOL wtf

Posted

alpha countering eddie between shadow attacks takes a bit of timing to do... but i think its a lot easier than trying to alpha counter dizzy between fish attacks

Posted

hi, new robo here! had a question for you robo mains here. What exactly is my goal in battle as robo? I play I-no so I'm used to poking into combos on reaction. The rest of the match is basically free afterwards. Something like combo, knockdown, oki, rinse and repeat. It's pretty simplistic imo. Trying this with robo gets me raped. Trying to get tension gets me pressured. Poking doesn't get me decent combos or knockdowns, so that doesn't lead to tension. I really only shine when I play defensively. I IB well which gets me tons of free tension. That gets me knockdown (DAA or dp). Then I can oki and mat for tension. But that's not the style of play I see when I'm watching match vids. Also, I want to be SUPER aggressive with robo. Narrowing down the question even more, what does robo want more, tension, damage, or knockdown? Again, back to my first character. I like to be aggressive, so all I want is knockdown, (damage/combos are the goal of fighting games, but I like hitting/breaking guard and thats what I-no does for damage, so good for me!) It's kinda like I simply don't understand the robo meta-game. Can you guys give me advice on the general goals of the round. Finally, I'm guessing that it basically depends on the persons ability/style of play with robo. Aggressive robo's will play well with the more aggressive moves, while defensive robo's will make very efficient use of the IB tension gain. I want to know what is robo's most efficient style of play, (as the character himself.) Kind of like Marvel vs Capcom 2 storm, (she can be played well in almost any style, but her best or most efficient style is definately runaway.) I'd guess that he's some sort of battery character...

Posted

2k 2s 2d is your best friend to start with anytime you knockdown, or have a decent distance, lay a 2d... even if your getting pressured because of it, yielding some 30ish% tension plus IB gains can be that DAA to escape your fate robo does his shit and does it well when he has control, on knockdown you get mat and oki game, so you can keep shit going while building for bigger/better shit so learn to robo-pressure, a lot of knockdown! 2d -> bazooka oki, learn the command grab if you need a quick tension burst! gold burst that shit like a champion! LEARN YOUR HEAT, high heat is better for pressure but learn all that more for the fact that if you pop, you just gave your momentum away on a silver platter (save a reversal L3 srk) key thing is stay in control, keep the pressure on... dev the oki to a good point and make use of robos good air combos if you got 5h frc, robo-dash/2s/L3 horse (214s) all lead to air combos and his dust combo is VERY good, so just dont be afraid to take the fight to them.... it needs to be done

Posted

http://www.youtube.com/watch?v=CfVJtQwY99M

me at the leocon tourny in NJ, i didnt do as well in the fun 2v2 as i did in 1v1 but hell, you guys can actually see me play a game now! ^_^

lots of errors though, wish some of my 1v1's got recorded, but whatchu gonna do

Remember, in this match, even though it sounds silly, if he has the shadow out, use the KD stall.

Posted

2k 2s 2d is your best friend to start with

I have a hit confirm issue with 2s 2d. If I wait for hit confirm, I miss my cancel chance. Does that go away with continuous robo play, or should I always go for mat? I like to hit confirm because if opponents try to punish me, 5k usually saves my butt.

anytime you knockdown, or have a decent distance, lay a 2d... even if your getting pressured because of it, yielding some 30ish% tension plus IB gains can be that DAA to escape your fate

everyone here knows that mat gives them tension too. reguardless of how little it is, free tension is free tension, as worded by my brother. I can't get away with sticking out mats before a knockdown, (people here will try to steal it.) Mats before knockdown are more of a baiting tool for me. I can get away with mat into bazooka and the bazooka will hit the attempt to rush the mat!

robo does his shit and does it well when he has control, on knockdown you get mat and oki game, so you can keep shit going while building for bigger/better shit

what's the best normal to get out a bazooka? if i do anything other than a straight bazooka on wakeup, I'll loose my pressure. it's preprogrammed around here that bazookas get 2p or jumped out of, (everyone does it to me,) to be honest, I think they just hold up or mash 2p.

so learn to robo-pressure, a lot of knockdown! 2d -> bazooka oki, learn the command grab if you need a quick tension burst!

command grab is a no go around here. there's a kind of virtua fighter attitude around here where just about anything that isn't an eddie blockstring gets a 2p. Happens alot. I know frame traps can take care of that. If I can get a command throw/frame trap mix-up I could get a command throw off, but I don't know any robo frame traps. I'm not saying that they're pros, but until I can give the a reason to block, they just 2p or worse.

gold burst that shit like a champion! LEARN YOUR HEAT, high heat is better for pressure but learn all that more for the fact that if you pop, you just gave your momentum away on a silver platter (save a reversal L3 srk)

Hellz yeah, gold burst is the only burst I use a robo! I can do the heat thing, stormlocke's guide pretty much took care of that. I just wanna take it to the next level, I'm trying out a couple of ways to slashback the pop in during pressure, (I can only do it in the air, is it possible to slashback overheating on the ground?) I can do j.s, j.c foward, slashback, j.h, into more pressure about 40% of the time. The slashback stops me from moving foward and opens up possible crossover opportunities, but yeah, poping still gets me raped. L3 srk are something I try to live without. Closest thing to that is I'll always save my last box of tension for L2 reversal srk into mat for three times the tension for free. No oki though, so I see what you mean. I'll have to try L3 srk to shift momentum.

key thing is stay in control, keep the pressure on... dev the oki to a good point and make use of robos good air combos

sad to say, I gots no oki game other than bazooka, low attack or bazooka FB 50/50.

if you got 5h frc, robo-dash/2s/L3 horse (214s) all lead to air combos

i just wish he had some less expensive combos. I hate starting back at square one after a combo.

and his dust combo is VERY good, so just dont be afraid to take the fight to them.... it needs to be done

hellz yeah, 5d = $$$!!! As for taking the fight to them, that's my biggest issue. I really only have the robo dash sadly. Air to air, everyone blocks and refuses to challenge me. Ground to ground, the confidence/recklessness they have in other characters being faster than robo rewards them more than me. I can approach from the air and for the most part, won't get challenged, but the second I land it's curtains.

what can i say, gg is a game that rewards aggressiveness, and the players here play that way. when i clean up my robo game and give max damage off every hit/punishment, the scrub crap people do will stop. but until i get there, i'll take any and all general gameplay advice other than, "you need to combo dude" cuz combos don't matter if you can't hit your opponent, (plus, I already can combo with robo.)

Posted

2k 2s 2d is your best friend to start with

I have a hit confirm issue with 2s 2d. If I wait for hit confirm, I miss my cancel chance. Does that go away with continuous robo play, or should I always go for mat? I like to hit confirm because if opponents try to punish me, 5k usually saves my butt.

i wouldnt worry about hit confirming so much, just dont throw out the 2s all that often if your friends have good blocking ability... there are other knockdown options (basic throw being a good one, 6p x1 also, 5s 2h not being a knockdown but gives you time, L3horse... you got options) if you arent comfortable with how open 2k 2s leaves you, just find a different way

anytime you knockdown, or have a decent distance, lay a 2d... even if your getting pressured because of it, yielding some 30ish% tension plus IB gains can be that DAA to escape your fate

everyone here knows that mat gives them tension too. reguardless of how little it is, free tension is free tension, as worded by my brother. I can't get away with sticking out mats before a knockdown, (people here will try to steal it.) Mats before knockdown are more of a baiting tool for me. I can get away with mat into bazooka and the bazooka will hit the attempt to rush the mat!

just remember, robo gets twice as much free tension as everyone else... so if you lay and they rush, they usually as somewhat more open then they normally are, play their game and cut off their rush; L3 bazooka, air missiles, or just smarter zoning (far 5s or 6p/L2-3 steam) can keep em off enough to make it worth while

robo does his shit and does it well when he has control, on knockdown you get mat and oki game, so you can keep shit going while building for bigger/better shit

what's the best normal to get out a bazooka? if i do anything other than a straight bazooka on wakeup, I'll loose my pressure. it's preprogrammed around here that bazookas get 2p or jumped out of, (everyone does it to me,) to be honest, I think they just hold up or mash 2p.

then do other oki, 5p/2p/5k all work well, air missiles and dust arent horrible, and command grab isnt bad for gimmicks if they have a habit of blocking on wakeup.... and remember, robodash beats a lot of wakeup counter moves, so try that (or FD brake it if they grow smart or use VV or something lol... robodash FD brake throw works well on people that love to block the uncoming tension storm lol)

so learn to robo-pressure, a lot of knockdown! 2d -> bazooka oki, learn the command grab if you need a quick tension burst!

command grab is a no go around here. there's a kind of virtua fighter attitude around here where just about anything that isn't an eddie blockstring gets a 2p. Happens alot. I know frame traps can take care of that. If I can get a command throw/frame trap mix-up I could get a command throw off, but I don't know any robo frame traps. I'm not saying that they're pros, but until I can give the a reason to block, they just 2p or worse.

it was just a suggest for your tension problem... do some air combos or cover your rushes in if they love to 2p to counter (which is diff what its seeming like they like to do)

gold burst that shit like a champion! LEARN YOUR HEAT, high heat is better for pressure but learn all that more for the fact that if you pop, you just gave your momentum away on a silver platter (save a reversal L3 srk)

Hellz yeah, gold burst is the only burst I use a robo! I can do the heat thing, stormlocke's guide pretty much took care of that. I just wanna take it to the next level, I'm trying out a couple of ways to slashback the pop in during pressure, (I can only do it in the air, is it possible to slashback overheating on the ground?) I can do j.s, j.c foward, slashback, j.h, into more pressure about 40% of the time. The slashback stops me from moving foward and opens up possible crossover opportunities, but yeah, poping still gets me raped. L3 srk are something I try to live without. Closest thing to that is I'll always save my last box of tension for L2 reversal srk into mat for three times the tension for free. No oki though, so I see what you mean. I'll have to try L3 srk to shift momentum.

its a good reversal that L3 srk... not quite VV but its good if it connects, i believe its got a frc point if you miss but i dont use it myself (timing is too weird on the srk frc's i just kinda ignore em) so use it when appropriate

but the slashback the heat pop thing, i dont know id rather just stay lower or control your heat better if that happens enough where your trying slashbacks..... the risk v reward isnt good enough when almost every char can yield at least 150 damage if you pop at even a slightly bad time

key thing is stay in control, keep the pressure on... dev the oki to a good point and make use of robos good air combos

sad to say, I gots no oki game other than bazooka, low attack or bazooka FB 50/50.

5p/2p/5k/5d/air missiles are all decent okis... bazooka is good but mainly L3 only (L2 sometimes but its harder) so try some of the basic stuff.... command throw istn safe but catches heavy blockers off guard at least the first time

if you got 5h frc, robo-dash/2s/L3 horse (214s) all lead to air combos

i just wish he had some less expensive combos. I hate starting back at square one after a combo.

i hear ya man, lol

and his dust combo is VERY good, so just dont be afraid to take the fight to them.... it needs to be done

hellz yeah, 5d = $$$!!! As for taking the fight to them, that's my biggest issue. I really only have the robo dash sadly. Air to air, everyone blocks and refuses to challenge me. Ground to ground, the confidence/recklessness they have in other characters being faster than robo rewards them more than me. I can approach from the air and for the most part, won't get challenged, but the second I land it's curtains.

air missiles for cover while you rush, FD brake your robodash to switch it up, L3 horse covers some good ground, FB mixup seems good but i dont do it much yet, just try to use all of what teh robo has to offer, and remember steam and 5h both stagger on CH... its a good thing to note since if you see a counter coming, a quick L2 Steam makes em eat a 2k2s2d or anything else you want really

just give some new stuff a try, robo is... well hes robo! dont play him like he isnt a silly character hehe

Posted

hi, new robo here!

had a question for you robo mains here. What exactly is my goal in battle as robo? I play I-no so I'm used to poking into combos on reaction. The rest of the match is basically free afterwards. Something like combo, knockdown, oki, rinse and repeat. It's pretty simplistic imo. Trying this with robo gets me raped. Trying to get tension gets me pressured. Poking doesn't get me decent combos or knockdowns, so that doesn't lead to tension. I really only shine when I play defensively. I IB well which gets me tons of free tension. That gets me knockdown (DAA or dp). Then I can oki and mat for tension. But that's not the style of play I see when I'm watching match vids. Also, I want to be SUPER aggressive with robo.

Narrowing down the question even more,

what does robo want more, tension, damage, or knockdown? Again, back to my first character. I like to be aggressive, so all I want is knockdown, (damage/combos are the goal of fighting games, but I like hitting/breaking guard and thats what I-no does for damage, so good for me!) It's kinda like I simply don't understand the robo meta-game. Can you guys give me advice on the general goals of the round.

Finally,

I'm guessing that it basically depends on the persons ability/style of play with robo. Aggressive robo's will play well with the more aggressive moves, while defensive robo's will make very efficient use of the IB tension gain. I want to know what is robo's most efficient style of play, (as the character himself.) Kind of like Marvel vs Capcom 2 storm, (she can be played well in almost any style, but her best or most efficient style is definately runaway.) I'd guess that he's some sort of battery character...

seems like we did a switcharoo!

Posted

havent had a chance to watch, ill prob have a lil time todya... although my robo isnt quite the best, so my advice my not be that great lol ill try though, just been busy... arcana hearts release and crunch time at work =\ you know how it is

Posted

:( no one has anything to my about my matches

pretty good over all

in your fist match against slayer a few things:

first problem was that you switched to ky after you lost, also at the end of the second your you went det mode (which i disagree with but w/e) and got a CH j.s but instead of going into punch spam -> det you did hs frc, if youre gonna go det mode please take the opportunities for free explosions. Also punish a blocked BBU better you didnt have tension for a horse but you could have run up and command thrown. oki bazooka -> robo dash while theyre still blocking the bazooka is a free pass for your opponent to get out of pressure, if you are gonna robo dash after a bazooka make sure its after its ending, like a frame trap so that it actually has the opportunity to catch them trying to do something, you want to use it about the same time you would go for a tick command throw after a block bazooka and make it into a 50/50.

In the second match you did better, good command throw set ups and i liked your frame trap at the end k k pause hs frc... Also i like that youre not afraid to use dead angles but you dont really need them against anji, its usually much better to wait for him to do something stupid (like any of the fujin follow ups) and lvl3 sho, so i guess what i mean is be more patient in how you use your tension if youre not in immediate danger im not sure i wouldnt recommend using DAA and instead wait for an opportunity to escape with your tension or get a sho out. Also you should be a little more careful against pot. Obviously the person you were playing only uses pot cause hes easy but doesnt really know him or play him regularly because he missed alot of reversal pot busters when you mistimed your meaty 5ps and missed reversal supers when you were waiting to be hit by them. Also in the anji match you did lvl3 horse CH 6px3, i know you must know a better combo than that.

Posted

thanks for the lengthy reply, dontuel. lol KY = bad, but he is my main even though some are telling me my robo's getting better than my ky. Anyway, you are right about det mode. That was a pretty bad oversight on my part, i'm on autopilot too much of the time. ANd what do u mean BBU? i don't know the names of most of slayer's moves. And about using robo dash after bazooka, what if I do it too late? Won't I get thrown? btw, that first match was for loser take 4th, so that slayer player is pretty decent my 2nd match, i don't think the guy plays regularly, and ya after lv3 horsie, i should done something like 5hs frc, run 5s, jk js , etc. I like 6p too much...I mean after I have i land 5h frc twice that what i always go far, anything i fear it will be too late or not enuf distance.

Posted

BBU = big bang upper = slayer force break as for the robo dash yeah if you do it too late you will get thrown but also if you do it too early youre just giving them a free jump out of pressure or backdash or w/e, what you want to do (if you used robodash after a bazooka at all which is what i kinda wanted to say in the first place) is start your run a little bit later so you get that spacing where you are just out of throw range but in your command throw range (which is longer than normal throw range) right as the bazooka is stopping then you can 50/50 command throw or robodash and they have to pick which one theyre going to defend against. I also do this with sho where i pretend like im going to throw give them a second to react then sho. I dont really recommend this cause its not really safe or tension friendly but it will mess with those people who like to spam 2p out of your pressure. and i guess the whole point of what i was trying to say is you should use your opportunity to mix up better than just throwing in an easy to block robodash. A few things i do regularly: blocked bazooka-> --->jump->(empty jump land) 5k... --->jump->air dash ad.s ad.hs... --->jump->j.k land (5d/5p/5k/command throw) --->run up->command throw --->run up->5k (tick) command throw --->run up->5k (delay) 5k 5p 2s 2d --->run up->tk FB...(this one i dont use much cause it slows down your tension) --->run up->respect->2s --->run up-> 5p 2k 2hs(frc) (5d or 2k 2s) --->run up->5p 5p bazooka (this one is building guard gauge and reseting bazooka pressure) --->run up->late robodash all the ones where you run up you want to do what ever move as late as possible so that: 1) you can make them think about it instead of just blocking low like theyre doing already 2) you want them to feel like they might have a chance to escape or be able to reversal or throw so they get antsy and do something stupid i kinda got off on a tangent there, sorry. i guess while were on the subject any1 have any mixups they use regularly that i didnt say? but yeah use youre time that you have while theyre blocking bazooka more effectively. unrelated: ive been seeing alot of people talk about what style to play robot as, and most of the people here seem to think det mode and 80% heat. I was basically not really going to comment on play style because i think people should play how they want but i really hate det mode and 80% heat so ill be addressing some sort of alternate ways of playing robot or how i play him or something that ill either post here or ask stormlocke to add to the guide.

Posted

Thanks for the input dontuel and others, I don't have much to add.

unrelated: ive been seeing alot of people talk about what style to play robot as, and most of the people here seem to think det mode and 80% heat. I was basically not really going to comment on play style because i think people should play how they want but i really hate det mode and 80% heat so ill be addressing some sort of alternate ways of playing robot or how i play him or something that ill either post here or ask stormlocke to add to the guide.

This is important as Det. Mode and 80% modes are basically the alternative ways to play Robot, not the other way around. There are many properties and strategies that can be effective with them, but I think it's worth noting that players interested in Robo-Ky should get a firm grasp on his "normal" playstyle. I have detailed information on the crazy modes in the guide, as ultimately I want to leave all options up to the player. I'd rather have too much information than too little. With that being said, feel free to post anything up.

I appreciate the answers from everyone.

Posted

i wouldnt worry about hit confirming so much, just dont throw out the 2s all that often if your friends have good blocking ability... there are other knockdown options (basic throw being a good one, 6p x1 also, 5s 2h not being a knockdown but gives you time, L3horse... you got options) if you arent comfortable with how open 2k 2s leaves you, just find a different way

thx for the extra options.

just remember, robo gets twice as much free tension as everyone else... so if you lay and they rush, they usually as somewhat more open then they normally are, play their game and cut off their rush; L3 bazooka, air missiles, or just smarter zoning (far 5s or 6p/L2-3 steam) can keep em off enough to make it worth while

it's not really how much tension I gain as opposed to gaining tension without having to IB. true that i can L3 bazooka and air missile and whatnot to counter rushes, but my issue is that I'm dropping the mat because of the lack of tension for better lvl moves. I play so many higher teir characters, (plus my newness/scrubbiness with robo,) that risky a 5s or other anti rush pokes get the worse end of a trade off: ie counter hit puff ball or mappa. aerials do good, but don't gain me tension or mat placement unless I CH. So I'm pretty much saying that my scrubbiness will either force me to stop using mat or I'll need some tips/training/strats on appropriate mat usage. DrStromlockes mat strings, (strings ending in mat,) are not safe vs over-aggressive scrubs. If only I didn't have to move foward onto the mat, things could be different. ANY AND ALL TIPS/ADVICE/STRATS ARE WELCOME!

then do other oki, 5p/2p/5k all work well, air missiles and dust arent horrible, and command grab isnt bad for gimmicks if they have a habit of blocking on wakeup.... and remember, robodash beats a lot of wakeup counter moves, so try that (or FD brake it if they grow smart or use VV or something lol... robodash FD brake throw works well on people that love to block the uncoming tension storm lol)

I was asking for help/advice on getting my bazooka off, can you help me out?

as for your answer,

Sadly, I knew most of them, but don't use them. Sorry to let down my fellow RK players, but it's still a little overwhelming with so many different things happening at once with robo. I gotta make sure that I don't over heat with a bazooka, know the combo for the character I'm fighting, know my location for a possible dizzy combo, know what level I'm at, now how much tension the best possible combo will take off minus the horsey and bazooka and rocket and it goes on... It's definately over whelming for someone who just plays a character as simple as I-no. Only thing I had to worry about what what color my tension bar was and work from there, everything else just a minor combo varient that needed nothing more than muscle memory. Thinking while fighting? What did you robo players get yourself into?

it was just a suggest for your tension problem... do some air combos or cover your rushes in if they love to 2p to counter (which is diff what its seeming like they like to do)

I know, that's why I was asking if you knew anything that could help me get this bad boy off, (frame traps would be a wonderful help, but I'll take anything. Including gimmicks) Options for pressure strings that force a block that way I can opt for a command throw would be cool. I'm really in need of tension more than I'm in possession of it.

its a good reversal that L3 srk... not quite VV but its good if it connects, i believe its got a frc point if you miss but i dont use it myself (timing is too weird on the srk frc's i just kinda ignore em) so use it when appropriate

but the slashback the heat pop thing, i dont know id rather just stay lower or control your heat better if that happens enough where your trying slashbacks..... the risk v reward isnt good enough when almost every char can yield at least 150 damage if you pop at even a slightly bad time

I tried srk and it does gives me some breathing room. I didn't use it because I thought it was a tension waste, but a mat remedies that. Thx for the tip! The slashback thing is more of a personal thing. I just wanted to practice something for flash value. In actuallity, I try to use everything with robo, heat det normal and his lvl3 hotness. Being able to slashback his explosion would just let me abuse some more of his heat moves while slapping my opponent in the face. LOL, I did it in battle once already, slayer was letting me jump in and j.h repeatedly while waiting for my pop, so I slashed it back and got full bar of tension command throw. The game was immediately switched to 3S before the combo ended.

5p/2p/5k/5d/air missiles are all decent okis... bazooka is good but mainly L3 only (L2 sometimes but its harder) so try some of the basic stuff.... command throw istn safe but catches heavy blockers off guard at least the first time

thx! i'll start practicing tonight

i hear ya man, lol

BOO HOO, I thought you were going to give me advice, but I guess it can't be helped, that's just the character that robo is...

On a side note, after watching stormelocke in action, det combo robo dash seems to be high risk high reward alternative to full tension combos.

air missiles for cover while you rush, FD brake your robodash to switch it up, L3 horse covers some good ground, FB mixup seems good but i dont do it much yet, just try to use all of what teh robo has to offer, and remember steam and 5h both stagger on CH... its a good thing to note since if you see a counter coming, a quick L2 Steam makes em eat a 2k2s2d or anything else you want really

just give some new stuff a try, robo is... well hes robo! dont play him like he isnt a silly character hehe

Posted

if ur gona lay that mat after a blcok string, better make sure you hit them far enough so they dont have much options to counter most characters cant really punish robo after soemthig liek c.S->f.S block string to Mat.. then after you lay a mat.. it almost sound like you have a habit of tyring to counter people as they are rushing in on you and hoping to win, but end up the other way.. sometimes. it is better to just lay that mat, if they gona run in on you and do soemthing, either just defend it, Run away, or use a move you know is gona win.. some other stuff is if ur going for stuff liek 2K -> 2S and laying mat, but they block ur 2k 2S portion, if you have like 50 percent heat or soemthing i forgot what it was but you can do stuff like 2K -> 6H to push them away sometimes doing 2k-> nothing will make them wonder what you planning or 2K-> delay 2S other stuff liek 2K -> 2S and to delay 5H FRC for a bait. some of those string can even pusht hem far enough so you can drop some mats sometimes you just got to sacrafice ur dmg for knockdown -> mat.. ur not slayer where you can always net max dmg and get knockdown... whatever i just said is probalby redundent and not answer ur question but meh.. i been using whatever i just said.. and it works.. it just i dunno who ur playing, or how ur playign to start off really.. i can only think of situations and give answers to situations where i have experienced..

Posted

if ur gona lay that mat after a blcok string, better make sure you hit them far enough so they dont have much options to counter

after a failed attempt to 2k someone, my options are very limited, (2s into mat or mat,) but you make a valid point. maybe i'm not using all my options after 2k. i'll see what i can do after a blocked 2k.

most characters cant really punish robo after soemthig liek c.S->f.S block string to Mat.. then after you lay a mat.. it almost sound like you have a habit of tyring to counter people as they are rushing in on you and hoping to win, but end up the other way.. sometimes. it is better to just lay that mat, if they gona run in on you and do soemthing, either just defend it, Run away, or use a move you know is gona win..

c.S ->f.S can be IB and punished by jam slayer ky and faust. Jam slide low kick, slayer super, ky slide and faust his common poke (dunno what it is?). Sad thing is, when someone blocks robo, he pretty much telegraphs his next move making it easy to IB, (at least for my robo.) Reason, lack of speed and lack of variable gatlings. I only try to stop rush ins when it's for a mat because people get stupid over it here... I'm gonna have to find out which moves beat out what, but I know puff ball owns...

some other stuff is if ur going for stuff liek 2K -> 2S and laying mat, but they block ur 2k 2S portion, if you have like 50 percent heat or soemthing i forgot what it was but you can do stuff like 2K -> 6H to push them away

sometimes doing 2k-> nothing will make them wonder what you planning

or 2K-> delay 2S

other stuff liek 2K -> 2S and to delay 5H FRC for a bait.

i'm gonna start checking out my options

some of those string can even pusht hem far enough so you can drop some mats

no

sometimes you just got to sacrafice ur dmg for knockdown -> mat..

i gotta work on my oki so that this doesn't hurt more than help

ur not slayer where you can always net max dmg and get knockdown...

only stormlocke nets that, horray for det mode!!!

whatever i just said is probalby redundent and not answer ur question but meh.. i been using whatever i just said.. and it works.. it just i dunno who ur playing, or how ur playign to start off really.. i can only think of situations and give answers to situations where i have experienced..

don't care, all input helps. i guess the number one thing i should explain is this: it doesn't matter who I play because I outright tell them what beats out what. I tell them what my mix-ups go for and how to counter them. what moves zone robo and what robo can't do in at certain times. it may sound stupid, but i know that when i hit tournaments, players are going to know how to beat robo. Sooo, since I don't have any pro players, I tell the players around here every way to defeat me so I don't have false confidence in unworthy strategies, (ie scrub tactics.) I did it with every character in every game I played. It's the only way I'll get good besides hitting tourneys, which is something I can't do too often. the only real drawback to this is that i don't get to experience the tournament pressure game, (like my ky player doesn't frc at all and my jam player doesn't net full damage combos or even pressure correctly.)

replies are in bold...

Posted

sure does,

so, you got anything i can steal?

yeah....horsie punishes backdashing people...and grab if they block too much!!!!

if you hit with 5k do 5k 5k 5s 2s...if they block the 5k strings do a C5s jump cancel it into level 3 rockets...pretty good lockdown...

2k into 2hs is pretty good...if they block frc the 2hs for more mixups

one important thing i learned is not to mash wake up throw...because if you do then u will do a 5hs and when that wiffs u eat a combo...only wake up throw if u know its gonna work....

5p is pretty good anti air if u space it right..5hs is too put i recommend frcing it if u gonna use it...alot of times i used it without the frc and they doubled jump and i wiffed the 5hs and got punished....

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