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Dr. Stormlocke

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Everything posted by Dr. Stormlocke

  1. Awesome, sure! I'll be editing in more over the next few days. Certain setups, due to how specific the spacing is, tend to lead into others well.
  2. Hey guys! I've been playing a bit lately and have had even more success with my command grab mixups. Some new ones I have incorporated: Command grab, running empty j.p over their body, land, 2k, 2s, 2d. Command grab, hesitate and let their body fall, running j.p whiff over them as they are waking up, Level 2 or 3 air SRK* (*RC, hesitate, 5©s, SJ aircombo if you connect with air SRK. Optional.) I want to make a flow chart, but generally here are the three factors for optimizing his "vortex" if you will: If they have a burst, how much tension they have, how much tension YOU have. Post command grab, opponent has no burst, opponent has 25%+ or so tension, you have Level 2 tension: Backdash, Level 2 horse, land in front of them, command grab. Post command grab, opponent has no burst, opponent has a questionable amount of tension to steal, you have Level 2 tension: Either of the two setups at the top of this post. 5p whiff/timing device, run, Level 2 horse. (Like many setups, this works best once you have conditioned them. In this case, try backdash, Level 2 horse, command grab before attempting this punish setup.) Post command grab, opponent has no burst, opponent has 25% or more tension still, you have level 3 tension: Backdash, Level 3 horse crossup whiff as they are waking up, command grab. Let their body hit the ground, immediate 2d, 236236s punch spam super, do not mash slash, command grab. Let their body hit the ground, immediate 2d, 236236s punch spam super, do not mash slash, Level 3 SRK super. (This one is ridiculous, and is a good round ender. It's also a good one to dump your tension on once you have landed a few command grabs in a row, because the opponent is so antsy they usually will throw something out.) Post command grab, opponent has no burst, opponent has a questionable amount of tension to steal, you have Level 3 tension: Level 3 horse crossup whiff, land, 5d. Level 3 horse crossup whiff, land, 2k, 2s, 2d. Level 3 horse crossup whiff, land, Level 3 horse back at them. (Good if you think they will mash, or stick something out. More effective if you've conditioned them with something like [command grab, backdash, level 3 horse crossup whiff, land, command grab] already.) Backdash/5p whiff timing device, run, Level 3 horse. (By delaying your Level 3 horse you will many times confuse your opponent. To make it even better, you can legit crossup and HIT with luck and/or expert timing.) Post command grab, opponent has a burst, opponent has any level of tension, you have Level 3 tension: Running empty j.p over their body, land, 5k, Level 3 SRK super. (This is my go to burst bait/or punish ideally. Many times your opponent will burst upon your 5k connecting. Your Level 3 SRK super will give zero fucks, go right through it, and nail them.) Edits to follow. I'm at work. =)
  3. I'll be on for the next couple hours. Hope to get some games on vs you guys!
  4. To answer your query, heat mode gives you the following buffs: - Your hits add 6 frames of hitstun to opponent. - Your hits are untechable/unrecoverable 8 frames longer. - You have a power modifier of 1.1. - Your normals do chip damage! That's it. Robo's 5p is great even w/o high heat mode, but you'll see a lot of people fishing with it in high heat mode. I think this tends to confuse people, who incorrectly assume there is a buff in the blockstun. You ARE doing chip damage on block though, which can be handy. As far as your heatmode strategies are concerned, good luck, share if you'd like. I generally dump high heat mode via 5p~Level 3 Steam loops. Doom 2hs knee rockets are not very good, but 2s launching in high heat is great, just have to be careful not to use j.hs in the subsequent aircombo. And yes, it is rather dead here. Can't really tell you why.
  5. I'm West coast as well, but will be on. Willing to see if the connection is halfway decent. Hope to see a few others on too!
  6. These have really been panning out. I have a few other setups that I alternate with now: Midscreen'ish command grab (more than 3 hits), backdash, Level 2 horse, land in front of them, command grab. Midscreen'ish command grab (more than 3 hits), as soon as they land, 2d, immediate Punch Spam super & don't mash Slash, command grab. --on subsequent attempts, mash Slash for Punch Spam super. This will stuff many attempts at what they think is another command grab.
  7. Some command grab setups that I've been having luck with, that you guys might want to experiment with: Midscreen command grab, backdash, Level 3 Horse over their body, command grab. (Command grab is throw invulnerable now, so that's fun.) Midscreen command grab, backdash, Level 3 Horse over their body, Level 3 SRK/Super. (Fast startup stuffs mash atttempts to beat what they perceive is another command grab attempt. Also stuffs poorly timed throw attempts.) Midscreen command grab, Level 3 Horse over their body, Level 3 Horse/5d. (By not backdashing after the command grab, and instead crossing over with Level 3 Horse asap, you have more time to setup things on the other side.) It's important to note that it is possible to get thrown. Also obviously if you need the damage, you are sacrificing the unburstable Punch Spam Super followup. Sometime the above setups really pay off tho.
  8. I'll be attending. +Robo time! Excited to get some games in vs everyone!
  9. I need to practice and utilize this more often. I'm going to hopefully get the +R matchup subforum threads going soon. Anyone have any experience on recent matchups they'd like to chime in on? I've been playing against a lot of Testaments. Some of his new/modified normals took some getting used to, along with his warp. Potemkin is definitely still hard for me, but I don't feel like I've lost the round when I am knocked down now. Any new strings or setups that have been effective for you guys? I'm a big fan of Punch Spam super juggle vs opponent who is cornered, let them drop, mat, run up TK SRK on their wakeup~whatever. Many rounds have been ended this way. Also have been doing mid screen command grab, horsie over their body, run up TK SRK on their wakeup. Still looking for a halfway decent setup with 80% heat Knee Rockets. It's still a round ending Hail Mary at best.
  10. I'll be on for a few hours, starting soon. Hope to get some games in vs y'all.
  11. GGs to all of you who I have played against recently! Too much 5hs FRC'ing, feels like my hand has arthritis. I'm fucking old. See you guys back online in a few days, haha.
  12. I've been playing for a few days now, and honestly I couldn't be happier. I understand where you are coming from RE: his command grab, but I think there are so many other benefits, at least when applied to my playstyle: *c.5s into 6p gatling* I think this is really great. Now we have the option to push further to the corner, or utilize effectively while in the corner. M. Song I know we've spoken in the past about how you don't like Robo's air combos because they have the option to tech, and generally you favor building tension and keeping your opponent locked down. I too am annoyed when I dump all my tension and the opponent then techs in mid-air, while I am meterless. The great thing about this gatling, highlighted by the fantastic Nagao vids, is how this can be capitalized on in the corner: 2k, 2s, 5hs (FRC), run, c.5s, 6p, run, c.5s, 6p, c.5s, 6p, 2d. The following actually takes so long, that by the time you put down a mat, tension restrictions are gone and the combo paid for itself in superbar! Not only that, the opponent remains cornered, and you are gaining meter right next to them! You can also set the loop up in corner via non-CH Robo-Dash, FD, run up. EDIT: Sadly this might be character specific. #of reps in loop, etc. *TK SRK* Yes, it is susceptible to FD, but this badboy is a late game finisher! While many of you don't use Det. Mode, the tension building aspect of the super has great synergy for a last second corner TK SRK, ~ missile loop. I've ended rounds quite a few times, not even using Det. Mode, just by banking on this. It is just another great mixup tool that the opponent has to respect. *Forcebreak* This is so insanely fast now. I want to record a shitty cellphone camera video sometime soon of the myriad of gimmicks that are possible now. You can get away with truly retarded stuff because of the earlier cancel capabilities of this move. *80%+/Level 3 Heat 2s* In high heat mode if you land a 2k,~2s you can confirm into an aircombo. For ZERO tension. This is good, period. I realize managing your heat is a pain in the ass, but this buff is definitely welcomed. *Command Grab* As stated, damage nerf is unfortunate. In my playstyle however, landing this means I am almost assured a Punch Spam super juggle until I explode from Det. Mode. No more having to RC the end of the command grab and go into Punch Spam! Wahoo! I will say however I am a little underwhelmed by 80%+/Level 3 Heat 2hs Knee Rockets. Generally, you will use one, then immediately need to cool off with 6hs. This leads to a fairly predictable pattern that is easy to punish/evade etc. I have won a few rounds with these though, and it's always hilarious. More later. Happy Roboting!
  13. Finally! I got to play a little bit at Shtkn's house. You guys need to get on that Level 3 heat punch spam super headbutt loop vs JO. Shit is too fun! I'll probably just mash training mode when I have some free time this weekend, but it would be great to get in some games vs you guys too. Hit me up if you see me on!
  14. Good info! Look what GAKU has been up to: http://www.youtube.com/watch?v=gztOhvbahHI http://www.youtube.com/watch?v=5IQNrKk-_W0 Can't take much more of the wait for NA update, probably will cave soon.
  15. Digging blocked 2k, blocked 2hs, FRC, TK SRK.
  16. Hey guys, sorry I've been so busy lately. A lot of good discussion, and I wish the NA +R update was out already... Yes, that's my bad. I started switching over all the info I did for AC/data tables/move list here and there when I have some free time, but the main page needs to be initiated. If it's possible and you guys want to help out that'd be fantastic. As you can see for some of the other character pages the overall layout differs. Some of them have the Guilty Bits videos embedded etc. I'm open to suggestions on how to lay it out. It's cool to see so many posts about Robot again, after an extremely long lull.
  17. Sick! Looking forward to the US release, hopefully soon. GAKU has been tweeting a lot, spending some serious time in the lab: http://twitpic.com/d7wyxq Can't wait to try and find some good stuff myself, though I have concerns that y'all seem to be talking about already.
  18. Hrm, thanks for the input. I'll be waiting for the US patch/update. Gaku posted this Level 3 heat 2hs combo: http://twitpic.com/d6zkol Mind testing the air unblockable nature of Self Destruct explosion? Thanks!
  19. Skip to the end to watch footage of Dogura winning the EVO GG side tournament with Robo: http://www.youtube.com/watch?v=ljmoplc6OA0 Can't wait for +R...
  20. Definitely. Level 3 heat 2s is +1 on block on now. I chuckled when it was blocked the first time, so he just does another one and it connects. He almost got a sick Force Break extension off the subsequent aircombo as well. Simple stuff such as blocked bazooka vs a cornered opponent, empty jump, TK SRK is exciting as well.
  21. Cool stuff. Thanks for posting the vids. I was actually eyeballing the device you purchased. Was thinking about picking one up myself. You pleased with it? Thanks for posting. I particularly liked the air missile, j.s, punch spam headbutt, wallbounce, 2k, Level 3 heat 2s, 6p!
  22. Thanks. I've been slowly working on the new template for +R. The old one did have some mistakes in it. I think 6k was listed as a gatling normal? Hah.
  23. I can't reply to your message via Twitter because you don't follow me, haha. Suffice to say I'd be more than willing to help out with Robo.
  24. Taking a break from Payday: The Heist, I'll be on in a little bit. Hope the chatroom is popping! Edit: PSN Maintenance. Be on after 8pm PST.
  25. ^^ this. Coming from someone who has also been playing this game for over a decade, listen to this man. Also GGs to everyone I've played recently. I know I'm in the minority but I've had no huge problems with lag or the netcode. Even coast to coast connections have been fairly solid. Feel free to throw me some invites no matter where, iin the US at least, you are.
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