-LzR-
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Some high quality Justice matches posted on dustloop? This is rare stuff, there is so little information for Justice everything is appreciated. @3:58 How did you not get hit by slidehead?
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So you are saying it's possible to loop level 3 missiles? Why isn't this used in any of the matches I watch? Is there an issue with heat or are level 3 missiles just worse for damage purposes than level 2 missiles? When ending an aircombo when would I prefer to finish with an air DP instead of a missile?
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Any success iora? I've improved a bit again and I am really happy because I found the Finnish GG scene now so I'll have plenty of skilled opponents to play against. Does anyone know any ID combos for Robo? I never seem to be able to pull any off, I suck at timing the hit to make them fall close to the ground and even if I manage to do that I can't get anything close to the basic j.D->j.D->missile combo.
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Wow that's so good to know! I was always just superjumping because I didn't know better. Now that I know c.S works I can finally implement jump installing to my game. Just to verify... If I want to superjump install that combo, I will have to input 28 right after I hit with the first c.S and then cancel into 2s before the jump comes out? Or do I have to do it with the last c.S?
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It's hard to disagree with your opinions. The only thing I disagree with is the command throw thing, but I can understand how losing setups like Robo Dash FRC -> Command Throw or any tension penalty setup. And there were plenty of those. I'm glad there is someone else who doesn't like the heat 2S. In heat my only option for knockdown is the horsey which is really easy to land in heat but it's harder to confirm into from lows. And it launches them so high I have to SJ to catch them and it results in overall loss of damage. This means I get less damage from an aircombo in heatmode than without! I had known Robo wasn't among the top, but that he is pretty much a crap character? No wonder I've been having trouble against most characters. And no wonder why my secondaries who I have played for a couple weeks do much better than Robo who I have played for much over a year now. I'm not giving up though, I guess I'll be a lowtier hero then and I don't think any character in this game is unviable.
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Yes that's exactly how I feel, his lesser damage output barely makes a difference when his tools are that much better. FB Dandy step is a really dangerous reversal and gets me a lot. The Slayer I play against is not using BDC yet so I don't need to worry about it just yet, but I do get bitten a lot. I'll try not to use 2K as much. I'm so used to using it a lot from other matchups so 2HS kills me. How do you feel Robo Ky was nerfed? From what I've seen it seems to be mostly buffs. His heatmode is better now, c.S -> 6P gatling is amazing and I love the new command throw even with the damage nerf. The new FB is also much faster and TK DP can be useful on certain situations. Is the nerf mostly about Robo getting less new tools than other characters instead of being actually nerfed? Thanks again for all the tips. Hopefully these will improve the skill level in our local GG group. The better I get at this game the more I appreciate it.
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Thanks for the tips. Overall what do you think of the Robo vs Slayer matchup? I find it to be incredibly hard as Slayer has control 90% of the time and he can easily get half of your off a single random hit while Robo is forced to play a really good oki game. When I play my other characters (Faust, Justice) I don't seem to have much trouble against Slayer so it has to be something about Robo that's causing me issues. Should I use moves such as 2K and 2S less against Slayer to avoid moves such as 6K and 2H?
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-LzR- reacted to a post in a topic:
[GGAC+R] Robo-Ky Changes and Discussion!
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Good stuff, very helpful. I'll practice mashing a bit better since I can always react to the bite in time to start mashing early, but I seem to suck at mashing as I always eat a full combo afterwards. By far my biggest issue is the dash -> throw thing he has. It's tough because he can time it to make my moves whiff and is really hard to react to even when I am constantly looking for it. What would be the best way to cover that move? Does Slayer have any normals other than 2D that I should expect to be able to punish when blocked? Is it ever a good idea to backdash against Slayer? Most of his moves seem to catch backdashes really well.
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Ok then here goes: I'm having terrible problems against Slayer. His pressure is just so hard to deal with. I can't really try to poke him out or keep him pressured because of his new FB Dandy that allows him to easily get in. And I'm having trouble against the cross up dash -> throw mixup. It seems the timing to properly stuff is with a 5K or 5P without hitting the wrong direction is quite hard. Would I be better of just FD jumping out of it? Is it doable to mash out of Bite or 2H stagger in time to not get followed up? @iora Thanks for the link, I'm sure it will be helpful.
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Thanks for the information. It's really good to know that heat mode doesn't increase blockstun as I found some decent frametraps using Level 3 heat but wasn't sure if they would work in case heat would raise blockstun. Does the power modifier simply mean 10% more damage? In heat mode I have certain strats that I use atm. 5k x n > Level 5 bazooka > repeat once or twice > 2S for oki. Or the Level 3 horse loop. I've managed to pull off 323 damage on Slayer with this, it's insane. So far I think Robo only received buffs in +R. I haven't heard of 5p~Level 3 heat loop before, care to extend on that? Where would be a place to find more information or discussion about Robo Ky for +R? Trying to find stuff by myself but it's kinda slow and I don't really have too much time to be in the lab all the time. I used to be hyped about Xrd too until I learned that Robo is not in yet and I lost interest. Oh and Dr. Stormlocke, huge thanks for the amazing guide you wrote for AC. It's what got me into Robo Ky in the first place and I still return to it sometimes and I always learn something new. Good job!
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This place seems to be pretty dead, but I'll have to take my chances. Does heat mode add blockstun, if so, how much? Is is a constant value or does it depend on the move or it's level? Same thing for hitstun. I am a player who really likes to go for the heat mode and knowing the above information would greatly help me in developing heatmode strategies. There also seems to be almost no robo discussion for AC+R, what happened here?