M.Song
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supers don't nerf meter gain rate, so by doing 2d punching super your meter would do something like this... -50% +30-40% so net of -10 to 20% there has been some weird stuff where sitting on a mat during super freeze gains more meter than you should i never figured it out there was a crazy example back in AC when a venom was standing on a mat during a super freeze and got 50% meter from it i can't remember where the vid was from unfortunately
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so i noticed there were a quite a few matches in this vid https://www.youtube.com/watch?v=-mdaQW2dJ6A its the same player the entire time, but he gets wrecked pretty hard i guess this is a good example of what not to do
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i liked the command throw then mash on down i felt like a lot of the stuff he did was pretty reckless and a lot of that stuff could have gotten him into really unfavorable situations if the other players had also not been mashing but maybe this is just something roboky has to do now to be able to get in some hits
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i got to play against senkei (faust) and netplayed alex g (dizzy) recently the matchups against those chars are definitely much worse than they were in AC probably mentioned this way back... but against faust: the neutral game is much more in his favor.. items are just better and fb door is too fast faust's 5p got buffed so that's more annoying to deal with, but the rest of his normals are the same... generally they will beat every one of yours ex pogo's hit box got nerfed or something, so it loses more frequently to j.hs, but can still be used against 2hs or air missiles on reaction you really don't get much for oki against this char he can crouch under bazooka and 2p you all the time if its a lvl 2 bazooka and from most ranges and timings for lvl 3 bazooka also he crouches against 5p so that sucks for roboky as well his dive kick beats a lot of air normals and pony on the ground so to sum it up.... you can't outzone him and up close he's better than you (at the very least you can dp his oki) dizzy.... this char is better than you you will lose a lot the end
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i actually haven't played someone since my last set i uploaded..... hopefully i can figure out if what i'm doing works against people when i'm at nec
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i'm planning on going to ceo never sleeps friday and saturday evening anyone wanna play gg?
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so i was practicing the 75% meter throw missile loop corner combo its actually not that bad i found it easier to do a neutral jump after the throw frc then j.s missile if i jumped forward then did j.s missile, the timing was tougher for the 2nd missile because of the wallbounce and my 2nd missile would just fly past them
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that ain vs gaku set posted on the video posting thread is very interesting Takadanobaba Mikado 2013/10/17 GGXX AC+R Mikado stream - Ain(KY) vs GAKU(RO) ---> http://www.youtube.com/watch?v=LquwXyK0lwc i haven't watched many match vids recently, but i find his heat management to be amazing
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in the corner you can do throw frc robodash on some of the chars (female chars + bridget - aba it seems.. didn't test them all) its really hard.... i was just testing it out with 2p vs mode and macro glitch off of this you can do like 2 reps of 6p loop it seems another thing about 6p loop is that on some chars you can start with 6p then do c.s 6p or you can choose to just start with c.s 6p if you start with 6p it seems like you generally get more 6p out of the combo but it does less damage (seems to be single digit differences) so on those chars it becomes situational if you want to sacrifice the damage to build up heat and what not this loop is driving me nuts there are too many variables with it to figure out how to optimize it
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so far the best thing i found midscreen and 2 hits is actually just dp frc jump j.d air dp this is the easiest to do, most universal and actually most damaging just make sure you jump towards them so you are facing the right direction incase you crossed them over with the dp because of carryover running momentum in the corner you can go straight into a missile loop assuming you had about 85% meter or less and can land the false the midscreen 80+ heat combo that gaku was doing in those vids of 80+ heat air dp land dp super -> something seems to be restricted to heavier weight classes also on those chars you can do air dp -> punching super... but they are too high up to land the followup on another thing that i'm still trying to figure out is how to land only the 2nd hit if you land only the 2nd hit of the air dp, they fly are about level with you instead of way above you, which can lead to some bigger damage combos since you don't burn your jump instantly also if you do it running or off an air dash there is a chance to land only the first hit... in which case they fall down too far away to land anything i'm still figuring out stuff with this move since i don't know how this move interacts with all the char's standing hitboxes with varying timings and running speeds one last thing is that if you do a dp while you are falling from your jump and rc the first hit, you will land really fast like when HOS frc's his dp action charge if you are in 80+ heat and it hit, you can connect with c.s and combo and i'm still trying to figure out what you can do out of heat on hit
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stormlocke: yeah the 6p corner loop seems to be highly character specific in terms of optimal starters and reps regular weight class combos don't seem to apply because it seems to be more hitbox oriented rather than gravity oriented iora: so stuff i've noticed earlier in the set you weren't chaining 2s into 2d, but you were doing it more freuqently as the set went on there were times you did 5k c.s 6hs at low heats when i think that c.s into 6p would have been better because of the knockdown consider doing punching super after pony instead of 5hs. it costs a little more meter, but its actually easier to land because of shorter startup and i think jam is a char that you can do pony -> punching super -> followup from any amount of heat because of her vertical air hurtbox i noticed a lot of times you were really far away from jam but didn't lay a mat also, there are times you are doing bazooka when you probably shouldn't like off of 5k and the round 19:36 in when you got 5k c.s and it looks like any of the normal gatlings would have killed, but you did bazooka and had to work for that last hit again in this matchup (at least in AC) using 2k a lot isn't too big of a problem its ok as oki since it goes under her dp you certainly aren't using it any more than i am.... and i also mash 2k hard i would also suggest that you cut back on the jumping a bit i believe that roboky has one of the worst sets of air to ground normals in the game and against jam who has alright AA and a parry and better air to air normals.. usually ends up with you in a disadvantage but yeah dropped combos are just something that need to be worked on as for 2s into 5hs frc.... i actually rarely do that anymore i feel like any meter i have is better spent on punching supers and dp rc/frc rather than getting some extra damage off 2s (unless its going to kill)
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nice to get other people's inputs yeah i admit there are some things that are growing on me with +R roboky, but the nerf to command throw is a huge setback since it makes a lot of setups worthless essentially (all setups that involve meter gain penalties like fb and frc) i should have said this in my earlier post although i only played against two chars in +R (i haven't even played much against some of the cast in regular AC tho...) i feel like the changes given to the rest of the cast generally give him either harder matchups or in cases of character nerfs, they weren't nerfed to the point where roboky would actually be in an advantage of course i've only gotten the chance to play two chars offline: dizzy and faust but in the case of dizzy vs roboky i've never felt this helpless in this matchup before dizzy gaining full control of the screen makes it really hard to find opportunities to lay mats and gain meter also in AC, i felt that it was worth it at times to take a hit from a laser fish to get out a lvl 3 missile, since she really couldn't get much off of it before.. but now that is super unfavorable outside of using 80 heat in the corner similar to how dizzy can use fb bubble from a distance as a defensive tool, i feel like none of roboky's changes actually do anything for him in this matchup faust vs roboky i mean if you saw some of the videos i uploaded you know what kind of brutal murder i faced his items are too good now and some of his normals that were already better than yours got buffed something about fb pogo got nerfed so that j.hs can actually beat it now, but generally speaking i don't think you are supposed to be challenging faust in the air with j.hs anyway i really wish i could play against other chars maybe its just because the only times i got to play were against retarded bad matchups, but i would really be interested in hearing how he fights against the chars that got nerfed i would really love feedback on how the fight felt for you personally from AC to +R for slayer and eddie i would like to know if those char nerfs were enough to actually make the fight less annoying.. or if it doesn't make a difference also i would like to know how he does against anji and i-no since i was thinking those two chars were possibly his best matchups in AC and then it would be great if you guys could tell me about potemkin now and any justice experience
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so now that some more people have gotten to use him what are your impressions of him i haven't had a chance to play people since the last set of videos i uploaded, but i still think he was better off in AC
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nagao posted some new +R vids http://www.youtube.com/user/nagao08/videos
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i was actually just doing 5k c.s 6p for the horizontal push it doesn't give you that much time, but you can squeeze in a lvl 3 bazooka from a distance i'll see what other options are available and what not
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ok so after further testing... on a full command throw (14 hits) you can connect 5k on the following chars ino bridget justice may (c.s followup after 5k in corner only) eddie (corner only and after 5l c.s too far away for anything to connect besides punching super) baiken ky (same conditions as may) johnny (same as may) millia (corner only) anji (corner only) slayer zappa its not always consistent but you can mash really hard on k after the throw and it'll connect on those characters also some chars feels like the timing is easier than others
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so i found out on most of the cast (excluding potemkin but haven't tested on everyone) if you do a command throw and steal 0 meter (3 hits) if you hold forward, you can get a close slash -> 6p it works on some chars when you steal the next amount of meter.. which i think is a 7 hit command throw (only tested on bridget) ok so the hold forward for close slash also doesn't work on roboky also on some chars in 80+ heat, you can connect 3 hit command throw -> 5p -> 6p i haven't tested this on many chars when i do this i can push a char from starting position into the corner but because of how much time i have to run, you don't get very many oki options also something i probably should have already known but just verified when you do tk dp, if you have upward momentum and you RC the first hit.. you will continue to rise if you don't have any upward momentum and you RC you will fall pretty fast trying to think of some situational gimmicks for the 1 more hit needed to kill using this
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pretty sure the bridget's hs yoyo in AC is 3 frames besides when you do bridget's glitch its a lot easier to do it with 1 button as opposed to two or three also on stick there are techniques you can use to make it a lot easier than doing it with punch or kick you also rarely ever see in match bridget players doing the c.s - yoyo glitch loop and more often see it used from yoyo hold to bears also dunno if this is relevant but nobody ever made a fuss about banning the bridget yoyo glitch because it was in arcade AC
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i just found out on EX versions of chars in +R, HS and D give their AC colors i hate ASW