dontuel
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Everything posted by dontuel
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if its a counter hit when theyre on the ground you can follow up with the air combo of your choice (j.k j.s dj.k dj.d or w/e) if it hits them when theyre in the air then they can tech before you can hit them (unless you frc?) not really sure on that and im sure it would depend on the opponents height
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Some of this stuff is probably pretty common knowledge but i dont think ive seen it posted before so heres some stuff i do/ i've noticed. First is a little execution tip: Use k for robo dash. The reason for this is if you werent running long enough or if you let go of forward a little too soon or w/e all you get it a k which you recover from really quickly, where as 6p s and 6hs all take a while to recover from. Obviously you shouldnt have those sorts of things happen often but its always good just incase. TK missiles - If you double jump after a missle then you should land without any recovery so if you want to throw a missle where you might be in any danger of being punished then just do a normal jump tk missle (as opposed to sj.tkmissle) then double jump and land and you should be able to block the whole way through. Theres also a way to have no recovery after a sj.tk missile if you air dash forward and attack after it but im not 100% on how that works. If any1 can do this consistantly please elaborate. This next one is gonna sound kinda silly but seriously it hits people all the time. If you have 60%+ tension, if some1 baits your srk but dont punish you in the air and try and run up and get their big combo when you land, throw out another srk. it seems alot of people dont realize how fast you recover from that. This is ofcourse a judgment call as to if you think the person will be able to punish you before you recover or if you should just FRC. Another thing that ive been playing around with lately is lvl2 steam frc run up command throw. My usual setup is blocked ground bazooka, j.k land 5p 6hs frc run up 63214k. O and speaking of that ive been liking to use j.k after a blocked ground bazooka. This is cause you can wait till like the very last second before you land to throw it out and it will still hit so you can use this to mix up with empty jump command throw or empty jump 5k/2k/w.e or you can throw it out and they switch to block your 5k/2k and combo into knockdown.
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My color is EX HS (lime green or w/e) Favorite things with the robot are probably 4-5 missile combos in the corner or stuffing overdrives with robo dash *edit* i almost forgot my favoritest of things to do with robot and that is killing people with instant headbut (236236S 236S) best thing ever
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theres alot of posts throughout this thread about combos (including dust combos, JI combos, FB combos) but it probably wouldnt be a bad idea to consolidate that into one area and talk about character specific combos and spacing for certain combos (like air dashing after a missle to continue comboing which is what i think nhur is asking about?) this works on lighter characters but heavier characters wont be high enough so you would need hs frc hs frc s ji ect...(the ect for me is k s p s dsj.d btw) and i usually only go for ji combos after a CH lvl3 horse since it makes all the spacing and timing and w/e really easy
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thanks i got it to work
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I couldnt get the first vids, file not found or something like that. and then i downloaded the robot combo vid but it wouldnt play for me, when i tried to extract it from the zip file it gave me and error "bad block". Could any1 please help me out with these.
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I'm a robo ky player, live in san diego area, though stormlocke is better than me if youre going to travel down to socal you should play him
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you want vids of slash robo ky? >.<
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Guilty Gear FAQ Thread - Ask your questions here!
dontuel replied to Kairi's topic in Guilty Gear General
playing on stick = no calluses on thumb = win -
so this talk about JI'ing got me trying out some stuff to see if i could find some JI combos. what i was trying to do was 214s 5hs frc 5hs frc 5s JI sj.k sj.s sj.p sj.s dsj.d depending on character weight i would omit the second 5hs frc however i say trying to do cause i couldnt ever get the sj.p to connect..it always whiffed high. So does any1 have any JI combos? or can tell me what im doing wrong ect.. *EDIT* so i've been playing with this and so far i got it down on may and faust. with faust its really easy just do the combo above. with may you do just one hs frc and you have to get the 5s out pretty quick or the j.p will whiff high *END EDIT* ___ and then my second part of the post is i was watching those new robo ky match vids of Akane Hotaru. In those matches i thought he played really well and i liked his style but the thing i was kinda unsure of was that he was using 236236s 236s after like a 5k 5s© 5s(f) in corner. So at first i was like that seems like a total waste of meter. But then i was kinda like well its extra damage and it gives you a knock down and it doesnt cause any sort of negative penalty to your tension gain so you can get a mat down and get 2-3 bars back as you do some oki. I'm still kinda undecided if i'll try to incorporate this into my game yet but its something to think about. What are your guy's thoughts?
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you can JI a 5s...i guess the way i see it is that it is a jump cancelable move but the jump cancel doesnt come out until a couple frames after you input the 5s and its animation starts so if you hit up right after you 5s then do down up for the super jump as the frames where you can actually jump from the 5s come then you get a JI super jump...(i dont fully understand JI'ing so thats the best i can explain it...but yeah it does work)
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so nice to finally have an abundance of roboky vids...its been a while
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if you do it meaty and he does VV making you whiff you should be able to block i think..i havent tested this but thats what i would assume..where as he would be able to VV the 236S...again not tested
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Guilty Gear FAQ Thread - Ask your questions here!
dontuel replied to Kairi's topic in Guilty Gear General
http://www.dustloop.com/forums/showthread.php?t=2933 -
that chart just shows what moves are absolutely safe as oki depending on the opponents tension...it may or may not be whats actually best depending on what you think your opponent is going to do its just safe
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k thanks for the input guys guess i just need to kinda get a little more experience to know when to use it and yeah hs frc -> whatever will probably be a good option to punish any whiffs i cause. also i meant to mention it in my post but storm i know your still adding stuff and if this is in up coming stuff sorry but you should probably throw in in the like basic air combo stuff where youre talking about when some light characters float too high and stuff or if the character is too far away for the normal air combo that j.k j.s dj.s dj.hs is an alternative since it has longer range
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so my topic discussion for today is back dashing defensively. how good do you guys think his back dash is for this? what kinds of things are you looking for when you backdash? ever backdash on wake up? how much advantage does he actually get if you make some1 whiff an attack with a backdash? personally i dont use it really at all defensively right now cause i usually either end up doing it to early then getting hit while im in the air or i go for it too late cause im worried about doing it too early and end up just getting hit or blocking.
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and then sorry for the double post but its not related to my first post i was wondering if any1 uses the throw frc or combos off of 2s unless its going to kill? i have been more inclined just to take the knockdown take the free mat and not use up the tension since these moves prorate damage so much (well i guess thats assuming the 2s is after 2k or 2p,2k). thoughts?
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good work on the guide so far storm i just had a few comments you can follow up the counter hit 2hs on grounded opponent with a normal air combo (j.k j.s dj.k dj.d) which does more damage than sj.k sj.d (tested on every character) (this is from the 5k part) this also links into 5p on hit which can be nice cause its burst safe unlike 5s© and can still be combed into 2k 2s for knockdown also in the 2s part you should probably mention that you should follow it up with 2d after hit which still leaves time for a ground missle/mixup before the opponent gets up
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Hey Storm it was cool meeting you at getting to play against you at the tourney. You had some really good corner pressure so i wanted to get some tips on what you do for your corner pressure like different strings you use and such and i noticed you use 6hs alot but what were you doing to keep your heat up to be able to do that repeatedly.
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I found another little force break combo (actually i credit the computer for doing something similar and giving me the idea) this should work off of any sort of set up into hs frc or whatever else into air combo sort of thing (lvl3 horse, 2s, j.s CH, throw frc, ect) ~...j.s JC j.s j.hs FB j.s JC j.s j.hs you can add in a j.k at the start but i leave that out cause if youre at the spacing where you can get the j.k and still get this combo then you should just do j.k j.s JC j.k j.d anyways.
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its sorta possible to do just not for as many hits as he got...you have to end the j.d before the force break early so that theyre not too high above you such that as soon as you FB you can hit j.k then dj.k dj.d but i also wasnt able to do as many hits out of the j.d after the FB...in the vid he flys up after the FB before he does j.k and the time it took for him to move is what made the combo invalid. so far from what ive gotten to work with robo's FB in dust combos it seems like youre better off just throwing a missle instead of FBing. one combo i got to work (though again it wasnt worth it) was: 5d j.d JC j.k j.d FB j.k JC j.k j.d i didnt try it on too many people but i couldnt get the last j.d to do full hits and you usually have to end the second j.d early so that theyll be at the right height for your j.k to hit without doing any movement with the FB.
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So i've had a couple days to play around with new robo now. first i just want to say (coming from some1 who starting playing robo in slash) its really nice to have a usable uppercut especially one that you can frc to make safe. Best dust combo i've found so far is: d j.d JC j.k j.s j.p j.s j.p j.s JC j.k j.d missile this works on most of the cast mid screen and corner, does not work on ky or robo ky and has to be like max range on testa, also for a few others it doesnt work if youre right in their face (though for me im usually not) ....any1 find anything better yet? and then my question is: has anybody found any cool flashy FB combos? im having are hard time trying to tack on to the end of regular combos so i figure you probably have to cut your combo a bit short to extend it with force break.. or maybe i just suck >.<