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JackG

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Everything posted by JackG

  1. Alright guys, this is my first custom stick build ( and actually first use of a stick in general) I kinda modeled it after the ones Byrdo makes, with everyone's favorite robot. Wood is all 1/2'' MDF, 1/8 lexane and sanwa JLF joystick and 30mm buttons. my only problem with it is the holes for the button are all 1 1/4" versus 1 3/16" cause our woodshop didn't have the right size drill. Otherwise I'm pleased with how it turned out for my first time.
  2. When you have a full bar and you counterhit with Robo Dash, immediately activate det mode and then 236236S (punchy super), mashing slash for 10 seconds. Sure it's super conditional, but it's the best feeling ever. I have way too many favorite Robo-Ky colors. normal color scheme K (purple and yellow, aka crown royal robo) EX slash (pinkish looking one, aka robo lobster) and in Slash color scheme slash (dark green aka leprechaun Robo) or Reload color scheme K (yellow and black, aka Bumblebee Robo-Ky)
  3. More random advice: Zappa: I've confirmed he can control what summons he can get. Not much to say about this match-up other than practically never use scalpel as he can easily run under and punish, hit you with ghosts, or CH with sword for insane damage. It's best just to outpoke him and mixup with high-low j2k FD cancel into j.K or 2D as okizeme (all you ever need to worry about is his one super, which has like 30 frames of invulnerability). Against ghost you can crouch walk under the ones going straight across. Best bet against getting rid of them is either spam j2k FD cancel>j.HS or 214k door behind (only if he's mid to full screen consistently launching ghosts. Potemkin: 2K the entire match, it just beats him. Hits 3 times so it beats Hammerfall, and then you can combo into 2d>2S>5k>B&B. Or you can just block hammerfall, then do the same thing (unless he FRCS). 2K will clash with potemkin's butt (j.D) on the first hit, then you continue to hit him 2 more times out of it. as always you can crouch walk under 6HS or if you're feeling dangerous (and close enough) 5d through it. Just harrass and poke all game with j.HS (especially good when faust baby is out) as Potemkin's air mobility blows.
  4. I don't know if this is entirely viable, but when I go full screen against dizzy I usually toss and item and immediately 214k (door behind them) because I always expect a fish or spikeything/whatever. Dizzy takes a long enough time to recover from doing the summon moves that I can usually get it off np.
  5. can you explain how sol is a 50-50? Is there any truth to the comments I made earlier about Sol?
  6. I'm a big fan of while they are blocking the explosion on the ground, throwing down a mat and alternating 5k and 5d. While good players will predict you will throw out some combination of these moves, it is often difficult for the player blocking, with all the crap happening on the screen, will always be able to guess what you're combination is. Just remember, be sporadic with it. Alternate between things like 5k, 5k, 5k, 5d, 5k, etc... with 5k, 5d,5d,5k. I find using this versus jumping for j.S>j.HS give you your best chance of mixing up your opponent while they are blocking det. Keep in mind even good players will not always expect you to follow up 5d with another 5d. Also, in your last second before detonation, I find it a good cross-up to dash over them and do j.236d to fly back in front of them from the way you came.
  7. Yeah, took me about 2 years (well basically since reload came out) to figure that one out. Makes a world of difference.
  8. Zappa: at the start of the round, if you backdash his 5s will still hit you (they made it a lot better:longer range, hits low near the end, very spammable) Expect to be instant blocking a good portion of this round. Zappa's pokes with basically all of his summons require you to instant block to build tension and either spam missiles (against ghosts) against regular zappa or dog zappa 2k isn't safe as a zappa 5k (lifts him off the ground, nearly instant speed) will CH you and he'll get free 3 orbs and summon. horsie against sword is almost never safe. more to come soon!
  9. I'll throw my 2 cents into a number of characters who I regularly play against. Jam: I would just like to mention that Robo-Dash is extremely effective (will always beat) against FB puffball. Try to bait it whenever you can. I know it's a little gimmicky and probably won't work too too often, but if youre full length screen you know you have the option of using it. Keep a sharp eye as the puffball comes out hella fast. If you keep the Jam player worried about robo dash all game, I think it's a pretty even matchup. Sol Badguy: I personally don't think this is quite 50-50, but that's probably just because I lose to my (better) friend's Sol most of the time. Gunflame spam will keep you off your mat, and if you try to IAD over it Sol's usually waiting with a 5k > stupid air combo. 5p or 236S okizeme isn't generally safe as VV is stupid. Sol's 2d owns you and is great for pressuring you/keeping you off the mat. Sol's fast enough that if you jump and do air missles, he'll usually run under them and wait for you to fall and either 5k or command throw >dumb air combo. Robo Dash CAN go through an entire gunflame and CH Sol (or not if he FRCS it) for massive damage, However there generally isn't enough space inbetween you to get the 20 necessary frames or whatever of dashing to get it off. my advice is instant block like crazy and watch for any run up command throws of his. Potemkin: Another match I'm not really convinced is 50-50, as he can keep you from gaining tension most of the time. Hammerfall >RoboDash, backdash-buster>dash. I rely heavily on spamming 6p and 2HS in this match and playing super defensively. Something also that wasn't mentioned is that when you block hammerfall, 2S is not safe because you can get Potemkin bustered out of it. I haven't tested all of the moves, but if you're hammerfalled in a corner, I think the best bet is to backdash as opposed to 5p, 2k, 2s, or whatever. 236S on ground is decent midscreen if you can get it off in anticipation of hammerfall. Lack of tension from mat via slidehead shenanigans +inability to instant block for bar (potemkin doesnt have terribly long block strings, and not to mention stupid command throw range) means you won't have much tension this match. 214S is good okizeme to bait buster, and if possible try to bait his backdash with a delayed robo dash. it has enough active frames to easily hit pot of of backdash if you time it sem-decently.
  10. I know he either sits down or vibrates saying "kodama kodama kodama kodama kodama kodama" That's my favorite.
  11. I actually just played in the southern Ohio tournament with Jais and Kenji there. I'm still pretty scrubby and dropped a lot of combos I normally have no trouble with (first tourney jitters I guess) but my main is Robo. I hope to get good enough to compete with these guys on the same level, but that might take awhile I go to college in cleveland, live in Cincinnati, and will be building an arcade pad within the week.
  12. I don't know the exact name of it, but I always see Chipp players jump, then it looks like they immediately faultless block and then just fall straight down, which they usually follow up with an air HS. I've tried faultlessing but I can't get it to work. Can anybody help clear this up for me? Another small thing, I am accumtomed to playing on the PS2 with PS controllers, and I can't seem to ever get instant air dashing down, or when I do its rare. Is it easier to do on a gamepad, is it more difficult than just jumping and immediately hitting forward twice? I am having trouble with this area as well. Thanks in advance!
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