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Dr. Stormlocke

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Everything posted by Dr. Stormlocke

  1. 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. Finally: Many Dustloop members, some Robo-Ky players, some not, have contributed tons of info. If someone does a massive writeup I'm going to credit them under the Member Submitted Info Section. Otherwise, I will probably just be taking pieces of useful info posted from all over Dustloop. So huge thanks to all that have helped! Each subsequent thread in this subforum 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. Based on an old Japanese list, but still holds some weight. 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. After that, there might be additional discussion on what to do from myself, other members, etc. 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. Might contain subsections on key gameplay strategies: (escaping slidehead, Slashback/SRKing Eddie's strings, baiting Baiken's counters etc.) -- Member Submitted Info Section (if valid).
  2. I'm throwing up the character sections in subforum now. If you guys don't mind, could you copy and paste any info you found here that 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).
  3. Cool stuff, but I have to agree with Zand on the filters.
  4. Yes. I am quite fond of spacing the bazooka and then punishing her Bellyflop with Level 3 missiles. This obviously won't work consistently after the first time, but once you've done it enough it is usually intimidating enough to keep them grounded. Then you can run in, anticipate /block/punish a potential counter. Also, we should be getting a character matchup subforum soon! (See the Axl forum for an example) This thread is going to be chopped up and distributed among the many character sections. Should make finding character specific info much easier.
  5. "Biiiiiiiiiiiisooooooon" On hit with the explosion usually I would lay a mat, run underneath them, then Robo-Dash back on the mat to get tons of tension. If they are too low to the ground, I usually just backdash 1-3 times and then Robo-Dash. You can get tension fairly quickly after the Det. Mode explosion. What you might be thinking of is how they actually nerfed it since Slash. Before, on hit with the explosion you would get 2 bars of super, and on block you would get 1. Still seems odd they removed that, but oh well. IN OTHER NEWS: I think there might be some crazy stuff happening soon to all character forums in regards to matchup layout. I am planning on chopping up the Okizeme chart from the AC guide and posting in each character's section in the meantime.
  6. I was actually looking for the more recent one Hideki, thanks though.
  7. Can someone upload Dogura's recent OCV to youtube? Dramapody: Piasu no Ma~bo~ (ED) / 4 (SO) / Di (TE) vs Naka no Hito wa Kyou kyara (中の人は凶キャラ): Dogura (RO) / Ruu (BR) / PC (SO) Also, any of the recent Nezu (RO) vids. I'm unable to download anything at work . Thanks in advance. I usually throw up Robo vids when I have time on my account: http://www.youtube.com/DrStormlocke Also if you happen to like the Metal Gear series, I've got a few neat vids uploaded.
  8. EG is Energy Gain (for other character's it's Tension Gain). SD is Static Defense, basically frame advantage/disadvantage. They're all listed here: http://www.dustloop.com/forums/showpost.php?p=173679&postcount=255 If you have any other questions you can search the thread: http://www.dustloop.com/forums/showthread.php?t=2572
  9. I just wish I could play with Phobos/Huitzil on GGPO. EX-Mines and SRK laser are too fun. Purrin: Sirlin couldn't escape, he knows what he must do now. Haha, good times.
  10. Thanks for the input Chojin & Doom. I will be updating quite a few characters soon. It's a couple of things. Not being able to use 5p reliably (he can crouch under it), and not being able to use missiles (ground dash). Zappa can also run under your Horsies. And good luck doing anything when you've got a ghost on you. I just try to IB and throw out 2s to knock down as often as I can, when it's safe. Robo's 2k will get hit by Zappa's Summon/SRK.
  11. http://www.dustloop.com/data/ac/select.html In the new vids Dogura just OCV'd another team. His victory was sadly kind of overshadowed by the Faust player's Pogo-Meteor rushdown though, haha.
  12. Pogo-Meteor rush down was too funny, awesome stuff. Dogura has won with Knee Rocket FRC too many times to count. Robo's 5d is also awesome.
  13. Once they are in blockstun you won't be able to cross them up to make the bazooka hit, however you still can cross them up with your own attacks. These are complicated but: Level 3 Bazooka (blocked), IAD, as soon as you cross over them, activate Force Break, j.p (whiff), you'll arc back over them, land, 2s~whatever. Level 3 Bazooka (blocked), TK Force Break, fly over them, hold 6, as soon as you have crossed over them tap Slash + Hard Slash to Slashback cancel your FB, 44 air dash back toward, j.s, j.hs etc. Normally you're better off just doing one of the following: Level 3 Bazooka (blocked), running jump, j.p (whiff), land, 5k, 623hs SRK Super. level 3 Bazooka (blocked), running jump, j.p (whiff), late/low air dash toward them before you hit the ground, j.s, j.hs, 5hs FRC, run, 5hs FRC~whatever.
  14. It's really close to that, yeah. His Force Break however gives you far more options. (TK'd or otherwise). As with most situations with Robot, it's usefulness largely depends on your tension. Them blocking your Force Break mixup leaves you in a better position than if they had blocked your 5d. (Granted you spent 25% tension on the former.) Here are some examples: 50-75% Tension: Knockdown, TK Force Break as they are getting up, steer down, J.s (whiffs completely), land, 2s, 5hs FRC~whatever. Knockdown, run toward as they are getting up, TK Force Break, J.hs, (you should go through some characters/cross up at this point), land, 5p, 236236s Punch Spam super. Basic setups, 25% Tension: Knockdown, TK Force Break, steer down, j.k, land, 2k, 2s. Knockdown, 5k (blocked), 5k (blocked), TK Force Break, steer toward, land, command grab. Tension restrictions limit the usefulness of repeatedly doing these. The benefit of connecting a TK mixup is that you are doing some damage, and knocking down. This gives you yet another attempt to mix them up. Hope this helps!
  15. Good stuff. Like it's been stated it can work if your opponent is conditioned to expect a 2s~5hs (or anything else for that matter after other setups). Many command grab/throw setups can get you thrown for attempting them, but that's just a risk you take. You're banking on the fact that they will be either waiting to block the rest of a string that never comes out, or that they're too scared to throw anything out. Awhile back Chojin mentioned a real close/meaty 2s into command grab. It can be pretty effective occasionally. After you land the command grab the first time, ALWAYS go into 5hs FRC after the blocked 2s. Similar to blocked 2k, blocked 2s, hesitate, 5hs FRC.
  16. 5k works sometimes as well if you've done a good job mixing up your pressure strings. For example: 5k, hesitate, 5k, 5s, TK Missiles/Level 3 horsie. 5k, 5k, 5©s, 5(f)s, 2d. 5k, 5k, 5k, until you get pushed away. After they are used to one of your strings, just throw in his command grab after the first 5k. As with all command grab setups, don't go overboard in attempting them.
  17. Lulz. Figured you of all people would post this up, haha. YeknoM too strong. Was a fun tournament, but you're kinda forgetting the best part of it: http://i42.photobucket.com/albums/e330/DrStormlocke/Blog%20Pics/ProfKugler.jpg http://i42.photobucket.com/albums/e330/DrStormlocke/Blog%20Pics/IKNOWTHEANSWER.jpg Best class I've ever had.
  18. I can tell you who the worst was.... Nevermind, it would appear I can't even type his name without him overheating.
  19. Actually yeah, every once and awhile you can sneak this in. Don't attempt it a lot though, you will start to get punished. I alternate between: Blocked 2k, Blocked 2s, hesitate, 5hs (FRC) stagger. Blocked 2k, 2d, ~ whatever. Blocked 2k, late 2hs Knee Rocket, FRC, 5d. Blocked 2k, throw (or command grab if you think they're really terrified). Now to get to work on the new threads.
  20. Jo attained Gangsta status with the RanBat bonuses. I mean it is the season to be generous man, but holy gentle jesus. Really nice of you. Also, I think there's going to have to be a change in some Guilty Gear terminology: Impossible Dust = Trying to do a Dust combo at Arcade Infinity. I suppose on the flip side a new Stormlockable was born. Can't really argue with that. GGs to everyone I played, even if the sticks made me want to run out the front of AI and toss myself down the stairs.
  21. Yes, it is. You can do all sorts of stuff with it. I made a short video a few days after the game came out. It's linked in the video thread but...: http://www.youtube.com/watch?v=wsu1H7J3HHI You can give yourself another airdash with it if you Faultless Defense cancel it and are high enough off the ground. It can also be useful to extend aircombos when you are in 80% heat mode (and sometimes when you're not) by doing Force Break, Jumping Slash, Doublejump Slash, DJ.hs. As far as the Robo-Renovations are concerned, Option C seems like the best bet. I'll get started on that this weekend.
  22. So I've been meaning to kind of streamline the Talky-Talky thread. My question is, what would you guys prefer? A.) Add a combo thread, keep a discussion thread. B.) Add a combo thread, add a strategy/pressure thread, no discussion thread. C.) Add a combo thread, add a strategy/pressure thread, keep a discussion thread. There's a lot of interesting info and posts in here that I'd like to repost in a more organized fashion so people don't have to dig through 30-something pages. Any feedback would be appreciated. Thanks!
  23. Cool blog and pics, thanks for sharing. That guy air guitaring a chair is fantastic. I have to be a huge Metal Gear nerd and inform you that the picture of Snake @ Super Potato is actually Big Boss, Solid Snake's father. I actually bid on that same exact statue on ebay, it was only $50, which I thought was an awesome deal. Unfortunately shipping was $499, no joke.
  24. Eddie's 2p is really good, but if you space Robo's 5p meaty correctly it will stuff it. This is from my experience and testing it out in training room.
  25. You mean like your "Wicked Witch of the West" setup? Yeah that's right, I haven't forgotten about that pimp shit.
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