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Everything posted by Dr. Stormlocke
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Dogura OCV'ing a team from the ABC Ranking Battles (from update on 3/21): http://www.youtube.com/watch?v=XhVSFCYgovw Glad to see him utilize his Force Break at the end of that round vs Testament. I also like some of his tech trap setups, 5k OTG spam into 2hs Knee Rocket FRC ~ whatever. About a week and a half ago there was a Guilty Gear gathering in SoCal, a lot of casuals of me playing a variety of people. I'm a bit rusty, but it's all good. You can check out the vids @ http://www.youtube.com/user/SoCalGuiltyGear if you're so inclined. And I play Robo-Christmas color. Took me awhile to remember which button it was recently too.
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You'll want to use 5p/Standing Punch as Okizeme like it says in the first post. In Chojin's post he advocates the use of mid-range Level 3 Bazooka, which can be less safe than your typical 5p. Good luck w/ the matchup, it can be tough!
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Yup. It's very difficult to pull off consistently for me. I suppose if I sat down and and forced myself to learn it, it would definitely be worth it but...
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Ahh yes. I remember that 'Random Baiken' from the Slash days.
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This thread will be needed now that SRK has been inundated with new SF4 players. Good call TGS. Make it so!
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If you're coming to EVO, and you main Tin-Man, post up. I missed out on playing against Spark and another Robot last year, want to make sure I have time to play some mirrors this July.
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http://www.youtube.com/watch?v=TdoNIFi7VAU Been meaning to put that up for awhile, thanks for the reminder!
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Unfortunately I doubt it. I can't afford to travel right now, as much as I'd like to.
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Yeah I'm most interested in the properties of her Demetri style teleport and her feints. Setups, practicality of them, etc. Edit: Speaking of which, the V-13 player on the stream is doing some cool stuff w/ them.
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Hrm, kind of a limited move set eh? Pew-Pew or bust. Interested in seeing how varied/effective her normals are though. How do you turn on her Solid Eye?
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Now we'll see if another Robot changes my mind about this game. Tomorrow I begin trying to unlock her Det. Mode...
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1.) Steer it down-diagonally toward them (3 or 1) a little bit first if you're going to use J.hs after activation. This allows you to land and combo easier. You can also try flying toward and command grabbing if your initial air pressure string is blocked and you think they won't mash something out. If you have extra meter to burn, try landing from your Force Break and going into 2s~5hs FRC. This is very deceptive looking as well. As always, because of tension penalties Force Break mixups are usually worth it if you have a chunk of meter, they're cornered, and don't have much life left. They usually slow Robo down too much to use in the middle of matches. 2.) If you find yourself dropping 5hs FRC combos vs Johnny, don't forget you sometimes have to throw in a 5©s in order to combo him up into the air. 3.) Try to get Potemkin into air tech trap situations with 2hs Knee Rockets. Try to guess which way they're going to tech and send another one right up after him. I'm notorious for doing stuff like 2hs Knee Rocket, FRC, dash back, 2hs Knee Rocket, FRC, dash forward, etc. Most of the time Potemkin is going to want to do J.d (The Ass) to get back onto the ground. Remember you can greet this with a Gold Burst! It's really not too tough. Just one more piece of advice. Try to followup when you've landed a counterhit. I noticed you landed a SRK arc counterhit and could have definitely tacked on some extra damage. Also I seem to recall a 2hs Knee Rocket counterhitting a grounded opponent, you have hella time to followup after that. Good work, keep it up!
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No doubt. It was worth editing anyway, thanks.
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Chojin was just simplifying it in that sentence, as a couple paragraphs down he talks about how it's usually worth blocking high and eating a 2k and then 100-200 damage that can follow. Personally I don't fight HOS very often, outside of the occasional battle vs ID/Saif. I do find that 2hs Knee Rockets are effective if you are smart with timing them vs HOS. If you whiff, like w/ most matchups though, it's your ass.
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Vedasisme, regarding the videos you posted: You are getting the basics down, and other people have already given good advice. - In general don't be afraid to block more, preferably instant block, especially on a 2d mat. Don't feel like you have to rush them down, you can play it safe and try to gain tension. - If you connect with something like a bazooka, or a 5k, always try to combo into a knockdown using 2s. This gets you meter and sets up for your okizeme. - Even if you are still learning timing on Level 3 Bazooka okizeme, try some easy stuff like whiffing a 5p into a connected 5d as they are getting up. Next time go for a command grab. - Get some good pressure strings down. Once you have a couple down alternate between them. For starters, with at least 50% tension, try something simple like: [blocked] 5k, 5k, 5(close)s, Level 3 Horsie. Mix it up next time and try: [blocked] 5k, 5k, 5k(if you're still close), 5s, TK Missile. - Try and get down 5hs FRC for when Level 3 Horsie hits, as others have said. 5hs FRC pressure strings into run up Command Grab or 5d can also be effective, but there are usually better ways to spend tension. - In general you want to try and progress to the point where when something connects or is blocked, you know what your next move is going to be. Keep it up!
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Yup, it floats on hit. (Level 3 at least) I'll watch your videos tomorrow and chime in with more.
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Airdash, Level 2 Missile should work just fine. It's not like I-No's Chemical Love FRC. Using Level 3 Missiles in succession is much more tricky.
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If you guys really want a thread you can make one. There's also a gimmick section in the Robo-Guide, I can throw some of this stuff up in there. Personally I'm partial to as few threads as possible.
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His Force Break does too, pretty lame.
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I don't know man, I play Mike Z, Ken-I and even random Potemkins somewhat frequently and still believe this matchup is seriously tough for Robo-Ky. You are correct in stating that just because a character has options to counter your character's moves, it does not mean they will, but the Risk-Reward is significantly higher in Potemkin's favor. The only time I have confidence in the matchup is when I'm playing Knee Rocket Space Command and juggling Potemkin in the air with repeated 2hs FRC, backdash, 2hs FRC, dash forward, 2hs, etc. Or after I Gold Burst Pot's J.d. Tension gain is the main problem. I'd like to know how other Robo players (besides my comrade Dontuel) gain tension from fullscreen.
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Right on! Thanks for the heads-up. That team of 'bots should definitely keep people on their toes.
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Dogura as Slayer hunh? Hrm....
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Posting in awesome thread because Robots are being discussed. Posting in awesome thread because I am a huge proponent of giving Vampires to Robots. I'd also like to state that Robo is a solid mid-tier character, C is completely appropriate. As time goes on I find myself yawning as I rely on his 3 frame startup SRK super & his 20 frame fastest Dust in the game (and Dusts are already unblockable in America) to win matches. He's got lots of fun gimmicky stuff, but often it doesn't get the job done. The only person trying to innovate with him right now is Nezu, and he'll always be living in Dogura's shadow. All right, back to Cylon-Replicant-Vampire discussion.
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I don't mind going off topic to a certain extent guys, but can you take this to PMs or AIM? Thanks. Also, GO DOGURA! It's cool his team took first, but it's too bad for us that it was a May OCV. We'll have to wait to buy the SBO DVDs, before we see anymore Tin Man action. Sometime around October I think.
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Hello. For the most part yes. You can spend tension to use his Force Break and try to go high/low but due to tension usage penalty this is not normally worth it. Check out the info in the Robo guide for more info if you're so inclined. Here's a video I put together last summer: http://www.youtube.com/watch?v=wsu1H7J3HHI One that I've been fond of since I made this video is: Instant Airdash in, J.s (blocked), J.hs (blocked), Force Break, steer down, land, 5k (connects), 236236s Punch Spam super, mash Slash till you are getting pushed away, then 236s headbutt, 2d. The nice thing about this is that since the Punch Spam can go on for awhile, usually by the time you knockdown with the headbutt you are not restricted by tension penalty and can begin gaining meter again. But on the easier side of things, thankfully his 5d is the fastest in the game.