dontuel
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Okizeme: lvl 3 horsie is also a good oki option as it in not throwable and it will catch him back dashing. run into them like your gonna robo dash or 5p/5k then horse right as theyre getting up. Punishes: Most of pots normals come out pretty slow, pretty much everything except j.hs -> 5p or 5k -> 5s, you can instant block and sho. This will get you out of alot of scary mix up and tick throws but can also get you killed if they bait it. Counters: Pot has a really good 6p that he likes to use. Air dash at the most rediculously obvious time then cancel it into a missile to bait that 6p. Anti airing: 2hs! Zoning: Vary the height that you throw your missiles at to try and throw off his flick timing. He doenst move very quickly so your missiles dont have to be super close to the ground to keep him from going under them. Strategy: Your best bet is to stay away and build tension and be very paranoid of slide head. Throw out alot of level 3 missiles, if he blocks some run up and pressure. Use his desire to pot buster against him by running in deep and throwing out a horsie. Delayed get up doesnt really do much for you in this match up besides for gigantor setup, because he recovers from everything in time to do it again before you get up. That said, 90% of the time theyll do the same thing that they whiffed, so if you do giggle you may have an idea of whats coming. FDing his pressure can be very useful for avoiding tick throws and pushing him away as it can be quite hard for him to get back in to continue pressure, FD him away and super jump out of the corner. Its not recommended that you back dash on wake up as 5k and 6k and still catch you and will lead to damage and knockdown for pot.
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Openers: I dont recommend backdashing as you will get caught by a badlands. A good option can be to j.p, if they badlands you hit them, if they exe beast you jump over it. Punishes: Instand block second hit of badlands and punish with lvl 3 horse -> w/e. If youre trapped in the corner under exe pressure (6k -> exe beast Xn) IB the 6k and sho before the exe beast. Counters: Exe beast can be thrown, if you sense he will try and reversal with it run up command throw. Strategy: Be careful throwing out missiles too low or you could get hit from behind with a beast.
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Openers: I like to just block most of the time, alot of mays will try to dolphin or 3k in which case you can block and punish, or they will jump backwards and you can toss a mat. Counters: When a may is ending their block strings with a whiffed 5hs or spamming 5hs just out of hit range throw out a 2s. May has to get close to do anything if you see her running at you chances are you can hit her with a early 6p. Anti-airing: 2hs can be really dangerous because of the small hit box. Overall its pretty dangerous to AA because any counter hit leads to big damage for may. Zoning: Watch out throwing out missiles at mid range, she can 3k on reaction to go under the missiles and catch you as you land. Strategy: on oki after you IB a 5k you can mash on 5hs a couple times, if they go for a tick throw or dust or 5hs (which they normally do since this is what leads to their big damage) you will get counter hit, if they dont you can just block low. May also likes to spend a lot of time in the air because her air attacks can lead to big damage, you can often catch them with a "psychic" j.p (hit confirm into w/e) Char specific details: may is very floaty so usually j.k j.s dj.d is best. After a CH horse hs frc s JI sj.k sj.s sj.p sj.s dsj.d
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Openers: I don't recommend jumping forward, dandy step -> k will beat pretty much anything you got. Punishes: you can punish dandy step -> k on block with 5hs (while theyre still in the air) it will be counter hit, FRC it and follow with combo of choice. Counters: horse will CH a backwards dandy step. Strategy: Learn to instant block his pressure, its not too hard it all goes to the rhythm of his links.
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its just what you said...2369s, its just kinda hard with roboky cause his jump takes so long to start up. Just keep practicing and youll get it eventually.
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yeah but also being able to do your combos repeatedly in practice (9 out of 10 times every time you go in there) will help them translate easily into real battle. As far as what you need to work on, if you havent, go check out stormlockes guide and it will point you in the right direction as to what you should be practicing. One thing i noticed you definately should learn is to TK your missiles instead of just jumping then missile.
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I just wanted to post this so you guys have me on record and can harass me since ive been meaning to do this for a while. But its been at least a little while since we've had those match up forums so i think we should all try and share our experience and start seriously updating those threads with some info. So in that spirit im going to try to make a real effort to start posting up in some of the match ups i get to play alot within the next week or so.
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there were a bunch of command throw setups discussed a few pages back. *Edit* posts 342-350 or so in this thread as for mix up after a blocked bazooka: jump: ---> j.k (i use j.k because you can do it really late to make it look more like an empty jump) ------->5p/5k... ------->5d ------->run up throw --->land 5k... --->land command throw --->air dash j.s j.hs run up: ---> 5kxn ---> 5d ---> robo dash (late) ---> command throw ---> tk.FB
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Robo's best lockdown tool as doom said is the bazooka to be able to use it mid pressure to re-apply lockdown you need to be some what unpredictable with it and mix up when you use it because it is very escapable. Other ways to keep lockdown going as doom alluded to is to use his FRC's HS, 6hs, 2hs. Make them block one of these things frc it run back in and keep going. You could also use TK FB giving you a quick overhead and more time to pressure/lockdown ect.. also 2k can be used aswell this way since it brings you back into the opponent. you have to keep them in fear that a 2s/2hs/6hs ect will come out but if you can freeze them then after a 2k you can throw a 5p or w/e to keep more lockdown.
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distance doesnt matter for the VV but it does matter for throw range...5p can be reversal thrown if you stand too close so you want to space it out of throw range no matter which character you playing against
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Mirror Match! Matchup Statistics Japanese Ranking: 101:101 *ERROR* The Good Doctor's Word: The race of men shall fall. Openers: Punishes: Counters: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
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Welcome Like doom said its gonna depend on what character your opponent is using and what they like to do. Its always safe to just block low. A lot of the time your opponent with backdash or jump back ect... and if they do that you can drop a mat and get set up Another option is to jump strait up. This can cause your opponent to whiff something that you can punish. After the first round and you get a feel for your opponent you can decide to be more aggressive and try and counter what you think they will do.
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As others have said, you have to condition your opponent with your block strings and oki and what not for some of these to work. deep 2k -> command throw (some sort of jump in attack) run up throw on oki whiff 5p so it looks meaty then command throw
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i like option c. more separation makes it easier for people to find info definitely dont get rid of a talky talky thread (restart it if you want) but we need a place to post random stuff that doesnt fit in other threads so we dont see a bunch of random threads pop up...though weve probably talked about most of the main discussion topics...maybe just a questions thread like shtkn suggested would be better...thats basically what this thread has been for a bit.
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some characters can crouch under it i think is what youre saying and then 2p/k (zappa faust sometimes chipp (im not sure on chipp))...cause if you do it meaty unless theyres no part of their crouching hit box in which your 5p can hit then if they try and do a normal on wake up you should beat them. i know theres some normals that go under his 5p but i dont think characters that can be hit by his 5p while crouching would be able to get any of those normals off against a meaty 5p unless im wrong about this..in which case can you give and example please =D
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if youre getting hit its because youre either doing the 5p too late or youre too close with the bazooka. the 5p you want to be meaty so you will recover before the active frames of the uppercut come out. the bazooka you want to do so that youre out of the range of their uppercut (dont use bazooka as oki against sol cause he can gv under it) the idea with this is that the missile hits late so that theyre still in hit stun while you recover and are able to air dash and combo. so basically you have to space it so that theres a bit of a gap between you and the opponent...just check some of those combo vids for some setup and try em out normally you would probably just want to bait that with a meaty 5p so you could block if they did anything reversal but if you dont really have the health to be able to block that or tension to FD if you need to then you might want to try a robo dash which will beat most supers or back up and throw some air missiles.. maybe jump and FD (baiting an uppercut) if you have the tension you can bait it then dead angle or FD the super and punish *edit* also sorry for the lateness on the replies...ive been lazy..shruuug
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thanks chojin..i asked that question a while ago, im glad it finally got answered ^^
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after you explode all your tension goes away so you cant RC the explosion. you can burst the explosion so that you recover faster but thats probably not worth it unless you know youre going to kill them. after an explosion if the opponent is low enough to the ground i usually see people try and end the super with a robo dash so they get the knockdown and get some tension back. if theyre too high for that then either a couple of knee rockets or jump up and do something...whatever you think will get you the most damage. (i dont really use this super so other people can probably tell you better than me) in the corner you can link level 2 missiles (236 s with less than 50% tension) i think this is what youre talking about. the timing just takes a little bit of practice. try with 40% tension 5.d j.d (about 8 hits) jump cancel j.d 236s (as many times as you can) you may have to cut the second j.d short so theyre at the right height
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that was quite awesome i really need to practice the setups for air dashing after a missile to continue comboing
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the idea is that your using the 6 from the 236 as part of the input for your air dash then you go neutral then forward again for the air dash then hit the slash and the game still remembers your input for the missile. so basically the timing you want is so that you hit forward the second time at the same time of when you would normally air dash after a missile.
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i dont know much about the actual properties of the super but what i do when i get this super is stop hitting slash right as or right before 80% heat which should stop you from doing the super right before you over heat also i usually follow up this super with 5p 5p 5hs (which knocks down)
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random little thing i was playing around with today. after a tk missile you can do 23656 S for an airdash quickly canceled into another missile.
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sorry for double post... i was just doing some testing with what i posted earlier "robo dash install" or w/e this was against ky that i was testing this on. first it doesnt show the flash for the throw break like i said earlier it does make the throw break sound though. and it does seem like robo is at a disadvantage after this happens..not sure how much but i couldnt block a 5k of ky's after doing this...not sure im gonna test on this stuff much more as it seems like theres no real advantage to gain.
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random info (atleast i dont remember this stuff being talked about much in here): so ive been getting alot of burst throws lately. why? cause every1 likes to burst dusts and robo-kys impossible dust baits that sht so easy. 5d jump FD (4 or 6)j.hs land j.k j.s dj.k dj.d (or whatever air combo you can land) or if they burst you either throw them or whiff below them usually. you want to do the FD and j.hs as fast as you can otherwise you may end up getting hit by the burst instead of throwing/whiffing. you really only want to do this when they have a burst cause otherwise its less damage than his normal dust combos if you want to do ID normally without them having the burst like just as a combo cause it looks cool or w/e you want to do the FD and j.hs a little bit later cause it will give you a little bit more untechable time to work with.
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So i was just in arcade mode and it was me (RO) vs computer (RO) so the comp runs in and does a robo dash and i throw. So what happens is the purple flash for a throw break when two people throw at the same time but then the cpu robot continues the robo dash animation right after the purple flash...i havent tried to recreate this yet cause i paused the game and came to type this right as it happened...any1 else seen anything like this before? edit** just went into training mode and did this...have to both hit hard slash at the same time it looks pretty cool i wonder if theres any sort of frame advantage from this could be something where you can bait throws on wake up or something...more testing required