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Everything posted by JackG
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Alright first of all, is a Sol is using bandit bringer in general in his pressure/mixup/highlow game or whatever, then that's kinda a problem. BB should basically never be used unless they're comboing off of an FRC'ed corner gunflame or something. That said, the Sol player I play against usually starts off with 5HS (and I'm pretty sure the only move robo has that beats/trades with it is his own 5hs) then immediately jumpcancels into an IAD toward me, following with j.HS as he lands. Even when you instant block the 5HS, you will still get hit by the j.HS if you backdash, which will lead to some minor damage but more importantly knowckdown on you. Supposing you decide to IB at the start of the round, be it f.S or 5HS, you've got a few options. 2D- Not advisable, as this probably gets punished as much as a backdash 2K- if you know your opponent is going to IAD pressure, use 2k to space yourself before he lands and then maybe 2D? Keep on blocking - if you have no idea what Sol is going to do next, you could always keep blocking trying to IB for tension in the process. It's safe, but you are admitting that Sol has control of the match at the start of it, allowing him to do pressure string(s) for free. jump straight up and block - This is my favorite, as it seems to be the most helpful in a blanket of scenarios. if Sol IAD towards you and does the standard j.HS while youre in the air, you have the option of IB'ing the first hit of j.HS and air throwing him before the second one. Also, if youre feeling rather brazen, just jump and do your j.HS right as he starts IADing, which should catch him off guard. I know these probably aren't going to apply to you Raph because the Sol in your area does a different pressure (with BB). In that case, just IB the far slash and then either 2k for distance or 2HS to blow him out of the air. If he's going to be using something as telegraphed as bandit bringer, just punish him for it
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http://www.youtube.com/watch?v=1VutWdo-yVU Dogura vs Isa, one of the best Sol players. However he's switched to Eddie recently
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Yeah, 6p is almost always a bad idea in the Sol matchup. Sol can 2D it, 2S, 2K, which when CH will lead to CH Sidewinder combos as Zaido said. Robo Ky's 6P is also a horrible anti air compared to most 6Ps, and the recovery is so long that a decent Sol can IAD j.HS>Grand Viper or other random Sidewinder Combos. Also, Instant Blocking everything on reaction is not always the best idea, as sometimes it will allow Sol to tick Wild Throw faster because you recover faster from instant blocking. Be prepared to instant block his normal pokes (2p, 2k) and follow up with a DP if you can get it off fast enough. The timing is very strict, as in only like 6 or so frames, but it's the way I get out of gunflame pressure strings. If youre not confident about the DP motion in a matter of frames after an instant block, 5hs or 5hs frc should both also work.
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I might, but 9 hour drive is steep . If I go, youre on for a MM
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While air missiles are somewhat more difficult to Tiger Knee, that does not mean that they are always safe to do when you do Tiger Knee it. If you are predictable with it, basically any character (except potemkin) can simply dash forward while you are in the air. If your opponent expects you to fall straight down, either jump again or forward dash to mix them up a bit (his air backdash doesn't go far at all and so I wouldn't advise it. The type of characters you do want to consistently spam missiles: Faust, Dizzy, Venom, Testament, possibly Eddie, etc. Basically on characters that don't rush you down as much as say, Sol or Jam. I didn't include Potemkin because a decent player will be able to flick them since theyre kinda slow. Other than that, I would just suggest that you should try to only do air missiles when the opponent is already in the air. Not only does that stop them from ground dashing and punishing you as you fall, but also you'll beat basically any offensive air dash in from your opponent with it if they try that. BTW Level 2 Missiles are fast enough that you can probably safely Tiger Knee them against anyone at max distance, even if youre opponent is on the ground. What I said mostly applies to level 3.
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It's nice seeing new mix ups/combos with the robot. First time I've seen JI with Robo combos, but it's definitely worth doing.
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Yeah honestly I dont think doing 22H or 22D is a great idea most of the time. Even with an frc, Potemkin can instantly air throw you (longest Air throw range in the game). Granted that is only assuming he's in the air, but the Pot player I am used to has gotten in the habit of jumping when I teleport. He just hits direction+HS, so if I'm close enough he'll Air throw which is no good. If not I will usually get hit/CH by j.HS because it hits EVERYWHERE and either way you lose lots of life. Seriously, best way to beat him is throw shurikens and dash up, 5k 5k 5k. It stuffs everything, including hammerfall. In the right range it's godly against POT. if he takes to the air, 6P for safety or DP if you see the butt.
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Ah thanks, I was wondering why sometimes the same number of hits would raise my heat differing amounts. Well first off you can only combo level 2 missiles together, aka between 0% bar and 40%. That means in most case you can combo a maximum of 4 level 2 missiles together (with the exception of being in overclock mode, plus you can combo level 2 missiles's into a level 1 missil if youre close enough) That said, the timing is semi strict. There is probably only a frame or two in which you can shoot the next missile without losing any height. Usually you can fall a little bit and have it still combo, but the further you fall the harder it is to combo. Yeah dude, we're bringing Robot back
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Alright guys I've been experimenting a little with 2s>5hs FRC> 236236S punchy super (this will juggle them) then stop the punches (and don't follow up with a headbutt) while you are burning, then follow up with 5k>5s JC into heated air combo. However, I'm still trying to figure out the heat properties of the super. I know in the guide it said every 5 times you hit slash, you get 6 punches. However, you can get numbers of punches that aren't multiples of 6 (I get 13 a lot). Also, can anyone clarify exactly how the heat works with this super? I feel that the faster I mash slash, the faster I get overheated even with less hits, but I could be hallucinating. Any help would be appreciated.
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Yeah a lot of clutch comebacks. I especially liked the okizeme 5p5p5p5p5p5p5p5p, 5d
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OS's FB hits low, so "blocking high/against throws" isn't the best mentality. It never really is, because sweeps/random low hitting moves like 2k or whatever are always faster than high hitting moves. Speaking of High hitting moves, you forgot 2HS RC >random combo. Fairly hard to see coming, and yes it hits high so that's supporting your point. However, you can't just eat little damage and knockdown all round
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Well, the Sol Matchup is about 50-50 according to the charts. Order Sol is, in most regards, strictly better than Sol, therefore making the matchup slightly tweaked in OS's favor. And I don't think throwing out 5HS at the end of his blockstrings is a great idea, as you can definately eat his EX for 150-200 damage if he notices you doing that a lot. My thoughts would be that his normals are just superior in range/poking ability ("priority" if you will). Like you said, air missiles are generally not the best idea. Your okizeme is generally not safe due to his DP or reversal super, whereas your DP will lose to his okizeme gunblaze for decent CH damage. Just be wary about that gunblaze shit, and oftentimes theyll gunblaze once while youre on the ground and again as youre getting up for a double-ish type crossup. Hope any of that helps, but I don't have a ton of experience fighting OS, only Sol (and the Sol complains about how OS is so much better lol)
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Yeah I was gonna say these boards have been pretty dead for awhile. And I agree, I feel like other than the standard 5HS FRC > air combo there isn't too much to be innovative about RK combos Hopefully you can prove me wrong. Good LucK!
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Indeed, I've had some experience so I'll give you my input. 5k is one of your best moves against him. It's speed and range stuff basically all of Potemkin's stuff in the right range, as well as spammable so as to beat hammerfall. Taking to the air is not usually advisable IMO. Potemkin's j.HS basically hits everywhere around him and does massive damage, so trading with this is just bad bad news for you. Also, Heat will make short work of you (and I've mentioned in a previous thread, Chipp's 6k can actually get CAUGHT in his heat, for no damn good reason.) If Pot jumps in on you, 6p that shit into air combo of your choice. If he does j.D (aka "the Butt") Just Dragonpunch that shit. getting in random 2D>236S>5p>air combo of choice is probably the best chance at victory, as since Potemkin has a huge hitbox making it very easy to combo into (probably easiest character to hit this on in the game). This is good because 2D has good range and fairly safe (cept against Hammerfall of course) lastly, don't try to do too much tricky throwing/getting in his zone. Potemkin has both longer ground throw and air throw range. Also, he has a Potemkin Buster, which equals you're fucked. Oh yeah, and don't abuse backdash, as hammerfall will eat you and then you die. To turtle just throw shurikens as they are not projectiles and therefore I don't think they can be flicked (could use a confirmation on that) Hope this helps! If all else fails, switch to Axl :P
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No way it's not telegraphed at all
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Speaking of 5D, Robo Ky's is the fastest in the game at 20 frames (discluding 16 dragon installed Sol, and tied with Moroha Aba at 20 frames). It's also got some decent range and anti air capabilities, but overall is nice being fast.
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Sorry for the double post, but I just thought of something. Due to his great tension gain from IB, large health pool, and dragon punch overdrive, you can win against good players who rely on heavy pressure game (aka just about everyone) By instant blocking their string and DP'ing in the middle (if you know the frame advantage). Instant blocking makes you recover faster, and there's a chance your opponent will be doing pressure strings that work under the presumption you aren't Instant blocking. If you think you see an opening, just 623HS (with half a bar has 1-17 invuln frames, 3 frame startup) and congratulations, you just did roughly 150 damage and now YOU can start pressure. Don't base youre game around being defensive, just saying Robo Ky is In my opinion one of the best characters to work around pressure. At the very least if you don't see an opening to DP, just IB to half a bar and Dead Angle or something.
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In all honesty, most players don't base playing off getting heat or detonation mode, though they are definately fun. If you notice the competitive japanese players don't really try to sustain 80% heat because the risks involved aren't really worth the cool slightly better combos you can do and better pressure game. Same goes with det super, although I have seen more and more japanese start using it (I'm personally a big fan of it in certain matchups, cough*potemkin) I would say the two things you can do to get a good grasp at the robot is get used to instant blocking ALL the time (or at least a good portion of it) as well as the standard BnB air combo involving the 5HS FRC. It's not so bad, cause it has like 3 or 4 frames where the FRC is able to be input, plus it's almost right after you hit HS (5 frames). The weird thing about Robot is that his sweep is actually 2S (the eye laser) instead of everyone else's 2D (which is his tension charge mat thingy). Definately weird getting used to if you've never playing him before! Anyways standard combo is 2S>5HS FRC> run forward a bit and let go of directions > 5S >jumpcancel> j.k>j.S>double jump> j.k > j.D >236S if you're close enough I don't know if any of that helps, but that's how I started learning him. Don't worry too much about heating and stuff like that, as in most cases it's a moot property. Just try to remember what moves add how much heat and what removes heat (which Stormlocke outlined very well in the guide). PS. One more thing, Robo Ky I has the best standing punch in the game (I'm pretty sure anyways) due to it's meaty properties and you get a ridiculous frame advantage off of this (like 7 or 8 frames I think?). So that is a great pressure tool, as well as okizeme. Run up, 5p, run up, 5p. Oh yeah, and it raises the guardbar when blocked the equivalent of a LEVEL 4 MOVE. That means they block a string of like 3 or 4 of these and their guardbar is almost filled. Little fun fact there.
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Yeah, you'd be surprised how often a double gunblaze is performed as okizeme (even among japanese players) and more surprisingly how many people are getting hit by it.
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Apparently Chipp's 6k will get caught in potemkin's heat somehow. What a load of shit. How is the matchup against potemkin anyways? I'm assuming it's tilted in Chipp's favor but it is hard to tell.
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Yeah I think its just height specific for that one. Just input the slash a bit later than usual and you should be good I think.
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Its funny you mention that, as I had the same problem a few days ago practicing. For some reason I can TK his force break easily but his air missile is a bit different. Here's my logic: Robo Ky is the hardest character to TigerKnee with because aside from potemkin he takes the longest number of frames to leave the ground (5 frames). Most characters only take 3 or 4. Not only that, but you have to be a certain height in the air before the missile can come out. I think the absolute minimal height is where your missile is hitting the other player straight in the face (at least it does against Slayer, my test dummy). So after you input your 2369, you have to delay hitting S because if you hit it too soon you'll usually just do a superjump j.S. The way I got this down is doing the motion and just experimenting the perfect time after the inputted 9 to put in Slash. The timing is pretty significant with this TK versus other ones, an you probably only have a few frames worth of time to do it. Hope this helps you out, TKing this is indeed a bitch. I'm assuming you can TK the forcebreak ok?
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Nice job at SER Doomscyther. I totally agree, first tournament I went to ever had to play Jais, and I had no idea what the fuck bridget did. In any case, I hope to go to next SE-R and I'm definately going to this coming seasons-beatings. Totally need more Robot representation!
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Great right now. I mean, I only completed it a few days ago, but it's survived multiple hours of rigorous testing. I'm a little worried about the Joystick cause its being bottom mounted by stuff by Goop( some type of super glue) and not screws, but it seems to hold it fine. If you ever want any advice, just let me know. Again, I'm no expert, but once you build your first it becomes a lot easier afterwards
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Behold, my first gamepad ever for guilty gear, featuring the lovable green robot. All custom done by me Yay for no more PS2 controller!