M.Song
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About M.Song
- Birthday 11/23/1987
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after 2s 5hs frc you usually want to run for a few steps then do something else that launches them a little higher the option that gives you the easiest launch for an air combo is another 5hs frc, its got the longest hit stun and its a faster normal than the other options there is also run up c.s then jump cancel the benefit of this is that it doesn't take any additional meter to do what's worse about this is that its not as fast of move as 5hs, so you can't run as far before having to do the move, so you are a little further away and the hit stun isn't as long as 5hs frc, so its a little more difficult to do also there is run up 5p c.s then jump cancel benefits of this is a little more damage before the c.s meterless launch the unfortunate thing about this one is that if you want to use this, you may alter the timing of the 5hs after 2s for two reasons... 1) depending on the character you do this on, the c.s might not even connect if you do 5hs after 2s too early 2) more horizontal pushback than doing just the second 5hs frc or the c.s combo routes, which may affect the air combo you wish to do off a throw frc, you can treat it like you did one 2s 5hs frc in terms of combos honestly i don't recommend doing throw frc combos unless you know it will kill. the damage is so low its generally not worth it
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roboky's basic combos haven't changed from AC, so Stormlocke's AC basic bnb post is still a good source of information http://www.dustloop.com/forums/index.php?/topic/149-ggac-robo-ky-guide/?p=21178 there are a few changes that roboky got that gives him some new combo options, but the most important thing to know is that 6p chains from c.s and it didn't in any of the older games if you're fine with burning meter to get a launcher, then roboky's bnbs are pretty universal
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getting an error "An error occurred during validation." and This video does not exist oh i think i figured it out... went to your youtube channel and clicked the link there https://www.youtube.com/watch?v=PYUqI24XD34 looks like you left out a 4 at the end of your link
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SIne reacted to a post in a topic:
[GGAC+R] Robo-Ky Changes and Discussion!
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
M.Song replied to Setsuna's topic in Misc Fighter Central
Ben Reed: I'm probably gonna be at jebailey's thing on the 22nd, so if you're there we can get some matches in -
so my initial plan is to just keep these as short clips for each situation and once we've got everything worked out, then maybe it can be edited into one long video or something
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Dr. Stormlocke reacted to a post in a topic:
[GGAC+R] Robo-Ky Changes and Discussion!
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i have some time off work... would it be cool if i made clips for each of these situations and you tell me if this is what it looks like in your setups and what not?
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i am a dumbass and just realized the other day you can do tk dp with 9236
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you can connect two lvl 3 missiles but i've never connected 3 before usually when i connect the lvl 3 missiles its either using the impossible dust properties or i immediately jump cancel and shoot another missile it may be possible to loop multiple lvl 3 missiles but i'm not entirely sure how if it can be done its because off lvl 3 missiles, the opponent has different bounce arc off the wall and then the differences between lvl 2 missiles and lvl 3 missiles lvl 2 has shorter start up, shorter recovery and a longer untechable window as for ending with dp or air missile i'm not entirely sure what is the optimal move myself both moves leave you with large landing recovery, but the air dp does a little bit more damage than missile and it has a larger attack hitbox so you can end your air combo with j.d air dp, and if you were to do a missile after j.d instead, you'd have to cut the number of hits off j.d to make sure to be at the correct height but if you meant which is better in terms of spacing, then i have no idea
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in the corner you can do missile loops... that's technically an impossible dust combo its hard looping lvl 3 missiles tho you want to shoot the first missile then double jump then missile loop lvl 2 missiles if possible if you are 80+ heat, you have way more options, because of the extra hit stun stuff you can impossible dust by doing fd and 5p and if you have like 80 meter or so, you can do a few reps of pony loop as for midscreen id combos under regular heat, i never go for them because there don't seem to be enough benefits of doing them over a regular dust combo
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ok i didn't know about the 2s c.s thing, but after testing it out, it seems to work only if you were really close after doing 2s and i couldn't get it to connect on all of the cast... didn't really to really thorough testing on everyone since i'm really bad and i still can't sji even after playing this game for as long as i have, after the 2s explosion i was doing sj j.k j.s j.p j.d air dp after doing it with the c.s, same combo, i'd get less hits off with j.d (cuz i can't sji to adjust my height properly) i was only getting like 8-12 more damage with the c.s so my question is... after you get the c.s sji, what is the combo you prefer to go for?
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in terms of how roboky got nerfed, some of this may just be the way i view the character, but i honestly feel that with everything out there along with him not getting changes to deal with all the other char's changes he got hit pretty hard so starting with the obvious one, 5d this one is straight up a nerf.. 4f slower, easier to block on reaction and makes it so you are unable to combo into it as easily with 80+ heat then there is the input change on the fb while the move itself got buffed, the fact that they changed the input on it means he lost access to instant fb -> air missile while this wasn't seen in regular gameplay, it means its more difficult to do a very specific combo he had before next are how system changes in my opinion screwed over roboky gold burst no longer giving knockdown unless its a counterhit sure people might say oh do you want to eat unblockable after unblockable from eddie after a gold burst? but really... when you eat a gold burst, you kind of deserved whatever comes next. and against everyone else roboky has better options from knockdown than most of the rest of the cast, but he really can't capitalize off a burst tech as well as most of the other cast due to poor air to ground normals and the fact that on the ground, he doesn't have good normals to use to force his way in also the extra life thing every char got extra life, but most of the other chars do more damage than in AC to make up for it the other chars that got general damage nerfs were really the super hard hitters in AC and so even if they lost damage, they can still easily kill in 3 combos outside of lvl 3 heat, roboky doesn't really have any new fancy combo options that do more damage than before, so you can view that as an overall damage nerf character changes that i think are nerfs counterhit pony: lvl 3 counterhit.... the wallbounce is so much worse than the pop up from before. there are so many ranges where you literally can't get any follow up after the wall bounce and the options you get are kinda situational, considering the AC one had pretty universal followups and really big damage lvl 2 i guess is a buff... but good luck hitting with a lvl 2 pony, much less getting a counterhit with the move... i think since +R came out on console i've gotten only one counterhit lvl 2 pony.. and its not like you get very good damage afterwords 2s in 80 heat i think this is worse for him than before while there are times i appreciate the extra damage when i have 0 meter, there are more times when i end up overheating because i used the move while its true that it is my own fault for overheating, why would you take away the only normal that gives knockdown to a character and when i have full meter i can get more damage off a regular 2s anyway than the super high bounce that is forced on you with the heat i really hate this change and it really screws with my play style... which is why i view this as a nerf 2hs similar to 2s, but the benefits are actually decent, so its not as bad but losing the ability to control airspace with 2hs when you are high heat sucks, at least it doesn't disappear when you do overheat on its way down command throw: i hate what they did to the move i think i might be in the minority here when i say this, but the move sucks now i hate the new trajectory they are thrown at and the damage nerf was too extreme there is literally no reason to be afraid of this move anymore due to fact that the damage is so bad and they only have a mediocre mixup to worry about and yeah it doesn't help that pretty much every matchup is now a bad matchup for him but that's due to the fact that he really didn't have that many good matchups in AC, then all the chars who were even/good with him got new tools that are really hard for roboky to deal with and then all the chars that beat him before in AC didn't get nerfed to the point where the matchup is even or even close to it take from this post what you will i am really bitter about what happened to roboky in +R and i think he's a really bad character
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if you think you are having difficulties in a matchup, its not you its roboky i honestly feel that despite slayer's lower damage output, the tools they gave him more than compensates and makes this even harder than before stuff like special cancelable 6hs allows slayer to harass you in the corner from more ranges than before easier input for bite allows less execution heavy players to bdc bite you (even tho this is something that you should have to have watched out for anyway) new dandy steps to give more space control and with ex access to a new reversal and then there are roboky nerfs along with system mechanic changes that really don't help this matchup its not unwinable, but i feel like i have to put in even more work into winning this fight than in ac.... and that was already a lot of work also try not to get into a habit of using 2k a lot its good against some chars, but there are a lot of chars that have easy counterhit moves for big damage, like slayer's 2hs if they aren't at max range for 2hs, it is possible to react to it with a punching super 2hs has 13 frames of startup and punching super has only 2, so it is possible to catch him out of it, it helps that 2hs's startup doesn't look like anything else he has and with punching super, you get really good damage for the meter you spent and a knockdown, so imo its the best super he's got
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if the slayer you are fighting against likes just dash back and forth then throw/bite without pressing buttons between, you can try throwing out your command throw it has a larger grab range than a regular throw and its throw invincible on startup another thing is that if you feel that they are going to throw you, don't be afraid to do lvl 3 dp and rc it before you leave the ground if its blocked you lose a lot of meter from this, but you should be able to pressure slayer for a bit from this and reset the pacing of the match but usually there are usually signs that people want a ground throw from what i noticed, its usually something like awkward pauses in their offense (although this could also be ppl trying to frame trap you) they go in a little closer with their spacing than they normally go or they stop and walk as for backdashing slayer's stuff overall roboky's backdash is pretty good, he can avoid a lot of things, but most of slayer's moves are active too long and will catch you out of your backdash the only moves i like to backdash against are his 6k, 5d and his 6hs also if slayer has 50% meter he can just dead on time you on reaction to your backdash if he catches it early enough... really annoying
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-LzR- reacted to a post in a topic:
[GGAC+R] Robo-Ky Changes and Discussion!
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slayer shouldn't be able to combo you after a bite unless he frcs anymore if he doesn't frc the bite, you need to mash harder out of stagger if you are still getting comboed 2hs is a little different, and you can pretty much expect to eat a combo after getting hit by it i personally would not recommend trying to jump away from slayer if he's up in your face, especially from a dandy step he can easily do the kick followup and force you to burn your meter to block he has anti-airs to deal with any air normal you throw out at him and unless you use the forcebreak, he can still chase you down using any of your normal air movement options a few things to keep in mind: if they do 6k, you can react with 5hs and as long as they don't do the feint you should get a counterhit and can do a meterless followup (kinda hard tho) if you can predict a dandy step, lvl 3 pony is good and (but if you do it too late, i think all of the followups beat pony) 6hs can be grabbed from pretty far away same for j.hs if they are trying to harass you with that move pile bunker (dandy + p) is easily punishable on block, depending on the range you can do like throw -> bazooka or 5k c.s 6p similar for slayer's 2d there doesnt seem to be that much footage of +R roboky vs slayer that's as readily available as in AC, but lots of the neutral carries over from AC imo in terms of the matchup in general, its not too different from AC, you just have to go into the fight knowing that almost everything you do will straight up lose to the slayer. just be patient and wait for slayer to slip up slayer does have some easily punishable moves once blocked and generally speaking, his mixup game is not really all that great
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guessing 5p lvl 3 steam loops would just be like it sounds, lvl 3 steam causes stagger, so you should be able to run up and 5p them again i don't think there is any place you could find more information about roboky in english than here, so just post your questions and someone should be able to get back to you within a day