Finkledoodoo Posted May 1, 2008 Posted May 1, 2008 here's what i've learned so far... lvl1 tension lvl1 one tension benefits from lvl 3 heat making block strings to mat SUPER safe. lvl1 one specicals allow you to raise heat at moderate rates so that you don't overheat super quick as opposed to 6p and j.h. 2k to lvl2 steam doesn't help much lvl2 tension don't know why two squares are sometimes red last square should always be saved for reversal dp 2k lvl2 steam pressure forces spacing for tk'd rockets frc's hurt lvl2 tension alot!!! fb's are managable rocket combos won't dizzy, (not enough hits) high lvl2 low lvl3 steam has the most efficiency here robo pressure is effective, but still lacking four bars of tension (minus one for srk) makes lvl2 tension the most difficult lvl to manage decisions made in lvl2 tension usually predict the flow of the match lvl3 tension every tension bar count needs it's own rocket dizzy combo. low lvl3 heat makes this the most dangerous form of robo. proper use of fb's and steam can keep you in lvl3 tension and heat while applying pressure proper use of supers can drop you down to lvl1 tension, but not for long. frc cooldown can be offset by long rocket or dust combos frc's usually drop robo to lvl2 tension playstyle fb helps manage tension mid combo for rocket/dizzy combos shorter/cheaper combos can be worth the damage drop if you keep lvl3 tension pressure going best mix-ups in this form 2nd best pressure connected dust in corner should always be a free instant kill det mode time limit causes mistakes surprisingly not hard to manage (no heat and usually lvl3 tension) best pressure 2nd best mix-ups (time limit reduces the chance that you'll do a risky mix-up) dizzy combos are hard to project (one lvl3 missile can ruin a combo) when running away, iad over or dashing underneath is the most efficient way to escape lack of heat can make robo lose his lock down sometimes (ie tick bazooka will get jumped) drstormlocke's detmode loop is a must has the most effective tick throws surprisingly, you can 2k lvl2 steam with some good timing which is great with det mode blocked explosion nets you a mat aleast frc's stop tension gain for half of the super so it's best used at the very end or very early These are the things for general gameplay that I've found out, that pretty much don't get completely countered or countered on reaction. If I have any incorrect opinions, or you feel I'm missing some stuff, please say it. I'm still learning robo and I need all the help I can get.
iora Posted May 1, 2008 Posted May 1, 2008 here's what i've learned so far... lvl1 tension lvl1 one tension benefits from lvl 3 heat making block strings to mat SUPER safe. meh, kinda depends... blocking causes heat so depends on your aggression... but if your being aggressive.. you probably arent L1... basic spacing strings would be better then rely on heat to do it... for the sake of safety lvl1 one specicals allow you to raise heat at moderate rates so that you don't overheat super quick as opposed to 6p and j.h. L1 specials almost entirely suck, and if you wanna modify your heat in smaller chucks... 2k isnt bad, same with backdashing or just blocking for a bit 2k to lvl2 steam doesn't help much lvl2 tension don't know why two squares are sometimes red red = 20%-24% = no frc tension... green 2 block = 25%-29% = you can frc! last square should always be saved for reversal dp L2 reversal srk isnt as amazing as L3, just because when the invul frames are... just something to note 2k lvl2 steam pressure forces spacing for tk'd rockets frc's hurt lvl2 tension alot!!! fb's are managable rocket combos won't dizzy, (not enough hits) the L2 missiles are the ones with the high dizzy multiplier if i remember right, they do the job just fine, not to mention in a dust combo you can land a good 4 L2 missiles... maybe 1-2 L3 in comparsion high lvl2 low lvl3 steam has the most efficiency here robo pressure is effective, but still lacking four bars of tension (minus one for srk) makes lvl2 tension the most difficult lvl to manage decisions made in lvl2 tension usually predict the flow of the match lvl3 tension every tension bar count needs it's own rocket dizzy combo. low lvl3 heat makes this the most dangerous form of robo. proper use of fb's and steam can keep you in lvl3 tension and heat while applying pressure proper use of supers can drop you down to lvl1 tension, but not for long. frc cooldown can be offset by long rocket or dust combos frc's usually drop robo to lvl2 tension playstyle fb helps manage tension mid combo for rocket/dizzy combos shorter/cheaper combos can be worth the damage drop if you keep lvl3 tension pressure going best mix-ups in this form 2nd best pressure connected dust in corner should always be a free instant kill no comment for most of these L3 notes, as i dont really understand them ... but this last one.... WHAT? free IK? what on earth to you mean? det mode time limit causes mistakes surprisingly not hard to manage (no heat and usually lvl3 tension) best pressure 2nd best mix-ups (time limit reduces the chance that you'll do a risky mix-up) dizzy combos are hard to project (one lvl3 missile can ruin a combo) when running away, iad over or dashing underneath is the most efficient way to escape lack of heat can make robo lose his lock down sometimes (ie tick bazooka will get jumped) drstormlocke's detmode loop is a must has the most effective tick throws surprisingly, you can 2k lvl2 steam with some good timing which is great with det mode blocked explosion nets you a mat aleast frc's stop tension gain for half of the super so it's best used at the very end or very early my experience on det mode, is that if you dont land the explosion its not worth the tension.... sure the robodash-236236s super combo is nice, but thats ideal! not the easiest thing to land all the time! blocked explosion isnt bad but whiffed is horrible... considering the tension loss, the adavatnage your oppponent gets and the 55 dmg you eat for doin it..... i wouldnt use this all the time, unless your finding your really good at hitting it..... risks outweigh rewards for this usually imo These are the things for general gameplay that I've found out, that pretty much don't get completely countered or countered on reaction. If I have any incorrect opinions, or you feel I'm missing some stuff, please say it. I'm still learning robo and I need all the help I can get. comments added
dontuel Posted May 1, 2008 Posted May 1, 2008 all these posts are getting so ridiculously long, cant you guys reply to eachother without quoting their entire post...ill read these things when i feel up to the task later... but seriously what youre quoting is one post up why double/triple up on everything...
Finkledoodoo Posted May 1, 2008 Posted May 1, 2008 comments added I'm on it, i'll tell you how it goes this weekend...
iora Posted May 2, 2008 Posted May 2, 2008 sorry don, just seems easier to understand... minus the long ass post.... i usually respond at work so it cuts down on time didnt think it would bother, ill make sure to avoid doin it in the future
Finkledoodoo Posted May 4, 2008 Posted May 4, 2008 I'm on it, i'll tell you how it goes this weekend... omg!!! sry fellow robo players... i was supposed to take all this new knowledge and pwn this weekend, but instead... i got drunk got attacked by 4 lesbians have a chunck of meat missing from my thumb got beat in arcana heart by a nine year old girl passed out during the stripper part of gta4 and walked home with, bed head of shame... i'll never learn robo like this...
Dr. Stormlocke Posted May 4, 2008 Author Posted May 4, 2008 omg!!! sry fellow robo players... I don't know man, I think WE should apologize to YOU for almost ruining your weekend. That sounds pretty legendary.
Doomscyther Posted May 4, 2008 Posted May 4, 2008 omg!!! sry fellow robo players... i was supposed to take all this new knowledge and pwn this weekend, but instead... i got drunk got attacked by 4 lesbians have a chunck of meat missing from my thumb got beat in arcana heart by a nine year old girl passed out during the stripper part of gta4 and walked home with, bed head of shame... i'll never learn robo like this... Did i miss something, think ima go back and read this thread again.
Enshankya Posted May 4, 2008 Posted May 4, 2008 robo-ky players have interesting/random lives...my gf is bi....fun fun fun
Finkledoodoo Posted May 5, 2008 Posted May 5, 2008 robo-ky players have interesting/random lives...my gf is bi....fun fun fun can't do the gf thing right now cuz i'm trying to go competitve as i-no/robo. i'm just lucky i still got lady friends from my casual days...
JackG Posted May 5, 2008 Posted May 5, 2008 Damn I wasn't aware we weren't allowed to get serious with girls if we were seriously playing ROBO. This brings new shit to light! In other news, Ironman is awesome and kinda like a robot so you should all see it
ShibuyaX Posted May 5, 2008 Posted May 5, 2008 LOL nice weekend!!!!!!! didnt you know that since robo ky is a fun character to play we are the most intresting bunch of GG people out there!!!!! some one who plays pot probably read books for fun ha ha ha ha ha ha ha ha ha ha ha ha ha....what a loser!!!!! lol jk!!!!!
iora Posted May 5, 2008 Posted May 5, 2008 nah, pot players watch sports and slowly lose reaction time to beer-a-hol thats why his backdash is so epic.... and also why he cant dash anymores lol you wanna find the weirdo kids of the gg crowd... id look at bridget i mean, if you got a pair of men-parts... you really CANT explain why you like bridget, no matter what reason you use him for
Finkledoodoo Posted May 5, 2008 Posted May 5, 2008 Damn I wasn't aware we weren't allowed to get serious with girls if we were seriously playing ROBO. This brings new shit to light! In other news, Ironman is awesome and kinda like a robot so you should all see it nah, it's not like that. I'm just sacraficing my social time for execution practice, that's all. as for ironman, it's definately worth more if you watch the bootleg vietnamese version. Hilarious! That was pure gold... but yeah, see it, it's good... LOL nice weekend!!!!!!! didnt you know that since robo ky is a fun character to play we are the most intresting bunch of GG people out there!!!!! some one who plays pot probably read books for fun ha ha ha ha ha ha ha ha ha ha ha ha ha....what a loser!!!!! lol jk!!!!! ShibuyaX, you are crazy as hell! nah, pot players watch sports and slowly lose reaction time to beer-a-hol thats why his backdash is so epic.... and also why he cant dash anymores lol you wanna find the weirdo kids of the gg crowd... id look at bridget i mean, if you got a pair of men-parts... you really CANT explain why you like bridget, no matter what reason you use him for sniff, sniff... i, i, i played bridget until ac came out... y u gotta say hurt words...
iora Posted May 6, 2008 Posted May 6, 2008 then you sir, will be shunned into the corner until you can look me in the eye and say chicks with dicks and MEAN IT lol
Finkledoodoo Posted May 6, 2008 Posted May 6, 2008 well, looks like we got off topic, soooo back to robo... my question is, what is the purpose of double 5h frc? The characters I vs can be 5h frc 66 c.S bnb just fine. Is there a reason for this, because I got into the habit of doing double 5h frc's after practicing it a whole lot. If it doesn't have any use other than making juggles easier, I'm going to just drop it for now. If it beefs up damage or something, I'll practice up on trying to hit it more. PS, [Looks iora directly in the eyes] chicks with dicks! ALRIGHT, 4GIVE ME!!! SPAAARRRDAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!
dontuel Posted May 6, 2008 Posted May 6, 2008 it does do more damage and is more burst safe and makes combos easier and allows you to get closer to them in the air because you are just jumping forward instead of jump canceling like the c.s however it does cost more tension so you gotta weigh for yourself which is more important.
Zaido Posted May 6, 2008 Posted May 6, 2008 i would think double 5H woudl do more dmg then 5S, But... if you can do dash 5S to combo then why bother spend another 25 percent? on the other hand... my impression of double 5H FRC helps with juggle + incases such as, i have full tension except 1 bar, i can do double 5H FRC so i can spend 50 percent tension, go to air combo and missile loop, because that double FRC leaves me with 4 bars left so it wont be lvl 3 missles... but that is just how i see it... Usually when i play i feel i have alot of tension to spend.. so meh.. :V
Finkledoodoo Posted May 6, 2008 Posted May 6, 2008 i would think double 5H woudl do more dmg then 5S, But... if you can do dash 5S to combo then why bother spend another 25 percent? on the other hand... my impression of double 5H FRC helps with juggle + incases such as, i have full tension except 1 bar, i can do double 5H FRC so i can spend 50 percent tension, go to air combo and missile loop, because that double FRC leaves me with 4 bars left so it wont be lvl 3 missles... but that is just how i see it... Usually when i play i feel i have alot of tension to spend.. so meh.. :V I tend to overheat during missile combos, (which voids IK's) so I wanted to start using one frc into bnb then waste the extra tension with the FB so the missile spam doesn't rape my heat. Haven't gotten a dizzy like that yet, but I'm working on it.
Zaido Posted May 6, 2008 Posted May 6, 2008 That just means, heat management... as for 1 FRC to BnB... you can do that too...
JackG Posted May 6, 2008 Posted May 6, 2008 If I ever have the choice between using 5HS FRC or c.S, I always do c.S unless the extra damage from 5HS would kill em. Sure it might be more burst safe, but the extra damage isn't enough for me to justify 25% tension. I always would rather keep myself above 50% because level 3 air missiles and bazooka is just too mighty.
iora Posted May 6, 2008 Posted May 6, 2008 ya, i dont do double 5h frc's myself either but then again i end up doing a lot more of my damage from pressure and basics rather then robo-kys ground-to-air BNB so i like using my tension for missiles, DAA, and SRKs (i bazooka and horse too, dont worry lol) gotta get back on workin on the 'bot sometime... i ended up somehow working on aba and chipp this week lols? considering i gotta get that ground-to-air game goin a lil better... i gotta stop bein a bad robot, ecc is soon >< ==================== i was lookin at the guide, and this segment stood out again - 66, run, any button besides Dust, Robo-Dash: Will most likely stuff any wakeup attack they throw out, and beats their attempts to stop what they think might be a command grab from you! Gets you meter and knocks down. This move is Steps #1, #2, and #3 in and of itself! might want to note, that most good counter moves (VV for one, but a lot of the SRKs for example) CLASH this, so thats something to keep in mind.... plus its easy to counter with any counter move, or backdash-buster, or parry, or slayers dashes just to name a few... i remember when i started, that made robo-dash seem like good oki lol just something to throw out there for stormy
ShibuyaX Posted May 6, 2008 Posted May 6, 2008 i like double 5hs more depending on where u are on the screen...if mid then 1 5hs and if near corner i like 2 because u could follow it up with the multiple missles in the corner! if opponent has burst i like doing horsie into 236 236 super because there is no way of bursting and it does decent damage and leaves you in heat mode afterward.
jcyl29 Posted May 6, 2008 Posted May 6, 2008 if you time it well enough, can't u use 3 5h frc's? Or is that just impractical?
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