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Chojin

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Everything posted by Chojin

  1. I don't have my PS2 handy, but I'm almost certain that reversal super will hit you out of bazooka from any useful range. The only safe option is a meaty 5P, which should avoid both super *and* VV. They do and should use riot stomp because it *does* beat bazooka when Sol is in the corner. If one could do this 100% of the time, then it would be the best option. Since not all of us are super-human execution machines, j.P tends to be the better choice. Yeah, j.S CH is fun times, but it's far too slow and has too few active frames to use in most anti-air situations. j.H fares a bit better since it's a frame faster, but your best bet is still an anticipatory j.P with it's retardedly long active frames (8).
  2. I don't play this matchup all that often, but here's what I know: 1) You need tension *bad* in this matchup, but you also want to remain on the offensive as much as possible. Therefore, IB when you are being pressured, but don't turtle. 2) Use lvl 3 air-missile as much as possible in order to negate Venom's balls. 3) Random lvl 3 horsie is very effective in this match. Attempt to catch Venom summoning a ball, low poking, or back-dashing. 4) Don't forget that 6P is a projectile and will cancel out Venom's balls.
  3. No. Sol's j.H has a very high hitbox that will almost always dodge both 5H and 5P, both of which hit fine in front of Robo but don't hit above him very well. DP will work, but its not a safe option a lot of the time since j.H can recover in time for Sol to FD the DP and destroy you. You shouldn't be jumping in at Sol at all... unless you're covered by a low TK air missile. Jumping in with FD gets you *nothing*; at worst you just got air-thrown and at best you lost the initiative. Bazooka is usually fine when Sol has less than 50% tension, but 5P should be your go-to move when he does. Riot stomp is an issue on okizime when Sol is laying close to a wall because it will avoid bazooka and CH you. In this case, just use 5P. Pretty much every character has an easy time against DP-happy, random Sols. Sol causes some problems for Robo for the following reasons: 1) Hard to use air-missiles, since Sol can run up and 5K or DP you except when you use missiles from across the screen and as low as possible. 2) Robo is easy to loop with sidewinder. 3) Sol's hitbox sometimes causes problems with 5H FRC in combos.j 4) Sol's air-to-ground is much stronger than Robo's ground-to-air, which forces Robo to use risky anti-airs like air-throw, 2H, 5P, DP, etc. In order to win this match... 1) When Sol goes in the air, you go in the air. Your best bet to beat his air moves is to use air-missile, j.H, and j.P. Sol can't avoid air-missile when he's in the air too, so this is the best time to use it. Also, if you anticipate an air attack, do a run-jump j.P; if it whiffs, you can always IAD back (this is probably Robo's safest anti-air option against most characters, including Sol). 2) Limit how often you jump in at Sol. When you *do* jump in, the best way to avoid getting hit with 5K is to jump in at close range with an early j.S, j.H. 3) You'll be blocking a whole lot, so IB, IB, IB. 4) Practice your timing for 5P on wakeup. This will be your best friend against reversal super or DP. 5) Limit your use of 5H FRC after a blocked 2S, since it will *always* lose to Sol's 2D.
  4. 5H FRC is super great and all, but you really shouldn't use it very often, since the FRC will kill your tension gain and the last thing you want is to be without tension.
  5. I agree completely. I remember in Slash when Ogawa was kicking the piss out of everybody and winning all of the tournaments because he is clearly a better player than everybody out there. It was pretty awesome.
  6. No problem. Actually, I just figured it out like... an hour ago.
  7. So... I haven't seen anybody give a definitive answer as to how you cancel the landing recovery on lvl 3 missile. So... uh... here it goes. The concept is simple, really. All you have to do is do a JC-able move as you're landing (so, j.P, j.K, or j.S). However, the timing can be fairly difficult; you need to make the move hit during the last couple of frames before you land. I think that you probably need to land either before or during the start of the JC-able frames. Since j.P and j.K recover quicker than j.S, they seem more difficult to use in this situation, although I have cancelled the recovery with all three of those moves. When you cancel the landing recovery of lvl 3 missile, you're free to act however you like. You don't have to cancel into another move or jump or anything; you could just as easily backdash or block or whatever. If you look at the combo videos where robo cancels the recovery during a combo, you'll notice that he always uses j.K or j.S right before he lands. Try it out for yourselves, if you haven't already. Anyway, apologies if this has already been said, but a search of the robo forum didn't turn up anything.
  8. Randomness? That doesn't sound like Robo at all.
  9. Actually, you can usually combo 5 missiles (1 lvl 3 + 4 lvl 2) or even 6 in certain cases (5D, lvl 3 missile ID, jump, lvl 3 missile, 4x lvl 2 missile.
  10. Yes, generally 5H will lose to j.H. You might get lucky if you catch him immediately after he leaves the ground right in front of you, but usually your 5H will whiff and he'll get a free j.H combo, possibly with CH. You could always FRC 5H, but you'd lose precious meter and sabotage your tension gain for a while. I don't think you understand. Firstly, you shouldn't always stand; you should stand maybe 5-10% more of the time, depending on the opponent (although it's not necessary to do that if you are a good blocker, but let's face it, most of us aren't). Secondly, his FB doesn't really come into play in his mixups; since you can't buffer it from normals, it's more of an abare move. Generally, OS will either FB after some advantageous move or after a charge cancel; however, highs aren't really a threat in either of these situations, since you'll most likely be out of range, so you should be defaulting to crouching anyway. I didn't forget 2H + RC combos, since those generally do crap damage and require half meter and therefore aren't really worth fretting over. Regardless, the situation you describe (small combo + knockdown all round) is ridiculous, since that would only happen if you stood *every time*, which is clearly a poor idea. The idea is that you preferentially block high (5-10% more often than usual) and look out for throws when you're in a high/low/throw guessing game, i.e. you're in a situation in which you are forced to *guess* between those options (meaning you most likely cannot react in time). This doesn't occur every time you block something and its frequency depends on the person (again, the better your blocking ability, the rarer that situation is). Some characters have strong low options, but OS isn't one of them, so this strategy is generally a good one when implemented correctly. I can't really think of any concrete situations right now, but it can apply any time you're being pressured and you say "oh shit what's he going to do now?".
  11. Robo vs Sol is completely different than Robo vs OS. Sol is actually much, much easier to beat since his moves aren't a total counter to Robo, unlike OS's. Robo's oki versus OS is actually very safe. Meaty 5P or a correctly placed lvl 3 bazooka will avoid reversal DP or super every time. This match is super annoying. The three biggest problems Robo has against OS are: 1) Robo Ky lacks a safe, reliable anti-air move, and OS has probably the best air to ground game of any character. OS will jump in at you with j.H, and there's really nothing you can do about it. 6P will lose to j.H with CH every time, so don't bother with it. Your only hope is to get an early 2H, but that's really risky. 2) OS is much, much faster in Robo in every way. You are more or less totally boned after blocking anything, since his 2S will beat any retaliatory move you might want to do. You'll be hard pressed to do *anything* after a blocked Rock It (OS will beat anything you try with 2S) or a bandit revolver (OS will probably do j.P to avoid the throw and you can't do anything about it). You'll have to get used to staying in the corner, because OS will put you there often and there's nothing you can do to prevent it. Your best tools to use against him are: 1) IB. Do it at much as possible because you'll be guarding most of the match. 2) Meaty 5P or mid-range lvl 3 bazooka on oki. Always do lvl 3 bazooka if you have the tension (lvl 2 can work too, but the distancing is trickier). Otherwise, use a meaty 5P; it will avoid his DP every time, after which you can jump and aircombo or DP to CH the charge cancel and do a big combo. 3) 2H. It's risky, but it works unusually well against OS because of his wide air hitbox. The worst he can do to you on the ground is a short combo ending with 2D, which isn't all that bad, all things considered. 4) DP (+ super). Again, it's risky, but you have to play risky if you want to win this match. You can IB + DP in a number of spots, like block string into Rock It. You *are* going to get hit a lot in this match, but that's OK, since OS does crap damage (mostly) and Robo takes damage like a champ. You'll probably do fine as long as you concentrate on avoiding his big damage setups: 1) Gun blaze, combo 2) Corner throw 3) Impossible dust combo 4) CH FB His damage from lows is *awful*, so preferentially block high and watch for the throw (that is, block low in neutral situations so you don't eat a FB, but if you're put into a high/low/throw guessing game, guard against the high/throw more than the low). It's better that you keep getting hit with 2K combos for almost nothing than 200 damage off of the impossible dust or throw. Also, do *not* throw out moves after blocking something unless you are *positive* that you will beat whatever OS does. He has advantage off of almost everything, so he can hit you with CH FB, no problem, and that leads to pain. Your best option is to keep blocking or jump away (1F jump if you can).
  12. No offense, but this is terrible advice. Backing up and charging in like a bull on meth will get you nowhere. If you're fighting a retarded spider monkey, it might do something to get hit, but any decent player will block it, leaving you in a neutral position at best. A better idea is to use lvl 3 air missiles. They cause chip damage, control a retarded amount of real estate, and allow you to close the distance and mix up. You played a good match, actually. Your main problem wasn't Robo-specific: it's just that you froze when kugz pressured you (don't worry about it though, it happens). Robo-wise, I would throw down mats and turtle more; your focus early on should be on gaining tension. This match is a lot easier if you have lvl 3 missiles and horsie, since a lot of slayers will just throw out stuff that these moves will catch. I'd say more, but I have a class. =(
  13. Not so much any more, now that Robo can go through the opponent; IIRC, it's difficult now to time it correctly so that it hits them (when you're right in the opponent's face, anyway).
  14. This will *only* work if Jam does FB ball in your face (i.e. she does the move within range of DP). However, this should pretty much NEVER happen, as any halfway decent Jam will use the ball early as to specifically avoid this situation.
  15. You should own mid to long ranges against Dizzy, since lvl 3 missiles completely shuts her down. If you don't have the tension, you can just hang back, lay a mat, and IB any projectiles she throws at you. You might also want to randomly throw out lvl 2 missiles, as one CH has the potential to dizzy her. Make sure to get the missile loop on her every time you get the opportunity.
  16. Imagine what a new Robo player would think if this was the first thread he saw: "Clearly, the key to playing Robo-Ky is to learn esoteric 80% heat combos. Yeah! :thumbu:" ..and then this is him in his next real match:
  17. I think it was in this thread where someone was wondering how to do the iad combo after lvl 2 missile, so... http://www.youtube.com/watch?v=WFp17VIJORU ...it's mid-way match 2. I think it's character specific; it only works on characters with hixboxes that allow for you to be far away when you combo them.
  18. High-heat mode is nice in theory, but in practice it can severely handicap you, because 1) you can't just throw out missiles, 2K, or 6P, which are some of your best moves, because they increase your heat gauge too much, and 2) you are very vulnerable to certain characters and more likely than not, you will be forced to guard and you will explode. Therefore, the best thing to do when you have high heat is to lose it. This will be easiest if you cancel your pokes into steam. Since pretty much everything cancels into 6H, this shouldn't be a problem. If you have tension, you can take advantage of high heat by mixing up with FRCed lvl 3 steam. Since the hitstun is long and the steam plume completely obscures the screen, you stand a good chance of landing your high/low/throw mixup. Plus, if the poke hits, steam will cancel and you get a high-damage combo of your choice. As for the second question, that's easy: if you're going to use 50% tension for the combo, always go for the 2x 5H FRC combos since they are more reliable, do more damage, and dodge burst. However, if you only want to use 25% tension and still do good damage, do something like this: (float from 2S or horse or whatever), 5H FRC, 66, j.S, dj.S, dj.H, missile That is, instead of doing 2X 5H FRC, do only one, then do a running j.S, etc. This does good damage and conserves your tension.
  19. What the hell are you talking about?
  20. Good luck landing a 5D on anybody when the detonation super is on top of them, since it's really easy to see coming.
  21. You know... I posted all that Jam info in the other thread.
  22. Ever heard of Google? UIUC = University of Illinois at Urbana-Champaign Good luck seeing me at tournaments anymore, though. I don't have any desire to go ever again.
  23. If you like awful throw setups, then try a close, meaty 2S into immediate command grab. This might actually work if you use 2S, 5H (FRC) in block strings. From what I understand, you need the missile to hit late, either because you are higher than the opponent or you are not immediately next to them. I don't know any setups for the latter, but for the former, try something like: 2S, 5H FRC, 66, high c.S, SJC, j.S, j.H, lvl 2 missile, IAD, j.P, j.D This only works in the corner. The hardest part is timing the j.S after the super-jump cancel. If you insert j.K before the j.S, then you end up right next to the opponent during the lvl 2 missile, and you are not able to hit them with j.P.
  24. And where in Illinois is Stephane from? UIUC, son!
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