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Dr. Stormlocke

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Everything posted by Dr. Stormlocke

  1. [ATTACH]278[/ATTACH] Ky Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  2. Johnny Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: Punishes: Counters: Anti-airing: Zoning: Don't get too comfy spamming Missiles. Johnny's 6k is the be all end all of anti missile moves, will wreck your ass, and then you lose a good chunk of life. Launch 1 volley of air missiles at a time, and zone in tandem with 2hs. Their game plan: Strategy: Char specific details: You'll usually have to throw in a 5s after you've connected with two 5hs FRC, in order to air combo. Alternatively, you can try immediately going into a J.s after a 5hs FRC. It's possible to do a pretty sweet 80% Heat mode combo on Johnny. 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.
  3. Jam Matchup Statistics Japanese Ranking: 4.5-5.5 in Jam's favor. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: If they have tension, just expect Puffball Force Break. This is the best mentality to have against Jam. Strategy: Jam likes to take to the air a lot, so greet her with 2hs knee rockets! Don't throw them out too often as her Force Break can make quick work of you unless you FRC the move. Char specific details: Member Submitted Info: Originally posted by: Chojin ANTI-FB BURST RUSH STRATS: Her FB is difficult (if not impossible) for Robo to beat. If it's timed correctly, it can (and will) beat or trade with 2K (which I think is total crap, but whatever). The only hope you have of consistently beating it is hitting it with DP, which probably won't happen since you'll be too far away most of the time. Therefore, your best bet is to play it safe. When I'm getting hit with random FB burst rush, this is generally what I'm being hit out of: 1) f.S 2) 2K 3) horsie (sometimes) So, FB burst rush > your best pokes. Therefore, you don't want to throw out these pokes too often (midscreen, anyways). Lvl 3 missiles work OK, since you can jump and FD right after you shoot them (if necessary). Again, you can't be predictable with them or you're dead. When Jam has enough tension for FB burst rush, try to stay out of mid-range, which is where you're most vulnerable (this is where Robo's slow pokes hurt him the most against Jam). If you're at the other end of the screen or in her face, you stand a much better chance of avoiding or beating the FB. 2K actually does a pretty good job of beating the startup of burst rush, so don't be afraid to use that. http://www.youtube.com/watch?v=_BasfXaouzg Nezu does a pretty good job here of avoiding the FB. Also, take note of his use of 2H (FRC) to bait a punish from Kazu. GENERAL STRATS: 1) Always bazooka her on wakeup. You should do it relatively close when she has < 50% tension (since bazooka will avoid her DP everywhere except at max range) and from near max range when she has >= 50% since missile will often beat her dash super and you'll be out of range of the column super. 2) 2K, 2S, 2D is NOT safe. Jam gets a free 2D after this (I don't think IBing the 2S is necessary). Make full use of her 2K flowchart: mix up the following so you don't get predictable: i) 2K, 2S, 2D ii) 2K, 2S, 5H FRC iii) 2K, delay 2S, etc iv) 2K, recover, etc v) etc etc etc Don't forget that 2K tends to hit very meaty against Jam due to her thin lower-body standing hitbox. This makes your throw very effective after an empty 2K. 3) Don't be afraid to turtle at the other end of the screen and throw out missiles, lay mats, etc. You're relatively safe from long range; mid-range is the problem. 4) 5P is your go-to poke. It recovers quickly enough that you will be safe from random FB and iad drop-kick. 5) Command throw can be difficult against her since her 2P is retardedly fast (timed correctly out of blockstun, it WILL beat your command throw) and she has a fast jump. Make sure to mix it up with normals (I like using 5H FRC) in order to bait this and jumps. 6) 5P is also your best anti-air. It stands a good chance of beating IAD mixups, leading to a painful combo. Use 2H sparingly as it *will* get your FBed. However, you can use this to your advantage by intentionally using 2H in a dangerous spot, FRC it, and immediately 2K; this setup will beat out the inevitable burst rush or dash-in combo. 7) Learn how to deal with 6H. You can beat it with lvl 3 DP or slash-back and 5H. Jam can be very predictable with this move, so use this to your advantage.
  4. I-No Matchup Statistics Japanese Ranking: 6-4 in Robo's favor. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 5p Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Get proficient at Instant Blocking her notes, as they will supply you with a nice chunk of tension. Char specific details:
  5. Faust Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Punishes: Okizeme: Opponent's tension is below 50% = 2p/5k/Lv3 Air Missile Opponent's tension is @ or above 50% = 2p/Lv3 Air Missile Counters: 2hs Knee Rocket Faust's Scalpel Pull to score a good followup. Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Can crouch under one of your best pokes, 5p! You'll have to rely on 5hs FRC or 2p more.
  6. Eddie Matchup Statistics Japanese Ranking: 4.0-6.0 in Eddie's favor. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 5p Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Get adept at Instant Blocking little eddie strings. Try to train yourself to look for openings where you can Level 3 SRK. Level 3 SRK, RC, 5k can sometimes also stop a Shadow string. Char specific details: It's possible to do a pretty sweet 80% Heat mode combo 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.
  7. Dizzy Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 5p/Lv3 Air Missile Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  8. Chipp Matchup Statistics Japanese Ranking: 5-5 even match. The Good Doctor's Word: I'll have to disagree on this one, 4.5-5.5 IMO. Robo's 2d and 2k straight up lose to Chipps sweep. Also, since Slash where they added +10 frames of recovery on Robo's 2d, it's not even safe to do a BLOCKED 2k, 2s, 2d vs Chipp's sweep. Many times any block string into bazooka will get you swept as well. Due to Chipp's agility, speed and teleports, spamming missiles also isn't as effective as you'd think, even though they can potentially end the game for Chipp on counterhit. This matchup did get better since Slash for one reason though: Invincibilty on his Level 2 and 3 SRKs. Just try to IB and land one of these bad boys for a grip of life. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 5p Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Nezu has been Slashbacking Chipp's Terriyaki/Bonzai attacks and then immediately going into Robo's 236236s Punch Spam super. It takes a lot of life off Chipp. Char specific details:
  9. Baiken Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Okizeme: Opponent's tension is below 50% = 5p/5k Opponent's tension is @ or above 50% = 5K Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: You make missiles, she'll make carpets. Every once in awhile one of you will attempt to rush the other one down, pretty boring matchup. Poke with 2p and 5p to try and bait counters, and get a read on her and attempt a command grab. Char specific details:
  10. Axl Matchup Statistics Japanese Ranking: 4.5-5.5 in Axl's favor. Openers: Okizeme: Opponent's tension is below 50% = 5p/5k Opponent's tension is @ or above 50% = 5p/5k Punishes: Counters: Anti-airing: Zoning: Their game plan: A smart Axl player is going to use his long reach to prevent you from making 236s Air Missiles. Don't be predictable with them, only use them after a knockdown, or when the opponent is blocking something else like your 236s Bazooka. Strategy: Instant Block and save up tension for Level 3 Horsie. This will be your go to move in this matchup. Robo-Dash every once and awhile if you can get enough speed going to wreck long range pokes if you've got a good read on your opponent. Try and bait his counters with 5p and 2p. Char specific details:
  11. Anji Matchup Statistics Japanese Ranking: 6-4 in Robo's favor. Openers: Okizeme: Opponent's tension is below 50% = 5p/5k Opponent's tension is @ or above 50% = 5p/5k Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  12. A.B.A Matchup Statistics Japanese Ranking: 4-6 in A.B.A's favor. Openers: Okizeme: Opponent's tension is below 50% = 5p/5k Opponent's tension is @ or above 50% = 5p Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Get used to Instant Blocking, preferably on a 2d mat. Spend meter on Dead Angles to count toward her knockdown if you have to. Just play super defensive utilizing Robo's great IB rate along with his good damage modifier. Char specific details: Because of her super late wakeup/getup, you'll have to adjust your 236s Bazooka okizeme/pressure accordingly! Knockdown control:
  13. ***PLEASE USE THE SUB FORUM FOR MATCHUP DISCUSSION NOW*** First I'd like to thank Buri Mod //Jais for coming up with the ideal Matchup Thread layout. I am reusing it for my own nefarious Robo purposes. And thanks to Dustloop member shtkn for the awesome sprites. Each subsequent post in this thread will be info on a specific character. The posts will be detailed with the following bullets: Matchup Statistics: Numerical representation of the matchup, out of a possible 10 total points. A terrible matchup would be 9-1, an even one 5-5, etc. I will occasionally chime in and share my opinion on some specific matchups. Openers: their usual opening moves and how to counter win by first move. Okizeme: From Japanese chart recommending what move to use as your opponent is waking up, based on their tension. If timed correctly, the listed move is safe. Punishes: Ways to punish their unsafe moves. Counters: How to score a counter-hit. Anti airing: More ways to anti air specific moves. Zoning: What characters have a hard time dealing with. Their game plan: Enemy strats. Strategy: Your strats. Char specific details: Ideal combos and pressure against their character. Feel free to post now that I have all the characters added. Let us begin!
  14. Thanks for uploading Jo. Lol @ the hype. We need to get Justus and Jo megaphones for next time. We'll need a delay button for Justus probably though.
  15. Good times. I'll beat Pulsr one day, with some sort of ultimate gimmick created just for our tourney match.
  16. If you guys want me to create a combo thread, I can. Up until about 2 weeks ago there wasn't much activity in here at all, so creating another thread wasn't entirely justified. Also Doomscy: It is hard to gain tension in the Po vs RO matchup, but Mike is just trying to give you some pointers, don't take it as an insult. Congrats on placing at that event.
  17. Mike told me to post so here I am. I'd like to start out by apologizing to all the Robots who will die, along with the Bothans, as a result of this info: Robo-Ky: You should have this matchup on lock. Robo's going to want to 2D and get tension, you just have to anticipate this and slidehead. As a result he's going to be attempting to 2D, then jumping in an effort to avoid getting knocked down from Slidehead. Of course normally this isn't a problem as when he's jumping, he's not getting tension from the Mat! You should never allow Robo-Ky to throw down a mat and sit there walking back and forth on it getting tension. Let's run down the rest of his moves. Missiles: You flick them. Flicking at Level 3 can be tricky though. Bazooka: You CAN flick it depending on when they do it or if you see it coming. If it's done correctly on your wakeup you'll just have to try and block it normally or Force Break Judge Gauntlet it for laughs. Robo-Dash: You backdash Buster it. 2HS/Knee Rocket: YOU LOSE. This is one of the few moves Robo players can capitalize on. Pot's lack of air mobility makes these suckers hurt. Try not to use J.D all that much because you will be greeted by a rocket in the ass. It's not exactly safe unless they FRC it, and it only hits once, meaning you can Hammerfall right through it if you're grounded. Level 3 Horsie: Along with 2HS this is the other move that can give Pot a little trouble. It's active for awhile and moves far very fast. If you get knocked down, a good Robo player is going to try and bait a Buster/Backdash Buster with this. That's all for now. Maybe I'll edit some more stuff in later.
  18. All right guys I just created a Video Thread and stickied it. Feel free to post links to vids and discuss them in here, but if you think they are worthy enough to be added to the master list, hit up the thread and post a reply there. Your post will be deleted afterwards, just a heads up. So thanks in advance. Some videos of Nezu from the recent ABC Ranking Battle in Japan for instance have just been added to the list.
  19. Since there are enough videos out now to warrant this thread, here we go. Feel free to add links to other vids you don't see in the OP. Linking and discussing vids in the main Robo discussion is encouraged as this is just an attempt to consolidate all AC Robo videos. Your posts might be deleted and all pertinent links assimilated into the first post, so thanks in advance. November 2012/Awesome Robo-Ky tutorial playlist by JP Robo Nagao (and member SolidPlay arranging it): http://www.youtube.com/playlist?list=PLz2ykTpbR8qUQvJmEorIJUfSy6ZR8v1p7 June '09 Dogura vs N-O Vids: http://www.youtube.com/watch?v=00JXUhrRXs8 http://www.youtube.com/watch?v=S86OUVDT_C4 http://www.youtube.com/watch?v=UEab9Zb2-lA http://www.youtube.com/watch?v=caUgLf3I8iU Nezu Combo (yes it gets its own section!): Nezu busts out an absurd 176 hit combo: http://www.youtube.com/watch?v=ciWXUS8az4Q Combo Videos: Awesome 10 minute long Combo/Setup Vid. Lots of usable stuff: http://www.youtube.com/watch?v=PkyJtWAZATc Combos from the Tougeki Damashii DVD: http://www.youtube.com/watch?v=FGykBy4Xo_g A vid yours truly threw together featuring Robo's Force Break: http://www.youtube.com/watch?v=wsu1H7J3HHI Tournament Matches: Japanese Robo-Ky player Dogura OCVs a team during the ABC Ranking Battle: http://www.youtube.com/watch?v=B0YMla3rd8c Dogura OCVs another team during the ABC Ranking Battle (March '09): http://www.youtube.com/watch?v=XhVSFCYgovw Dogura OCVs Koichi, FAB, Kazuki: http://www.youtube.com/watch?v=QUU83lVFYRU Dogura (RO) vs. CPO (PO). Great Bazooka Mixup: http://www.youtube.com/watch?v=Gy6mEwj0hDo Crossing up with a Level 3 Horsie, (check it @ 3:07): http://www.youtube.com/watch?v=GL2ghbovGJk Nezu @ ABC Ranking Battle: http://www.youtube.com/watch?v=_BasfXaouzg http://www.youtube.com/watch?v=1SzBcCK21Og http://www.youtube.com/watch?v=z8w0Pw4-d-Q Casuals: Misc: Slashbacking Det. Super Explosion: http://www.youtube.com/watch?v=yeD-TN5GtfA Slashbacking Overheat Explosion: http://www.youtube.com/watch?v=TdoNIFi7VAU
  20. Do not speak of such things! You'll wake the dead! Shit.
  21. 23 vs 23: Haha, Banchou's Robo uses Det. Mode + Force Break. Sick. Close match.
  22. What we have learned from Dogura's SBO performance: Knee Rocket FRC is cool. Instant Block everything if you can. So wish he OCV'd that team, but their Ky made a good comeback. Still waiting on vids of Team USA vs the other Robo player. Finally I hope there will be some vids soon of Nezu, who plays Robo-Ky similar to me by spamming Det. Mode/Overclock constantly.
  23. Funny you mention that about the 'missile unblockable', I was just talking to someone about that last night. I use to throw out a volley of those suckers, and then activate Det. Mode to make them hit. Don't do it very often anymore, I should for laughs. I love the wallstick on CH J.hs, but since it heats you up so much, I don't find myself poking with it very often. Found another gimmicky 80% Heat Mode setup: 5p loop on a crouching opponent, when your heat is right around 80%, do 236236s Punch Spam super but do not mash Slash, it will hit 6 times and raise your heat, at which point you can run up and continue looping them with 5p as you have just restocked your 'burninating meter'.
  24. Greetings all. I've been playing Robo since #R and currently reside in SoCal. Nice to meet everyone/future posters.
  25. EVO West Vids: http://www.dustloop.com/forums/showpost.php?p=159330&postcount=21 No more Slash robot ever again now though. Hooray. Back to Accent Core... New Level 3 Bazooka string I've been using: 2s knockdown, 2d, 5p (timing device), Level 3 bazooka, running jump toward, J.p (whiff), land, 5k... [ if 5k is blocked, immediately do a TK Force Break into J.s & combo/knockdown, if it's not hit confirm into 5hs FRC into 6p or 2s or whatever.] Gimmicky Command Grab setup: 2s knockdown, 2d, 5p (timing device), 236236s super (do not mash Slash at all), they wakeup, command grab.
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