-
Posts
365 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by JackG
-
Doom with the hotness Super JI combos hell yeah!
-
Well it works on the japanese damnit so it has to be good!
-
For me, I generally only go for command grab in three situations. 1) as mixup at the end of a bazooka. Near the end if the opponent is still blocking, I'll either do 5k right before the missiles finishes blockstun (for opponents anticipating a throw who try to get out of it, will get hit by 5k>5s>2s). Or obviously the other alternative is command grab. Helpful hint: In general I only do level 3 bazooka, because it's the only one that gives enough time for a running jump mixup while the bazooka is going. On occasion I will do level 2 and rarely level 1 because an opponent who is expecting the usual 6 hits from the bazooka will be surprised, and if you are good at timing it you can get an easy command grab on the unwary. 2) the other time is when I'm dashing full screen/mid-screen, or in other words when the opponent has the threat of robo-dash hitting them. That I believe is mixup in and of itself. When you get close ( but not too close, because robodash does have startup frames, albeit few) you either Robo-Dash (which will beat damn near everything, clashes with VV and a few supers. The supers/DPs it does clash with can be gotten around by spamming 623HS until your opponent's move is done. See the first scene in Robo-Ky vs. Zappa in the 10 minute Robo-Ky Vocalaid medley for what I'm talking about) or go for the command grab. 3) On opponent's getup, if I choose to 5p oki versus bazooka, then I'll 5p minimum range, then run up and: a) 5p/2k/5d b) bazooka c) delay, command throw so in general my only 'tick' throwing I guess involves 5p. Since RK is overall pretty slow for running on the ground versus say Sol or Millia, it isn't quite as effective. That is why you need the +7 frame advantage to actually get up to them before they will be able to react. EDIT: I forgot the whiff 5p on opponent wakeup into grab, also clutch if used sparingly.
-
http://www.youtube.com/watch?v=5mwIKWLShuU check round 2 for guard gauge shenanigans.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Thanks for the advice. I am definately worried about the bama crew
-
yeah, this weekend will help give me a good idea of where I stand versus the top players. it'll be 2-3 straight days of playing these guys: Jais - Buri Kyle - May John - Anji RyanBill - HOS Young - Venom? Yohei? - Anji Chase - Faust TN: Tad - Ky Nate - Baiken Ponder? - Millia Phil? - Millia Fraley - Testament Mel - ERRYONE Bama: Doren - Jam Issac - Pot Ohio: Brent - Sol Ricky - Dizzy Mac - Slayer That's a good half of the cast, most of them played by our nation's best (or very close to it). Hopefully I'll be able to get some vids of me at some point or another.
-
yeah as always don't try to command grab when you're too far away . Keep in mind though command grab range is 70 pixels, which is almost twice as much as regular throw range. Not sure who all here is planning on going, but if given the chance I'd like to. I'm not well known or anything cause I haven't been to many tournaments, but I guess we'll play this weekend and we'll see how I compare to you guys
-
2k into command grab is as legit a tactic is command grab after bazooka okizeme, but like Stormlocke said don't overdo it. The trick is to alternate between 2k>command grab and 2k, DELAY, 2s, 2d. If you cancel the 2k into the 2s in one of the last frames you can, you create a pretty good mixup. You'll see that used even by the Japanese, so you know its good
-
Looking through the thread, I couldn't find any 5d combos. As discussed in pokes, it's actually quite good despite the 25 frame startup. At close range, I usually do something scrubby like j.D x3 or 4, Beta Blade at closer to max range (where homing doesn't hit) I do IAD j.k (or IAD beta blade if I'm feeling lucky) followed by something like j.k, j.S, double jump jk.jk.jS, triple jump j.HS Beta or something like that. Anyone have any other thoughts on close/long range 5d connects? I've seen impossible dusts involving 6HS, but only rarely. Not totally sure when it applies.
-
another useful tip about 5hs CH is you can (although rather difficult to do) follow up with a TK alpha blade, usually into f.s, 5hs, IAD j.p j.D air alpha. 5d is a great poke too. While It has a long startup, it has HUGE range (test it yourself, it seems like the farthest reaching dust by a lot) not to mention is +1 on block as well as jump cancellable (most dust are like -10 for frame advantage) c.S is a great poke, mostly abused to raise guard bar. Samitto used c.S, run up, c.S xN a lot. Level 3 move that comes out in 4 frames, plus its advantageous on block! (not totally sure if this falls into 'poke' category persay, but figured I'd throw it in). Hope any of this helps.
-
1-13 invulnerable to strikes, so can be thrown. Take 9 frames to startup, so you can throw any time in there.
-
I think C is the best option. Talky talky is still good for random ass questions that can be solved in a post or two instead of a separate thread.
-
yeah in practicing against Sol I tried to Rekka as soon after the 2D and was still able to connect. as long as 5p hits sols random falling foot then you're good to combo. In fact, at point blank from sol, you can 2D, Rekka>walk for a few frames>5p combo or sometimes even 2D>rekka> jump >j.p>combo Granted those are when you are right next to sol, they still work.
-
well this may all be over your head, but just keep at it. I wouldn't get discouraged, as this stuff isn't super simple or anything http://www.dustloop.com/data/ac/roboky.html that's frame data for robo ky. Keep in mind there are 60 frames in a second. About using 2 k as mixup, you're right in that is isn't good for okizeme. Despite having many active frames, When blocked it leaves you at -8 frames, meaning your opponent recovers faster than you by 8 frames if he blocks it! And since the startup is long, it is easy to see coming. Best practice IMO is go into training mode and do 2S (eye laser which knocks them down) Then practice the timing for your 5p to connect with them as soon as they get up. Once you master that, try using the bazooka in the same manner.
-
I'm a little baffled how you got hit by a Zansei Ryuga on your opponents getup. On the frame data that super has the following invulnerability: 1->15F Throw Invincibility. 16->25F Invincibility. So since youre obviously not trying to throw them on getup, you have 15 massive frames to perform whatever okizeme you're doing, and that's only IF the Chipp player reversals in. It sounds like your problem is knowing how to apply pressure on getup. Robo Ky uses 5p okizeme for a few reasons (fast recovery, +7 frame advantage on block, if hit can confirm into 5s>2s>2d) But for your case it is because you can use 5p as a "meaty" attack. What this means is that the move has enough active frames (5p has 4 frames) such that it should be easier to time hitting your opponent with 5p while they wakeup. Missiles are similar, you just have to be able to time them a bit better because it comes out so late. Here's an example scenario: Robo Ky knocks Chipp player down and wants to perform 5p as okizeme on Chipps wakeup. Since 5p has 4 active frames and since 5p comes out fast you should be able to apply it on your opponent's first frame of wakeup (It does take a bit of practice and timing, so just dont get too worried if you havent gotten it yet). Obviously Shoryu's are one of the best wakeup-get-out-of-pressure moves with their invulnerability starting on the first frame. However, you rarely see high level players attempting shoryu's on getup, here's why: Assuming Robo Ky times his 5p correctly such that at least 1 of the 4 active frames occurs on the first frame of Chipp's wakeup, Chipp must "reversal", or perform a shoryu on the very first frame of wakeup, or else he'll eat Robo-Ky's 5p (probably as a counter hit as well). So that's the lesson on getup stuff. If you're getting hit by Zansei whatever, I'm guessing you aren't applying pressure anywhere close to when Chipp gets up (you have 15+ frames to hit him) Hope any of that helped.
-
Thanks ATG. Sorry, I didn't mean to steal your combo there, I just simply didn't see it lumped in with Faust.
-
I thought that was more from having epilepsy versus being bad because Eddie was low tier, but correct me if I'm wrong.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
I've confirmed this works on Sol d.s©,6p,s©,2d,236s,d.p,j.p,j.p,j.k[2],j.D,236p although the timing on the dashing 5p after 236S is pretty tight, as in 1 or 2 frames id guess.
-
cause im pretty sure in AC he would just go through that shit and CH testmament for easy 70-80% damage
-
Funny seeing Slayer actually get hit out of Dead on Time back in Reload
-
I remember saying I thought the matchup was bad awhile ago, but that's probably because my (better) Sol playing friend usually wrecks me. Anyways... Sol's 5HS basically clean out beats any move you do at the start of the match save from 5HS, and your 5HS won't even HIT Sol unless he's doing his 5hs. Basically only throw Robo's 5HS out if youre positive Sol will too. Otherwise the recovery is so long you just get punished to hell for whiffing. Sol outpokes like a fiend, his 2S and 2D wreck just about everything Robot has (if you anticipate it you can use horse but unless you're level 3 Sol will have recovered faster than it takes the horse to get to him) The main thing that this pisses me off to no end is that RoboKY has absolutely NO good jumpins. Sol's 5k just beasts the shit out of any aerial RK does, and then he eats a CH >SW loop. RK also has a lack of reliable Anti airs, which always hurts against good jump in characters. Also, despite his "hard to be comboed" weight, SW loops still work and do 50% damage off wild throw even to robo ky.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
I see this listed anywhere, 0%, 162 dam, knockdown (hard) d.s©,s(f),2s,HS, 2369P, \/, (short pause if close to pot), S,HS, iad.j.P,D,236p against potemkin, which ive confirmed and seen in match videos. I've also seen similar combos (5hs>2369p>combo) on Robo Ky as well. Has anyone confirmed the 5hs>2369p>combo on any other characters ? I'm assuming it's mostly just because RK and PO are heavy, but I havent tested on anyone else yet.
-
slight typo, not really a big deal but whatever "even safe to do a BLOCKED 2k, 2s, 2s vs Chipp's sweep." should be 2k, 2s, 2d im assuming
-
Alright here's a doosey of a question, but how do you deal with that bitch ABA? I know the guide says 6-4 in ABA's favor, but obviously the match is winnable. My problem is that once she's in moroha mode, all of her normals are simply much better than RK's in range and "priority" in the sense that you basically have no options other than blocking continuous strings of long range guardbar-jacking moves. RK's High life doesn't matter when she still kills you in 2 combos flat. I've gotten used to IBing most attacks, but she can change it up by cancelling the second hit of 2HS with Rekka or Danzai (and yes the constant fear of Danzai makes it hard to ever go on the offensive). She jacks the guarbar up so high so quickly, that any hit she gets on you (or even a run up-ground throw) results in a good 1/3-1/2 of your life gone. Also, since you start the round at 0 bar, it is difficult to apply the pressure to make sure she cant change. Here is what I gathered so far: -Obviously spend more tension on Dead Angle's more than anything. -If you can bait a Danzai (FB or non) you can 5HS FRC right before it ends to CH her, in which case run up and command throw (most damaging knockdown) most likely, even if you arent't getting bar from it. -Sadly most of RK's damaging combos do not result in knockdown, so you basically have to sacrifice hyper damaging combos for lousy boring knockdowns. So basically you can't do any damaging combos because they don't result in knockdown, while playing on the defensive most of the time versus moroha aba's ridiculous rushdown, as well as not getting hit twice in a match because if you do you basically lost. Anyone else have any experience here?
-
The white flash is the time at which a particular move CAN be False Roman Cancelled, or FRCed. To get a really easy picture of this pick faust and do his 236236S super. When he finishes swimming he gets up and does a pose which has the longest FRC in the game at like 60 frames (or 1 second) The command bar is completely white the entire time for that.