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Dr. Stormlocke

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Everything posted by Dr. Stormlocke

  1. Despite it not being on your mini-list, I'd say Russia. Mainly because it's a pretty interesting time to travel, since we're almost on the verge of a second Cold War. You could even take a tour of Chernobyl. Though you might become sterile as a result. Also...Vodka. If by chance you decide to take the plunge, lemme know. I'd need you to pick up a terrifying T-shirt of Putin for me.
  2. Yeah it's correct. It was nerfed in AC too.
  3. It's not hard to find. It's just that it's unfortunately $5 for an all day pass. I need to scout around and find free places nearby, but it'll be quite a walk I'm sure.
  4. I assume he's talking about Level 3 SRK? The thing is good and comes out quick no doubt, but the lower levels are total garbage let's be realistic. Now if this was #R.... If anything people have a right to complain about his 5d, which is still funny.
  5. Yeah I was up @ Cal Poly today, they do indeed have an Accent Core cabinet. Buttons and sticks seemed fine, no problems.
  6. Thanks! I'll be done with work tomorrow, so I should have some free time to work on the threads/guides. Stay tuned.
  7. Gah! Thanks for the heads up. There is one now.
  8. Matchup Statistics Japanese Ranking: 4.5-5.5 in Axl's favor. Openers: Many Axl players like to start off the round with 'that move where he jumps over/behind you'. If you anticipate this, jump diagonally toward with J.p. If it connects, hit confirm into air combo. 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:
  9. It's much easier on a crouching opponent, yes. You can't get nearly as many hits in if they are standing. You can also do a ghetto Fire Loop with 2p on some characters such as Faust and Zappa, since they can crouch under your 5p. Timing is pretty tight though, and you can't get as many hits.
  10. The Dustloop SoCal thread says: "WHO DARES DISTURB MY SLUMBER?!" You will have better luck posting here: http://forums.shoryuken.com/showthread.php?t=132398
  11. Yes Slayer can 1f jump out of a lot of Bazooka setups. Need to add that in/clarify. Thanks.
  12. If he ever tries to make air missiles, you 6k. 2hs can stuff a lot of stuff up close and works well against his tick throw setups. It can even stop Level 3 horsie setups off of Robo repeatedly 5k'ing if timed correctly.
  13. Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: This is one matchup where your normals are generally much better than the opposing character. Since you want to hit 50% meter fast, I almost always go f(s)>2d because Dizzy basically has no punishes to that except maybe Ice Spike, but it's so unsafe you probably should never expect that. Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 5p/Lv3 Air Missile Punishes: Dizzy's game revolves around throwing crap like Bubbles, spikes, and fish. TK level 2 missiles are usually fast enough to get to Dizzy while she's summoning fish, and since she's in a counterhit state throughout summoning you can generally run up and combo or Robo Dash as well. At worst your missile will trade with fish/spike and you're back to square 1 with 10% less bar. Oh well. Dizzy's Air to Ground game via j.2s and j.hs is pretty good, so in general don't try to mess with them if you are grounded. If you see her coming in the air, a quick jump and j.HS or air missile will succinctly CH her for free combo/robodash for bar. Counters: It's simple, level 3 air missile is a counter to spike and fish, your two biggest concerns. 1 of 4 split missiles trades with spike or fish, rest pursue Dizzy. DO NOT try to Shoryu under pressure, as unless Dizzy is right next to you the shoryu will hit the fish while you are left flipping in the air letting Dizzy do whatever she wants to you. Shoryu only hits twice if Dizzy is on the ground and close enough to you. That being said, when you are under heavy Dizzy pressure, your best bet is to block all her aerials while Fish, spikes and bubbles are around, and watch for tick throws when she's on the ground. Keep in mind she has two airdashes, so don't start blocking low as soon as her first airdash looks to be over. On the ground, Dizzy's normals are in general garbage and slow, so an aptly timed 5HS FRC will CH her and you can run up>command grab>bazooka oki or whatever. On the ground Faultless her normals so as to avoid the throw, her range is better than yours! Delay getup is wonderful here. When Dizzy knocks you down, she'll be summoning fish/spike/bubble or whatever. Delay wakeup may not get you through all of it, but will definitely get you through at least one of the two fish iterations. Don't overuse or Dizzy will adjust her summons accordingly. Anti-airing: jump and j.HS her jump ins if you can do it early or jump air missile her ass out of the sky. Any level 2 or 3 homing missile will usually get to her as her hitbox is big. 2HS if she's way up in the air summoning bubbles or something. Let's not forget that Dizzy is also easiest to dizzy in the game. If you can get the level 2 air missile x4 combo on Dizzy, she will most likely faint. Zoning: All it comes down to is can you get >50% in neutral position, aka neither player is pressuring the other. If you do, the match is quite simple, spam level3 TK air missile. when the missile splits, each one of the four small missiles will trade with fish or spikes, leaving 3 more missiles following an unprotected Dizzy. Not only that, but she's so big and her ground mobility is so slow that it's damn near impossible for her to escape. Everytime you TK level 3 missile, land, start running and Dizzy is across the screen forced to block the missiles, you get a free mixup (usually either 5k/command grab/delay robo-dash for backdash). Level 3 air missiles make this match incredibly easy imo. f(s) to zone mid range on the ground and j.p and j.s in the air. Dizzy has a weaker AA game than most characters, so use that to your advantage. Their game plan: Put a bunch of fish spikes and bubbles out, and then attempt to rush you down. Dizzy has a slightly larger than average throw range as well as good setups after a throw, so in general keep an eye peeled for those. Sadly, if Dizzy does 6HS in an attempt to throw you while you backdash, her 6HS will come out and launch you out of backdash for an aircombo. If she's running towards you, just jump. Dizzy's AA game is pretty subpar so you should be safe. Dizzy's main goal is to summon and rush you down and hope you don't get above 50% bar. Strategy: IB and lay mats when you can till you get 50%. Spam level 3 missiles and take advantage of the fact that Dizzy's hitbox is humongous. Take advantage of free mixups off of Dizzy blocking level 3 split missiles on the ground. Abuse j.S and j.p against her and her bad anti airs. Delay wakeup to screw up her summon oki. Don't shoryu with fish around. Char specific details: Dizzy has a big-ass hitbox, so she's very easy to combo. Like I said, huge hitbox=easy missile target. If she air dashes into a level 2 air missile and it counterhits, airdash toward her during the wallbounce (so you are closer to her upon landing) and do another one (or more if possible). Pretty much guaranteed dizzy. While she's dizzied IK her if you think you can, or command grab on a mat in corner. If she doesn't have a Burst you can also do 2d, run for a split-second till you start gaining tension, Robo-Dash, 5s, sj.k, sj.s, Level 2 Missile, Airdash, J.d, Level 2 Missile.
  14. 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:
  15. 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: 2hs Knee Rockets. Zoning: Level 3 Air Missiles. 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.
  16. Matchup Statistics Japanese Ranking: 4.5-5.5 in Hos' favor. Openers: Okizeme: Opponent's tension is below 50% = 5p Opponent's tension is @ or above 50% = 5p 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. 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).
  17. 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% = 5p 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.
  18. 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% = 2k Punishes: Counters: If he mist dashes close to you or 6k's trying to get in or reset pressure etc.. just 5hs. 6p beats 5s(f) and lots of other stuff, good for neutral situations. Anti-airing: Dont try and do stuff when hes in the air right above you cause its probably gonna be a pillar of flame on your head. He has a huge air hit box so 2hs is very useful. 6p can be stuffed by johnnys j.hs. Zoning: Don't get too comfy spamming Missiles. Johnny's 6k is the be all end all of anti missile moves, it will wreck your ass, and then you'll 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: Johnny's pressure is really easy to super jump out of. just wait for him to do a mist cancel and there you go (dont just sit there watching your guard gauge get jacked up). When youre at low health and johnny wants to finish you off its going to probably be tk.ensanga RC ensanga. 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.
  19. Matchup Statistics Japanese Ranking: 4.5-5.5 in Venom's favor. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = Bazooka Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  20. Matchup Statistics Japanese Ranking: 6-4 in Zappa's favor. Openers: Sit there and block like a champion. Zappa sometime like to run up and do his SRK/Summon to try and get 3 orbs ASAP. Okizeme: Opponent's tension is below 50% = 2p Opponent's tension is @ or above 50% = 2p Punishes: Try to use 2s after Instant Blocking, instead of 2k, 2s. Counters: Time a Gold Burst to go through Raoh's Super. No seriously. Anti-airing: Zoning: [finput][/finput], lol. Their game plan: Attempt to get a ghost attached to you, and then laugh while you squirm. Strategy: Try to get meter. Use 5(f)S, 6p. Instant Block as much as you can and use 2s to knockdown. Resist the urge to make missiles. Also be aware that his Insect Super deal can clash with Robo-Dash and mess you up. Try and connect a Level 3 SRK Super. Be patient, real patient. Char specific details: He can crouch under your 5p. He can also run under your missiles, horsies.
  21. Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: Okizeme: Opponent's tension is below 50% = Bazooka/5p Opponent's tension is @ or above 50% = 5p Bridget can delay his wakeup by tossing his yo-yo straight up. This might mess up your timing, so adjust accordingly. Punishes: Counters: Anti-airing: 2hs, no surprise here. Can be effective vs Bridgets who roll/call back multiple times/incessantly. Bridget can run fairly fast though, so don't spam it, unless you are sure he can't reach you and punish. Zoning: Their game plan: Buri should/will use 3p, to stop you from using Robo's 2k mindlessly. Be wary of this move. Strategy: Char specific details: Can crouch under your 5p. His delayed wakeup also might mess with your Bazooka okizeme timing.
  22. Robo-Ky forum regulars: if you guys don't mind, could you copy and paste any info in the Matchup thread that you thought was useful, and post it in the respective character thread? I will be doing the same, but the more people working on it the better it will be. (Hopefully). Thanks.
  23. 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.
  24. 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: If your opponent has a habit of reversalling HS Fujin, you can grab him out of it if you see it coming/time it right. Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Dont Robo-Dash too often because he can easy guard point with 6k.
  25. 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: Instant Block the first hit of her Danzai and followup with a Level 2 or Level 3 SRK for best results. 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:
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