dontuel
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Everything posted by dontuel
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So i played a ton of jam matches last night and just to kinda reiterate what has already been said. Robot had two really good normals in this match 5p for when shes in the air and 2s for when shes on the ground. 5p will CH alot of her air approaches and leads to big damage and it will also recover before you get hit if it whiffs when she does a move like 214k. The only time it doesnt work is if shes like coming down directly on top of you in which case you should just block. Seriously any time you see her in the air throw this thing out. 2s has a longer range than most of her ground normals and will hit her on the approach alot. It also will hit her out of her puffballs alot of the time. Be careful though cause 2s does have a bit of a recovery time and jam is very fast. Another great move for this match is lvl3 sho. alot of jams pressure you can IB and sho in. It will also beat out or clash with puff balls.
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for jump installs i usually go for it off CH horse -> hs frc -> 5s (JI) sj. ect...this works on like all the lighter weight characters, some of the heavier characters you do 2 hs frc's then 5s JI but still not that hard. I find it hardest to do JI combos on ky and rky cause j.p always whiffs high on them. Other than that its just positioning yourself correctly to make sure theyre high enough and that your 5s hits them. another easier set up for JI is after a lvl3 sho if theyre comboable afterwards ill 5p 5s JI ... Throw frc is another were its not that hard to do a JI on alot of characters basically though JI is just something where you practice it for a while and you get a feel for the spacing and how high they need to be and you can just look and decide if you can do it or not in any given combo. I wouldnt recommend trying to do JI combos when they have a burst though cause 5s is not burst safe at all
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anything particular youre practicing or cool new mixups/techniques youre gonna bust out for the tourney youd like to share? ^^
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so the newest thing ive been working on some is burst safe combos. Particularly: launcher -> 5hs(frc) -> run -> 5hs(frc) j.p j.p dj.p dj.s dj.hs this probably wont work on ky and robot cause of their crappy air hit boxes but i havent tried it yet so im not sure, it may be possible. any1 else have any burst safe combos that they use? burst safe dust combos would be interesting too, besides ID to compare damage and such (not sure how much damage a bunch of j.p would do for a dust combo though or if j.p is actually burst safe durring a homing jump (i will try this stuff later).
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You can see again against the sol that you got hit by so many reversals that you should have baited with 5p instead of 5k (which has a longer recovery time 7 frames as opposed to 3) uppercut frc is quite difficult and so it is safer to do it when you have the tension to rc but just practice in training mode cause hitting that frc saves you 25%. 2hs i dont think is so bad, its a bit late so it takes some practice to not hit the buttons right away but again just sit in training mode a while just firing those things off till you get the hang of it, its a very useful frc imo. do you mean cross up in the corner after an air throw or the cross up that doesnt hit but like fakes it then you can go for w/e other moves as a cross? for the first one, after an air throw you just run them in the corner and horse. not too difficult. The other you can do after like a command throw or a non-CH robo dash and probably a few others, after the command throw (which is probably the easiest) you just horse right away and you should land on the other side of them right as theyre getting up. follow up with another command throw or a sho or w/e. I dont use this much though cause its quite throwable. Basically the same stuff as before, block more on wake up. Theres some character specific stuff you should probably do against sol, but you can go read about that in the match up thread. And yeah 5p more, especially against sol, and even more especially against shobes (the guy spams reversals, no offense to him)
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offense wise: Use 5d more, unless your friend blocks it well(?), its big damage and hard for many to block. In the corner when you were using 6p for pressure, you just fired off 3 in a row as fast as you could, i would suggest that you fire that first one and look for the CH and follow up with combo if so (or if regular hit just take the knockdown), or if it doesnt hit, hit confirm (or "not-hit" confirm) into a later second one as sort of a frame trap i guess. And i guess if you really want something to add to your mix up, you could try some TK force break stuff. Also, i can see youve experienced why i dont like 5k as a meaty. It has really short range and so it can be hard to space it so that you can be close enough to hit (with the ability to do anything significant afterwards like a knockdown) and be far enough away to not be reversal thrown (which happened quite a few times in your vid). Also it is much harder (IMO) to bait bursts with 5k. Therefore i would suggest, (when youre not going to use bazooka) to use 5p more than 5k as a meaty (5k can still be quite useful and should be use some times but 5p, to me, is more reliable if youre going to go meaty). 5p is much easier to space as well as hit confirm into knockdown if they try to do something thats not invincible and it is really easy to bait bursts with. On defense its alright to block on wake up sometimes, your friend wasnt very good at his baits but you should have been dead a couple times if he could, you gotta learn when its a good time to reversal (rarely) and when its a good time to block and look for an escape (most of the time). Also you bursted at some times when it could have been easily baited normally, though bursting properly can take some serious play time against people that know what theyre doing and who punish you hard for it which will make you not want to burst poorly, or you can practice baiting other peoples burst all the time, see when/how they burst and try not to do things like that. I guess that would be another thing i would add to offense is bait bursts.
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youre right, my bad.
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pot can flick the missiles, so pay attention to see if he does before you automatically just run in behind them. robo dash can be back dash bustered on reaction so mix up your timing and also mix it up with run up horse to bait the back dash. jump, back dash or sho after are blocked robo dash or youre probably getting bustered. Alot of this stuff was already talked about in this tread, you should read it if you havent.
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So i got to play a ton of slayer matches yesterday and i got to learn something very good, 5k is awesome. 5k is your best opener. It beats 2d and mappa and you can recover and block before he can do anything else. Also when you are in a neutral position (just outside of 2hs range or further) dont be afraid to throw out a few preemptive 5k's cause as i said they beat 2d and mappa (the two moves slayer loves to use to get in on you.)
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KD = knock down, which a one hit 6p on a grounded opponent will do. I think he was saying comboing off the hs CH not the 6p. Though you can combo off a CH 6p in the corner.
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the way i do it is like strum my middle finger and index finger over the button so like as my middle finger is releasing my index finger is starting to hit so that i get multiple quick inputs.
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So I was just in training mode and i was practicing a little on getting that fourth lvl2 missile more consistently and i started double tapping and it worked well. Then i was like, why dont i do this for all my missiles? So i was trying it out with TK missiles and it works so well for me. It already feels like im going to be more consistent and also get them lower to the ground more consistently. Can also usually get more missiles in a single jump using this method. Anybody else do this? Im pretty sure this is the way ill be doing it from now on.
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I have a few vids posted in various threads here on dustloop: AI ranbats, CUT, WTX. Im usually labeled as Xyth since thats my normal handle or brandon possibly, though AI and CUT are pretty old and ive improved quite a bit (i think) since then. http://www.youtube.com/watch?v=a7LAEWh6Yog should be my most recent from WTX. Stormlocke should have vids in the same threads.
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Punishes: Punish grand viper with horse or run up command throw on block. Counters: If theyre ending block strings with bandit revolver where the first hit of it whiffs. You can HS it on reaction. Can HS frc a riot stomp if they do it far enough away from the corner on reaction.
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No need to IB here (though ofcourse its always good), just block the first hit then either lvl2 or lvl3 sho. If level 2 then you need to do it a little late or you may end up trading. *Edit* If you IB then you get a counter hit and also dont have to time the lvl2 sho. If you dont IB then no counter hit.
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I wouldnt worry much about jump installs for a while cause theyre not super useful. Basically (for robo ky) jump install lets you double jump after a super jump. So in certain situations you can do a few more hits in an air combo for like 10-20 more damage. How you do jump installs is you cancel a jump cancelable move into a jump then before the jump comes out you cancel it into another move then when you super jump cancel from that string you will be able to double jump. If you want a simple way to just kinda see how to do it in training try 5k up 5s (before you jump) then super jump cancel from the s and try to double jump.
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I find for this matchup 5k is your friend, spam it out. You may get hit from time to time but zappa doesnt do much damage to you and it can be worth it to get him off you and get rid of his summon. seriously though this matcup sucks
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He can be played either way. Storm is very aggressive usually, I usually play more defensively and wait for my opportunities. You just have to find out what works best for you. The game is very quick and you do have to be some what random, but just jumping then air dashing is hardly random or unpredictable and with robo ky (who doesnt have very good air to ground normals) it is very punishable if predicted. Usually one of the best ways to work your way in on some1 is to throw out a level 3 missile (that means 5 blocks or more of tension) then follow it in. As far as being punished for laying down mats, it can be hard against testament because of the slash beast that comes behind you so your not particularly safe at full screen, but for him there is a sort of middle ground that he doesnt have complete control of that you can use safely also he does have recovery on his moves and a mat does not take long to come out and for you to recover from so often in the middle of him attacking you, you can throw down a mat and block before he can do anything to you. for FRCing (blue cancel) if your using a controller it can be hard to do with out mapping a button but most tourneys and such allow button mapping so go for it if you want, on a stick its not that hard to hit 3 buttons at once. Also dont be discouraged, robo ky can be difficult to learn at first, but totally worth it because he is alot of fun to play. just stick with it, practice your combos in training mode and keep playing against your friends and youll get it eventually.
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you laid one mat the whole two rounds. Roboky relies on tension, level one anything sucks. Also your main means of approaching the enemy seemed to be jump up wait to fall a little then air dash in, this will hardly ever work. Use level 3 missiles, robo dash or horse to try and cover your approach. but seriously you need tension.
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Its not necessarily that it looks like anything in particular, but more that youre throwing out an extra animation to try and make them trick themselves into doing something like blocking high, especially since he stands up strait. And as i said it could be something that you condition people to look for then use it as a dust set up. Edit Im not trying to say this is going to be reliable mix up or anything, its definitely gimmicky, but it could be an added bit of mind games to throw in your arsenal, gonna have to put it to some testing see if people fall for any of it.
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Have you guys ever watched a faust match where as oki or w/e theyll use respect as theyre getting up to disguise the start up of what theyre going to do? Well i was thinking rky could do the same thing. I havent gotten to try this in an actual match yet but basically what im thinking is: Bazooka (blocked) run up respect (6+select or w/e you bind it to) canceled into 2s For his respect roboky sorta stands up strait for a sec so i figured as scared as people should be of his dust if they see him start an animation thats standing up they switch to guarding high then you cancel it into a low (i chose 2s cause it doesnt prorate so you can go into hs frc ect.) You can cancel it into w/e though so you can maybe do it late making them think about jumping or something and cancel into 2hs or do it a couple times with 2s then cancel it into dust instead. Another thing that has no real impact on anything except for fun, for those people that like to use 5p as a timing device after a knockdown before you throw your bazooka you can use respect instead, it feels pretty much like the same timing so it could be fun to do that instead. Im thinking of binding respect to "medium kick" button on my stick now so that i can hit this easily instead of my little select button.
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Punishes: Instant block charged stun edge and sho as they run in. Counters: 2k goes under stun edge and charged stun edge, 6hs can cancel out a stun edge.
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I added some input to the ky testa johnny may pots and slayer match up threads. Will probably add some to baiken eddie aba maybe zappa in the next day or two. Hopefully this will spark some talk (as the rky forums have been fairly dead lately) and encourage some others to add in their opinions and experience. Theres a couple threads that have virtually no info in them and could use some love =D
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Openers: johnnys not very dangerous at the beginning of a round so go for it. Counters: If he mist dashes close to your or 6k's trying to get in or reset pressure ect.. 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. 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.
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Openers: 5p, 5s(f), j.p, pretty much anything you want...youre on pretty even ground here, maybe even have the advantage. Strategy: Ky its real easy to instant block and his mix up is pretty weak so dont be afraid to sit in a corner and gain tension. Be careful about throwing missiles to close to the ground or youll get hit by stun edge. also stun edge > horse. Dont try to do anything after you block 6hs cause you cant. After a blocked horse dont throw out 5s(f) much or youll get hit by GS. Ky has a really good 6p so watch out. Char specific details: Ky's air hit box sucks so no fancy combos. Dust combo is j.d dj.d missile. JI combos dont work.