Finkledoodoo
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double 5p or dashing double j.p answers hammerfall easy for unporated damage. shut down hammerfall and you tk notes safely. short dashes keep you safe from heat. following a frc note isn't the best idea in the match, your dash can get caugt by heat and the note basically gives potemkin a free rc for big damage. He might also just decide to hammerfall you, but a dashing j.p or 5p can take care of that. If you are just out of pb distance during PO's pressure, he WILL 2S you, look for it and IB it because you'll be able to backdash anything but a hammerfall and 5p anything but a 2d which really gets you out of what could potentially be an insta-loss... all I got...
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Number one thing, bait the 6h. Bait it bait it bait it! It's unsafe and his main weapon against your air game. If you can get him to not 6h your jump ins, you own venom, if you bait his 6h and he whiffs, you own him. All his other anti airs leave him even more vulnerable, so if you take care of 6h, don't even worry about anything else. when venom tries to zone you with ball formations, just become very mobile, (I like to sj ad dive.) ball formations are very precise and usually can't be readjusted safely. If the venom you play likes to readjust ball formations, air dash and dive punish him. when you screw up his ball formations by crossing him up, watch his last summoned ball, they like to teleport when crossed up and that's where he'll teleport. I usually send a note that way for good measure. if you get screwed and he's got 3 to 4 balls out, drop a slow note to the floor, (frc if you can) and stbt(H). If you have 50% tension, IAD UF them and cash in your free mix up. All I got...
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I played venom slayer potemkin and baiken, they can all pretty much rush you down tensionless. Once they hit your guard, they have some tools they can use to stay in that I didn't know about. As for what they picked apart, it's the hover dash. Just don't attack from it too often unless you have a note lockdown or it's on oki, but even then it should be rare. I had just gotten used to dashing in and attacking in arcade/survival/mom mode. AA's rape dash, all of them, every 6p in the game, and if you FD the attack, you just gave them a free guessing game on you. So I learned that cutting the dash short and using ground pokes are really the only way to approach higher level players. You can dance around and air dash and whatever, but I had most of my success with ground pokes. Oh, keep in mind that when you FD, they will keep the tension they would have used on you, so now you have less tension to work with, and you now have to bait a DAA if you do get back in on them. Don't take what I say serious though, I'm not a pro or anything, this is just what I took from my raping. Things that happened, dash got raped, couldn't block never before seen strings and the usual dropped combos (but those weren't too bad, just the last hit mostly. I can't seem to consistanly land that last vcl)
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I got slaughtered yesterday... I don't know what it was at the end of the night, but it felt like 200 to 7... Lol, I need to play more good people cuz that level of play just can't be practiced... Well, there's no need to see a vid to know what happened, I couldn't defend against him well because I rarely face that kind of pressure. I gave away too much damage. On the plus side, max damage over knockdown (intelligently) is great advice mynusdono, I got a few comeback wins like that. Oh well, I'm gonna hit up the matchmaking threads to see I if can find some other good players to lvl me up... Laterz...
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Finkledoodoo replied to Kairi's topic in Archive
Can someone plz give me the definition of a frame trap and the definition of a gimmick? I was trying some frame traps I figured out and was told that they were just gimmicks... -
I tend to overheat during missile combos, (which voids IK's) so I wanted to start using one frc into bnb then waste the extra tension with the FB so the missile spam doesn't rape my heat. Haven't gotten a dizzy like that yet, but I'm working on it.
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well, looks like we got off topic, soooo back to robo... my question is, what is the purpose of double 5h frc? The characters I vs can be 5h frc 66 c.S bnb just fine. Is there a reason for this, because I got into the habit of doing double 5h frc's after practicing it a whole lot. If it doesn't have any use other than making juggles easier, I'm going to just drop it for now. If it beefs up damage or something, I'll practice up on trying to hit it more. PS, [Looks iora directly in the eyes] chicks with dicks! ALRIGHT, 4GIVE ME!!! SPAAARRRDAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!
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nah, it's not like that. I'm just sacraficing my social time for execution practice, that's all. as for ironman, it's definately worth more if you watch the bootleg vietnamese version. Hilarious! That was pure gold... but yeah, see it, it's good... ShibuyaX, you are crazy as hell! sniff, sniff... i, i, i played bridget until ac came out... y u gotta say hurt words...
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koichi still plays i-no? i thought he's moved on to millia. please share said koichi footage!
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well, I'll just chalk it up as something that only I do... I'll edit my other post... *edit* as for the match up, therapest has been making venom his main. he believes that the match up is slightly in I-no's favor. apparently, venom needs to work harder for his damage and can loose pressure on an opponent who simply plays against venom alot. Stbt answers alot of what venom has and on CH basically kills him. I-no's free damage (mix up game) is a more of a garuantee in the match than venom's frame traps and block strings. venom needs tension and guard guage, to win, i-no can just use oki and mix-ups (free!!!) He thinks f.s is can be very effective if used correctly. finally, cross ups eat venom's charging and ball placement alive. s.j to a.d all day for no reason, (exaggerating, but you get what i'm saying) and you've just ruined a venom players day. just be smart with your cross ups and you'll do fine. that's what he told me from the many matches we played. it boils down to the i-no player. an experienced i-no player can escape his pressure game better than he can escape her mix-ups. i-no can get in on him pretty well, given you know how to approach from the air, when to stbt and when to cross up before approaching. these are a venom players words, not mine...
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can't do the gf thing right now cuz i'm trying to go competitve as i-no/robo. i'm just lucky i still got lady friends from my casual days...
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Yeah... but still, I'd like to have a more formulated (consistant) I-no. simply knowing what works more adds to the effectiveness of anybody's playstyle, which is why I'm grilling the character's community. I might come off as a jerk, (and I'm sorry if I do) but the fact at hand is, that I-no has so many options at any given moment, that its easy to chose a less efficient route in battle. So yeah mynus, i-no playstyles are highly varied, but which is the most effective? Are you playing her to the point of near perfect effiency? Or are you going high risk/rewards? Do you switch? Or are you just so much better than everyone at the game that it really doesn't matter what character you're using? (lol, Koichi, that guy is a rape party.) What makes you the best? Can I emulate or improve? See, these are the questions I want to get answered on the forum because I'm taking all this knowledge very seriously due to the fact that this is the last guilty gear game and I've missed out on the chance to compete during the entire series... And back to the question, what are you veiws on CL combos in general?
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omg!!! sry fellow robo players... i was supposed to take all this new knowledge and pwn this weekend, but instead... i got drunk got attacked by 4 lesbians have a chunck of meat missing from my thumb got beat in arcana heart by a nine year old girl passed out during the stripper part of gta4 and walked home with, bed head of shame... i'll never learn robo like this...
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it's difficult and not recommended. if you practice it enough, i'm sure you'll get it. i got a lucky break on this as the timing came naturally for me.
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I'm on it, i'll tell you how it goes this weekend...
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low teir pride my friend... *edit* mid teir pride my friend... reguardless, congrats on a session well done...
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here's what i've learned so far... lvl1 tension lvl1 one tension benefits from lvl 3 heat making block strings to mat SUPER safe. lvl1 one specicals allow you to raise heat at moderate rates so that you don't overheat super quick as opposed to 6p and j.h. 2k to lvl2 steam doesn't help much lvl2 tension don't know why two squares are sometimes red last square should always be saved for reversal dp 2k lvl2 steam pressure forces spacing for tk'd rockets frc's hurt lvl2 tension alot!!! fb's are managable rocket combos won't dizzy, (not enough hits) high lvl2 low lvl3 steam has the most efficiency here robo pressure is effective, but still lacking four bars of tension (minus one for srk) makes lvl2 tension the most difficult lvl to manage decisions made in lvl2 tension usually predict the flow of the match lvl3 tension every tension bar count needs it's own rocket dizzy combo. low lvl3 heat makes this the most dangerous form of robo. proper use of fb's and steam can keep you in lvl3 tension and heat while applying pressure proper use of supers can drop you down to lvl1 tension, but not for long. frc cooldown can be offset by long rocket or dust combos frc's usually drop robo to lvl2 tension playstyle fb helps manage tension mid combo for rocket/dizzy combos shorter/cheaper combos can be worth the damage drop if you keep lvl3 tension pressure going best mix-ups in this form 2nd best pressure connected dust in corner should always be a free instant kill det mode time limit causes mistakes surprisingly not hard to manage (no heat and usually lvl3 tension) best pressure 2nd best mix-ups (time limit reduces the chance that you'll do a risky mix-up) dizzy combos are hard to project (one lvl3 missile can ruin a combo) when running away, iad over or dashing underneath is the most efficient way to escape lack of heat can make robo lose his lock down sometimes (ie tick bazooka will get jumped) drstormlocke's detmode loop is a must has the most effective tick throws surprisingly, you can 2k lvl2 steam with some good timing which is great with det mode blocked explosion nets you a mat aleast frc's stop tension gain for half of the super so it's best used at the very end or very early These are the things for general gameplay that I've found out, that pretty much don't get completely countered or countered on reaction. If I have any incorrect opinions, or you feel I'm missing some stuff, please say it. I'm still learning robo and I need all the help I can get.
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Idk, I always thought the tension came for free... Whenever I do get a gold burst, I usually just blow it on dumb strings like note frc dash UF 360 cl 6frc6 j.h to pressure. idk, i'm stupid like that... So, what's it like to fight eddie, you should put something up in the sub forum... My bud is starting eddie, but he isn't a threat yet. What should I start preparing for, (he will get good.) PS, before I get flamed with triple post noob should be killed, you should know that I'm not on an up to date ibook. I can't multiquote unless I'm home. I can't even copy and paste.
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your avitar, it, it, melts my heart...
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This is for accent core not slash, just making sure we are clear. I don't want any facts that may be dated, that's all. From what I've seen in tournamets with my own eyes, if relying on hcl 6frc6 is that common, than dropped combos make I-no unplayable for all but a chosen few. I've seen more combos that involve dives than cl, even when the meter is present. I've also noticed that combos seem to follow the, I'm not gonna knock you down cuz my dash will air grab you trend way more than fast fall cl knockdowns. I'm going to check every possible american I-no match vid I can find tonight. I'll report my findings on cl combos next time I'm on. Youtube can show me more I-no's than I can physically see anyway. If you know anything that can help me locate american I-no vids, such as names of players or tourneys with frequent I-no players or even some accounts you know that have american I-no vids on them, let me know because that would be a great help. To be honest, the only reason I'm queationing CL combos is because better players than me say that I'm much better at oki. I've been told that my i-no is more dangerous after a k-dive because the oki nets free damage. To an extent, I find that to be more effective than not. Also after getting some play time in with mvc2's magneto, I've been considering changing my style from cl combos to full blown reset rape... *edit* free damage or garuanteed damage? I love this character!!!
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so what's your success rate with mid combat cl combos? also, are the 125% tension combos for show or are the very efficient mid match, I was wondering because most of my matches usually don't net me past 75% tension. Two maybe three combos and an oki and i'm done, or I miss a frc and lol, i'm done...
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replies are in bold...
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here's a question to all you i-no players... how heavily do you rely on CL 6frc6 combos? I rely on them heavily. When I watch match vids of japanese players, they use them every match. When I watch american match vids, I see more dive combos. What do you think? I rely heavily on cl combos resulting in at least three attempts every fight and averaging at least one success every round. When I get two or all my attempts, it's simply a victory, clean cut. I find this to be a high risk high reward thing because of the failure ratio. I believe that once my in battle execution is equal to my pratice mode execution, there will no longer be a risk reward setting, simply high damage output... What are your thoughts on cl combos and their relevance to the fight and damage output. Sure they are necessary for certain bnb's, but what are your thoughts on performing them extensively, beyond the point of bnbs? You know, burning tension!
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sure does, so, you got anything i can steal?
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i wouldnt worry about hit confirming so much, just dont throw out the 2s all that often if your friends have good blocking ability... there are other knockdown options (basic throw being a good one, 6p x1 also, 5s 2h not being a knockdown but gives you time, L3horse... you got options) if you arent comfortable with how open 2k 2s leaves you, just find a different way thx for the extra options. just remember, robo gets twice as much free tension as everyone else... so if you lay and they rush, they usually as somewhat more open then they normally are, play their game and cut off their rush; L3 bazooka, air missiles, or just smarter zoning (far 5s or 6p/L2-3 steam) can keep em off enough to make it worth while it's not really how much tension I gain as opposed to gaining tension without having to IB. true that i can L3 bazooka and air missile and whatnot to counter rushes, but my issue is that I'm dropping the mat because of the lack of tension for better lvl moves. I play so many higher teir characters, (plus my newness/scrubbiness with robo,) that risky a 5s or other anti rush pokes get the worse end of a trade off: ie counter hit puff ball or mappa. aerials do good, but don't gain me tension or mat placement unless I CH. So I'm pretty much saying that my scrubbiness will either force me to stop using mat or I'll need some tips/training/strats on appropriate mat usage. DrStromlockes mat strings, (strings ending in mat,) are not safe vs over-aggressive scrubs. If only I didn't have to move foward onto the mat, things could be different. ANY AND ALL TIPS/ADVICE/STRATS ARE WELCOME! then do other oki, 5p/2p/5k all work well, air missiles and dust arent horrible, and command grab isnt bad for gimmicks if they have a habit of blocking on wakeup.... and remember, robodash beats a lot of wakeup counter moves, so try that (or FD brake it if they grow smart or use VV or something lol... robodash FD brake throw works well on people that love to block the uncoming tension storm lol) I was asking for help/advice on getting my bazooka off, can you help me out? as for your answer, Sadly, I knew most of them, but don't use them. Sorry to let down my fellow RK players, but it's still a little overwhelming with so many different things happening at once with robo. I gotta make sure that I don't over heat with a bazooka, know the combo for the character I'm fighting, know my location for a possible dizzy combo, know what level I'm at, now how much tension the best possible combo will take off minus the horsey and bazooka and rocket and it goes on... It's definately over whelming for someone who just plays a character as simple as I-no. Only thing I had to worry about what what color my tension bar was and work from there, everything else just a minor combo varient that needed nothing more than muscle memory. Thinking while fighting? What did you robo players get yourself into? it was just a suggest for your tension problem... do some air combos or cover your rushes in if they love to 2p to counter (which is diff what its seeming like they like to do) I know, that's why I was asking if you knew anything that could help me get this bad boy off, (frame traps would be a wonderful help, but I'll take anything. Including gimmicks) Options for pressure strings that force a block that way I can opt for a command throw would be cool. I'm really in need of tension more than I'm in possession of it. its a good reversal that L3 srk... not quite VV but its good if it connects, i believe its got a frc point if you miss but i dont use it myself (timing is too weird on the srk frc's i just kinda ignore em) so use it when appropriate but the slashback the heat pop thing, i dont know id rather just stay lower or control your heat better if that happens enough where your trying slashbacks..... the risk v reward isnt good enough when almost every char can yield at least 150 damage if you pop at even a slightly bad time I tried srk and it does gives me some breathing room. I didn't use it because I thought it was a tension waste, but a mat remedies that. Thx for the tip! The slashback thing is more of a personal thing. I just wanted to practice something for flash value. In actuallity, I try to use everything with robo, heat det normal and his lvl3 hotness. Being able to slashback his explosion would just let me abuse some more of his heat moves while slapping my opponent in the face. LOL, I did it in battle once already, slayer was letting me jump in and j.h repeatedly while waiting for my pop, so I slashed it back and got full bar of tension command throw. The game was immediately switched to 3S before the combo ended. 5p/2p/5k/5d/air missiles are all decent okis... bazooka is good but mainly L3 only (L2 sometimes but its harder) so try some of the basic stuff.... command throw istn safe but catches heavy blockers off guard at least the first time thx! i'll start practicing tonight i hear ya man, lol BOO HOO, I thought you were going to give me advice, but I guess it can't be helped, that's just the character that robo is... On a side note, after watching stormelocke in action, det combo robo dash seems to be high risk high reward alternative to full tension combos. air missiles for cover while you rush, FD brake your robodash to switch it up, L3 horse covers some good ground, FB mixup seems good but i dont do it much yet, just try to use all of what teh robo has to offer, and remember steam and 5h both stagger on CH... its a good thing to note since if you see a counter coming, a quick L2 Steam makes em eat a 2k2s2d or anything else you want really just give some new stuff a try, robo is... well hes robo! dont play him like he isnt a silly character hehe