Cyringohn
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Everything posted by Cyringohn
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Ky is decently heavy, if memory serves. Know for a fact that Zappa's 2D into 236S with Ghost doesn't hit him since he hits the ground too quickly.
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Doing a 66K [or whichever button you choose to use] is sometimes a good mid-screen/far-screen okizeme, especially if the opponent isn't used to fighting Robo-Ky. Some players like to try and attack during wake-up, and 66K usually stuffs whatever they throw out. Level 3 214S is usually a better choice, especially since it can cross-up, like Dr. Stormlocke mentioned in the Robo-Ky Guide. Getting hit by Level 3 214S, especially on counter hit, is generally about 1/4 - 1/2 life loss. Personally use Level 2 Steam as a constant pressure when trying to gain Tension from 2D. If Tension is needed, will just have Robo-Ky stand on the mat and throw out two or three Level 2 Steams to let the Tension build up. Sometimes not the best of options, but it works.
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Uh, needing Tension to do "more damage" doesn't mean you do more damage, as kugler implied. The more Tension you need to do adequate damage, the less your average damage output is going to be.
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It wouldn't hurt to use it occasionally, especially since it'll likely stuff things like Vapor Thrust. Run up and act like you're going to do an okizeme, then simply throw out a Level 2/Level 3 6HS. If it hits, just FRC it and go into a combo. Level 2/Level 3 236S is definitely Robo-Ky's best okizeme, as Level 3 gives a lot of frame advantage. 5P and a.Slash would also be good choices, but watch out for shit like Volcanic Viper.
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Don't remember it ever increasing his run speed in #Reload or Slash. Oh well, must not be remembering it right. And yeah, the Level 3 Horse into 236236S juggle is really nice.
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Gen-Ky Lovers is so delicious now. It didn't have the speed increase before Accent Core, did it? It's always interesting to see which Robo-Ky players will use Gen-Ky Lovers, and which ones don't.
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No, there's not. There's several ways to do unblockable 2D set-ups. Just go watch "Song For" on YouTube and you'll see them towards the end of the video. EDIT: After watching a Zappa vs. Ky clip today, Ky did somehow block a 2D. However, the interesting thing is that the 2D was one of those second attacks that the Dog can do in Accent Core. The kind where, afterwards, the Dog'll sit there for a moment and need to recuperate. It's a Level 6 attack when blocked. So, maybe, 2D is blockable if you do it like that. However, 2D always seems unblockable if it's done by itself, even when a normal is thrown in with it.
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Giganter set-up doesn't work for everybody, methinks. Want to think that on some characters, like I-No, it just never works the way it should; it'll always OTG her or not hit until she's had time to stand up and back dash.
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2D is always unblockable. If he "blocked" it, he simply used Slashback on it. "Mamamamama..." is from Voice Set A; it's the one with the intro where Zappa asks where to find Faust.
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That's how Robo-Ky should be played. Nice Air Throw against Jam's Burst, and the Dust set up against I-No was genius.
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Instinctively jumping to avoid attacks is a big no-no.
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Players don't even attempt the set-ups anymore, though, which eliminates any potential fear that the opponent might be experiencing. No matter how excellent Slide Head is now, simply not doing Potemking Buster set-ups at all limits your gameplay, even if it's slightly.
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Landing Slide Head pressure strings is guaranteed damage, yes, but that's not reason not to do Potemkin Buster set-ups. If you have two options readily available, which you can mix up with adequate results, why not do it? If anything, attempting Potemkin Buster set-ups will help make your Slide Head set-ups seem less obvious.
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Japanese players, in general, favor normal combos to Potemkin Buster set-ups. There are literally no prominent Potemkin players in Japan that revolve their game around Potemkin Buster, for whatever reason. Most of them seem to have a major boner for Slide Head. Sure, Slide Head is severely pimp now, but some of them borderline spam the damn thing. And lose because of it. A lot.
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You can also flick Axl's long-ranged pokes, such as 5P.
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Jam's 5K ticks are stupidly annoying. The force you to go on the defensive, since they tend to beat out most normals, and you can't just block all day or she'll tick throw you. She has too many ways of Wall Sticking [from mid-screen, even]. It's ridiculous to watch her basically win the match by connecting with a card'd 236K.
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Well, a major problem now is that Testament can connect Master of Puppets after a Badlands Loop. And everybody knows how easy it is to get off a Badlands Loop, as well as the easy Tension gain that it gives. Testament can afford to reset his doll'd traps more easily now, if need be. There are other good uses for his Tension, of course, but yeah.
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A smart Testament player isn't going to lay down each of his doll'd HITOMI at once, since getting struck would trigger them all at once, wasting them. As Nehle pointed out, "one at a time" is the likely approach. ... This is, of course, assuming that powered-up HITOMI act like normal HITOMI and are triggered when Testament is hit with an attack. Can't remember if they work the same. How does Dizzy stand up to Jam? Jam's corner strings involving Force Break 'Puffball' and her stupid-fuck Wall Stick punch are moronic. That shit takes off 75% on normal characters, if Jam has at least 75% of her Tension bar full. Don't even want to see what it would do to Chipp, Millia, Baiken, and Dizzy.
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This applies to your video, as well: Zappa has better use for his Tension, aside from the "Kowaii!" Overdrive. You're welcome to use it, but this player, personally, would rather save it for 236P RC's and Zappa's new Force Break.
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Unfortunately, the Slide Head/Giganter combination is guaranteed damage against all characters, so it's extremely difficult to pass up. 2S now has a vacuum effect, so it can combo with 2HS. In general, Potemkin has more combo potential. Potemkin Buster cannot be followed up with a combo without using its FRC. Potemkin is a bit similar to how he was in Slash, but for the most part, he's decently different. Slide Head/Giganter is a staple now. It feels dirty to do it to an opponent, but having that guaranteed damage feels so delicious.
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Be sure to watch out for Slide Head, though. If throwing out Fish and Spikes becomes predictable, Potemkin will simply throw out a Slide Head in preparation. Potemkin also has his FDB to deal with projectile spam, but it's situational. In general, though, Dizzy does have the advantage. Just remember that you can't really afford to get hit by anything Potemkin has to offer in ^ Core.
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That type of resistance is referred to as Super Armor and Hyper Armor. Hammerfall and Danzai has Super Armor, allowing it to receive one attack without interrupting the move. Judge Gauntlet [and possibly Force Break Danzai] has Hyper Armor, allowing it to receive any number of attacks without interrupting the move.
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As an okizeme, throw out a Giganter. With it being a Level 6 attack that doesn't use Potemkin's hitbox, it provides a perfectly safe way of applying a lot of blockstun. Once the opponent stands up, do a Slide Head. The opponent will be unable to move before block stun is over, guaranteeing a free OTG Slide Head combo that should end with Heat Knuckle. The ridiculous amount of tension that you'll gain from the 5K 2S 623HS will allow you to repeat the process one or two more times.
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In celebration of the 1,000 fucked up problems that Zappa has.