-
Posts
371 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Dr. Stormlocke
-
Good job Kevin. Though honestly you could have stopped after the second paragraph, let's be honest here! Planets FTW!
-
2p loop is significantly harder than a 5p loop and I only can get 4 hits of it in usually. Only really useful vs Zappa and some other characters that are too small/short for your 5p. The random 6p problem just happens sometimes, my advice is similar to how to do 5hs FRC combos. In those combos I let go of the joystick completely to prevent 6hs Steam, and I do the same thing with Fire Loops to prevent 6p.
-
It's risky to be sure, but it can be much more effective than you think. It all comes down to knowing the math, exactly how much heat is added from your moves. 5p, dash, 5p repeat is the basic rushdown, it's not the only pressure string you will be using. The great thing is that you can just kinda freestyle and tack on additional moves as you are pressuring. For example.. After your first or second blocked 5p, dash toward again and do: Faultless Defense Brake, Bait them into whiffing a reversal/counter/move. Some moves put their characters into crouching state on landing = free 5p Fire Loop. 5hs FRC, run up continue. 5k, 5p, 2s, 2d or 5hs FRC punish, run up continue. 5p, 2hs FRC (combo on connect), 5p ~ whatever. Since your Heat gradually cools off during your pressure, you'll have the opportunity to start sneaking in Heat adding moves such as 2k or Bazooka to restock your Heat and keep them locked down even more: 2k, 6hs Steam, FRC. This is great because you DO NOT LOSE Heat if you FRC the steam. but you just gained some from the 2k! You are also at a nice + frames on block if it's the Level 2 one. 5p, dash, 5p till you are pushed away via FD or whatever, Run Robo-Dash/Command Grab. 5p, 5s, Bazooka. Run up and continue. Since every single knockdown results in at least +9 degrees of Heat via Bazooka as they are waking up it's not terribly difficulty to maintain. Robo's Force Break also cools him off and doubles as a great mixup tool in and of itself. Don't forget that your moves are doing chip damage to them and you have a power modifier of 1.1, good stuff. The hard part is managing to stay relatively close to your opponent and keep them from retaliating or escaping. This is all stuff that has worked on top players here in SoCal. There' a lot left to explore as well so it's not over yet. More to come!
-
RANBAT: Bi-weekly at Arcade Infinity (SoCal) *RESULTS* and *VIDS*
Dr. Stormlocke replied to Jo's topic in Archive
"I hate Venom man he's the worst character in the game!" I wanted to scream in my Justus voice, "They nerfed Raoh so hard!" as he did that 100% combo on Purrin. Wasn't quick enough. -
RANBAT: Bi-weekly at Arcade Infinity (SoCal) *RESULTS* and *VIDS*
Dr. Stormlocke replied to Jo's topic in Archive
Work isn't going to stop me from going to the next one I swear! Who ended up taking my seed? Were the brackets crazy with 30 people or what? And yes, still not enough O YeknoM. -
IMO, the matchup is 50-50. Instant Blocking and Backdashing are really quite effective versus Sol, you'd be surprised. Baiting vipers with 5p, 5hs FRC etc on his wakeup works great. You just never want to launch 2 sets of air missiles because he'll run under, 5k, Aircombo. Besides that I have success with random 2hs, and FRC to make safe if needed. Level 3 SRK after IB'ing pressure strings works of course but that goes without saying. Patience/Discipline, Instant Blocking and knowing when to Backdash versus Command Grab attempts are the most important things in this matchup. It's important to note, (and I'll update it right now, even though we have the chart in the AC Guide) that Sol can actually Grand Viper versus your Bazooka Okizeme. Just whiff 5p/5hs FRC in conjunction with backdashing most of the time.
-
This is even better actually if you manage to knockdown from midscreen'ish and have a second or so left. Your ass might get airthrown, but it's a great ambiguous crossup right before you explode as they are getting up.
-
To elaborate on what Hellmonkey said: They're blocking in the air: - Since 2hs takes a good chunk of tension to FD, this is your best bet. You can do some nice damage utilizing this. Watch their super and launch the knee rocket accordingly. - You can also lay down a mat, move to one side, whiff a normal or jumping move, land, and then as they fall down from blocking, switch sides and mix them up. Not normally worth it though. They're blocking on the ground: - Jump straight up, (empty jump), land, 5k/2k into knockdown or whatever. - Jump straight up, last second airdash toward, J.s, J.hs, 5p, 2s, 2d or whatever. - 2d, pressure and/or wait, run up command grab: Takes a little bit to get the timing down. - 5k (1-3 times), 5d: If you pressure a bit before doing this you can take off upwards of 75% life sometimes because of guard gauge. If your dust connects and knocks them into the explosion, you'll want to cancel into another J.d faster than you normally would. Best damage option, but smart players will be looking for you to throw out that 5d.
-
Danzai. Damage Output. Defense. Her Normals. Moroha 5hs stagger of 61 frames. General pressure strings. Pretty much try and keep her from using a bloodpack, which can be difficult. Robo has to be really patient, Instant Block tons of stuff, and go for Knockdown/Dead Angle/SRK.
-
Knockdown, 2d, 5d is another great 'unblockable'.
-
Yeah that's been around forever, good stuff. It's not well known since Robo doesn't get dizzied all that often. Or at least, shouldn't be getting dizzied because of his Stun Mod.
-
It's 2 frames faster than it used to be. Nice little buff for him in AC.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
I have it all saved, don't worry. Just haven't had time to make the 'contributers' list and upload all of it. I'm off to class.
-
The new Matchup Thread is up w/ all characters added! Info will be added slowly but surely, feel free to post.
-
[ATTACH]289[/ATTACH] Zappa Matchup Statistics Japanese Ranking: 6-4 in Zappa's favor. Openers: Punishes: Try to use 2s after Instant Blocking, instead of 2k, 2s. Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: He can crouch under your 5p. He can also run under your missiles, horsies.
-
[ATTACH]288[/ATTACH] YO-YO Buri/Bridget. (I'm naming him this so my alphabetizing remains intact ) Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Can crouch under your 5p. His delayed wakeup also might mess with your Bazooka okizeme timing.
-
[ATTACH]287[/ATTACH] Venom Matchup Statistics Japanese Ranking: 4.5-5.5 in Venom's favor. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
-
[ATTACH]286[/ATTACH] Testament Matchup Statistics Japanese Ranking: 4.5-5.5 in Testament's favor. Openers: Most of the time just backdash. Testament can do 5d as soon as the round starts to stuff/dodge most of your pokes. Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: If the Testament player is Front EXE Beast happy, you can try to bait and punish by doing the following: 5k, 5k, 5k (until you are pushed away), jump toward (hold 9 or 7), J.s, They do Front EXE Beast, Counterhit, ~whatever. You want to use Robo-Dash to steamroll through trees and nets. The thing that helps me the most in this matchup, is IB'ing his FRC barney strings and knowing when to throw out a 5hs FRC. Say for example Testament dashes in, throws out a low, pressures into behind barney, FRCs, and begins dashing toward you.. if you time it you can nail him with a 5hs as he's dashing in. Once you do this enough, usually the Testament player will begin dashing into warrant(his counter), so be wary of this. It goes for most matchups, but just try and be patient while you are instant blocking. Char specific details: You are able to do the same very damaging, not too difficult 80% Heat mode combo on him, just like on Eddie. If you have a significant chunk of heat, and around 75-100% tension try: 214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.
-
[ATTACH]285[/ATTACH] Sol Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: They can punish Bazooka Okizeme with Grand Viper as they are waking up. Adjust your gameplan accordingly making use of Backdash, 5p, or 5hs FRC whiffing. Strategy: Besides doing unsafe strings that Volcanic Viper will punish, try to avoid getting inside his sweep range as well. Sol's 2d can shut down some of your pressure tools. Char specific details:
-
[ATTACH]284[/ATTACH] Slayer Matchup Statistics Japanese Ranking: 5-5 even match. The Good Doctor's Word: Slight disagreement here, probably 4.5-5.5 or so. Slayer's Purple Bat Cloud O' Doom (2hs) will make short work of your 2k, and BDC moves can give you and your projectiles some trouble. Not all that bad though. Koogy's Word: Slayer has batty cloud. Robo has no batties. ROBO DIES. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
-
[ATTACH]283[/ATTACH] Robo-Ky Mirror Match! Matchup Statistics Japanese Ranking: 1010101010 *ERROR* The Good Doctor's Word: The race of men shall fall. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
-
[ATTACH]282[/ATTACH] Potemkin Matchup Statistics Japanese Ranking: 5-5 even match. The Good Doctor's Word: Pretty strong disagreement here. 4-6, or at the very least 4.5-5.5 in Pot's favor IMO. The matchup has changed in one new way... 6p hitting up to 3 times now serves as one of the few effective ways to counter Hammerfall. Knockdown into Horsie is a good way to bait wakeup Pot Busters but it won't work forever. You pretty much have to stick with 2hs Knee Rockets because of Pot's low air-mobility. Even though it's been listed before here is why the matchup is a problem: 2d = Slide Head Missiles = Flick Bazooka = Flick/Judge Gauntlet Robo Dash = Backdash Buster Openers: You can use 6p* (*shoot x2-3) or 2hs. The problem however though is.. Megafist > 6p, Hammerfall > 2hs. But.. 6p* > Hammerfall, 2hs > Megafist. If you want to risk it, go for it. I usually just backdash. Punishes: If you ever give Pot the option to tech in the air, 9 times outta 10 he'll try to use J.d to get back on the ground. If you anticipate this, you can Gold Burst it. Counters: Anti-airing: 2hs knee rockets. Lots and lots of these mofos. Zoning: 236s (air) Level 3 missiles. These are harder for Pot to flick, they do good chip damage, and they can keep him at bay. Their game plan: See Doc's Word section. Strategy: 2hs knee rocket any air tech attempt from Potemkin, as nine times out of 10, they will air tech and immediately J.d to get back on the ground. 236236p Det. Mode speeds you up and can help the matchup. Char specific details:
-
[ATTACH]281[/ATTACH] (Holy) Order-Sol Matchup Statistics Japanese Ranking: 4.5-5.5 in Hos' favor. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Member Submitted Info: Originally posted by: Chojin 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).
-
[ATTACH]280[/ATTACH] Millia Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Punishes: Counters: Anti-airing: 2hs is not as effective if the Millia player has a hairpin at her disposable. If she airdashes in and tosses a pin it will trade with your knee rocket and she will be able to continue her momentum. Zoning: Their game plan: Strategy: 5hs CAN BE effective versus her. I have success with it. Millia should have the tools to punish you correctly if you are cornered or become too predictable. It beats TK Badmoon attempts against you as you're waking up, her 6k, her roll, tick throws, some discs, and also doubles as the throw button. Char specific details: She can crouch under your 5p, but will still be put in blockstun from it if she blocks. Odd. It can also be possible for her to roll under your missiles, so be cautious.
-
[ATTACH]279[/ATTACH] May Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: Punishes: Go out of your way to block her 3k and then destroy her with a combo of your choosing. Counters: 6p horizontal dolphins on reaction until May starts jumping off them via Force Break. Anti-airing: Be careful with 2hs as her jumping angles will sometimes render this move unusable. Same goes with SRK, if she's knocked you down, she can double jump straight up to bait it and then punish you. Zoning: Their game plan: Strategy: Refrain from using Robo's 2k, as Mays' 5k clearly stuffs it out. Also learn to block her 5k as you're waking up, as most May player's will use this as it's her generic okizeme. DON'T TRY TO THROW IT! FD, or IB~punish. Char specific details: