Jump to content
Dustloop Forums

dontuel

Members
  • Posts

    123
  • Joined

  • Last visited

Everything posted by dontuel

  1. j.k works as a safe meaty if you wanna go that route but you have to get there quick cause robos jump is pretty slow. also just in general i think its really hard to fight chipp on the ground. so instead try and fight in the air..throw out lots of j.p and try to meet him in the air for a quick combo (which on chipp does good damage)
  2. he can bdc (back dash cancel) jump so trying to do something quick into bazooka probably isnt the best thing if the slayer is bdc'ing out of your pressure. but ya if he is bdc'ing out of your pressure you should definitely save yourself the tension of bazooka and just do 5p or w/e and try to react to what he does.
  3. ya he can jump out of all of your pressure so look for air throws or j.p -> combo w/e
  4. only if its counter hit
  5. im not sure on the actual frames but just sit in training mode for a little and youll figure it out. I used to use this link and still do on occasion, but now i usually use 5k 2p instead.
  6. Check out Stormlocke's guide: http://www.dustloop.com/forums/showthread.php?t=3130
  7. Alright so here is a video of socal casuals from the other night. Before you watch it you should know that its 1 hour long un-cut and only has a handful of matches from me and stormlocke. However the commentary is awesome so that may help you through it. http://video.google.com/videoplay?docid=1333814372786769740&hl=en
  8. yep, might actually have a video or two from last night in the next couple days...will post if so
  9. Seriously you guys have no love for us on the west coast
  10. @zaido: watched your vids. A few things Watch your heat better. You exploded a lot. Better dust combos, you were getting a lot of damage off dust in your matches but you should have been getting more. Less 5hs frc in pressure strings, or i guess just better block strings...any time you wanted to continue attacking you did this. There are cheaper ways of doing this. More command throws, im not sure if you even attempted one in those matches if you did i cant remember but you definitely weren't doing it enough.
  11. you can also get free auto burst throws by doing impossible dust for style points...really though you want to do the j.hs as late as possible after the FD, gives you more time to just block the burst which is best for punish or it puts them too high and you whiff while they burst over your head leading to easy punish. it also makes you safer to when they burst really fast which is very hard to burst throw and will usually end up getting you hit if you just do normal timing for ID instead of doing it late as possible. Following the j.hs -> land, if you want to keep being burst safe just do a bunch of j.p ending in j.hs. I find though that if they dont burst on the j.hs then theyre probably not going to burst through the rest of the combo unless they will die.
  12. it does do more damage and is more burst safe and makes combos easier and allows you to get closer to them in the air because you are just jumping forward instead of jump canceling like the c.s however it does cost more tension so you gotta weigh for yourself which is more important.
  13. i disagree with this one, ky j.hs will beat rky 5p most of the time.
  14. all these posts are getting so ridiculously long, cant you guys reply to eachother without quoting their entire post...ill read these things when i feel up to the task later... but seriously what youre quoting is one post up why double/triple up on everything...
  15. BBU = big bang upper = slayer force break as for the robo dash yeah if you do it too late you will get thrown but also if you do it too early youre just giving them a free jump out of pressure or backdash or w/e, what you want to do (if you used robodash after a bazooka at all which is what i kinda wanted to say in the first place) is start your run a little bit later so you get that spacing where you are just out of throw range but in your command throw range (which is longer than normal throw range) right as the bazooka is stopping then you can 50/50 command throw or robodash and they have to pick which one theyre going to defend against. I also do this with sho where i pretend like im going to throw give them a second to react then sho. I dont really recommend this cause its not really safe or tension friendly but it will mess with those people who like to spam 2p out of your pressure. and i guess the whole point of what i was trying to say is you should use your opportunity to mix up better than just throwing in an easy to block robodash. A few things i do regularly: blocked bazooka-> --->jump->(empty jump land) 5k... --->jump->air dash ad.s ad.hs... --->jump->j.k land (5d/5p/5k/command throw) --->run up->command throw --->run up->5k (tick) command throw --->run up->5k (delay) 5k 5p 2s 2d --->run up->tk FB...(this one i dont use much cause it slows down your tension) --->run up->respect->2s --->run up-> 5p 2k 2hs(frc) (5d or 2k 2s) --->run up->5p 5p bazooka (this one is building guard gauge and reseting bazooka pressure) --->run up->late robodash all the ones where you run up you want to do what ever move as late as possible so that: 1) you can make them think about it instead of just blocking low like theyre doing already 2) you want them to feel like they might have a chance to escape or be able to reversal or throw so they get antsy and do something stupid i kinda got off on a tangent there, sorry. i guess while were on the subject any1 have any mixups they use regularly that i didnt say? but yeah use youre time that you have while theyre blocking bazooka more effectively. unrelated: ive been seeing alot of people talk about what style to play robot as, and most of the people here seem to think det mode and 80% heat. I was basically not really going to comment on play style because i think people should play how they want but i really hate det mode and 80% heat so ill be addressing some sort of alternate ways of playing robot or how i play him or something that ill either post here or ask stormlocke to add to the guide.
  16. pretty good over all in your fist match against slayer a few things: first problem was that you switched to ky after you lost, also at the end of the second your you went det mode (which i disagree with but w/e) and got a CH j.s but instead of going into punch spam -> det you did hs frc, if youre gonna go det mode please take the opportunities for free explosions. Also punish a blocked BBU better you didnt have tension for a horse but you could have run up and command thrown. oki bazooka -> robo dash while theyre still blocking the bazooka is a free pass for your opponent to get out of pressure, if you are gonna robo dash after a bazooka make sure its after its ending, like a frame trap so that it actually has the opportunity to catch them trying to do something, you want to use it about the same time you would go for a tick command throw after a block bazooka and make it into a 50/50. In the second match you did better, good command throw set ups and i liked your frame trap at the end k k pause hs frc... Also i like that youre not afraid to use dead angles but you dont really need them against anji, its usually much better to wait for him to do something stupid (like any of the fujin follow ups) and lvl3 sho, so i guess what i mean is be more patient in how you use your tension if youre not in immediate danger im not sure i wouldnt recommend using DAA and instead wait for an opportunity to escape with your tension or get a sho out. Also you should be a little more careful against pot. Obviously the person you were playing only uses pot cause hes easy but doesnt really know him or play him regularly because he missed alot of reversal pot busters when you mistimed your meaty 5ps and missed reversal supers when you were waiting to be hit by them. Also in the anji match you did lvl3 horse CH 6px3, i know you must know a better combo than that.
  17. Donutholes: We do play here in san diego. Usually wednesdays recently. Were playing tomorrow, try and get ahold of deci on aim if youre interested. Also try posting over on srk cause most socal doesnt really check this thread http://forums.shoryuken.com/showthread.php?t=132398
  18. Thanks for the vids. Sorry i couldnt make it...school... The commentary was awesome. I think next time we need two mics, one for spirit juice for the play by play and one for phobos for the color commentary!
  19. theres two, welll kinda 3, ways to do it. the easiest way is probably how bbq said. the modified way of doing that is the way i do it and is the burst safe way which is: 4hs frc 66 4hs frc this way youre blocking after you do the hs so if they burst as youre doing it the hs will whiff and you just block the burst automatically. The other way to do it, which gives you a faster dash but is not burst safe. 5hs 6frc6 this way you buffer the dash into the frc and dash directly after you frc giving you a very quick dash. this was the way i first learned how to do it so it might work better for you than the other ways. just give it alot of practice and try them out and see which way works for you then go from there.
  20. it takes some practice but you really need to learn to dash after a 5hs frc, then 2s 5hs frc 5hs frc jk js jc dj.k dj.d otherwise you might be able to right after the first 5hs frc j.s dj.s dj.hs (FB j.s dj.s dj.hs) though i havent tested this but i think it should work as for the dashing 5hs frcs just make sure youre neutral for the hs or even better hold back, that way you bait bursts! Thats one of the best things about robokys combo with 5hs frc is that they are burst safe if you do them right and thats also another reason why you should put in the time to learn how to do them
  21. if youre going to air dash (which shouldnt be very often) and dont want to use j.hs, then ad.ksp land 5p 2s.
  22. hmm, super jump is probably because youre doing the motion a little too fast, try and slow it down just a bit. And also if youre just super jumping into nothing hit slash a little bit later or try double tapping.
  23. if youre getting bazooka then youre hitting slash too early. if youre getting j.s then youre hitting it too late or not fully doing the 2369 motion. if youre not getting anything at all then youre probably just a touch too early. you might want to try double tapping, it could make it easier. in any case, just gotta practice.
  24. if you want to build heat, after you block punish with a combo that ends in j.hs x missile instead of j.d
  25. just meaty 5p, block, then punish. im not sure but my guess is that VV would hit you at most distances anyways if you tried to 6p. You would have to be pretty far away and in that case i doubt a sol would VV.
×
×
  • Create New...