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NoFuture

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Everything posted by NoFuture

  1. I always had the issue of characters floating too high after c.S so the pony whiffs, maybe I just need to adjust my timing and delay the c.S. And yea, generally when i do it I only do 2 or 3 c.S pony loops before ending in c.S 6P or something. You can actually loop lvl2 ponies on standing characters too, linking 5K afterward. The prorate makes it not really worth it though. By really retarded do you mean retarded good, i dont really know the details
  2. I knew about the pony combo and the <50% meter stuff, but i rarely use punch super so I'd never really considered it, hmm. With pony loops, aren't they non-universal? In heat 5K c.S pony 5K c.S pony (c.S pony)xN only works on a little over a third of the cast afaik. At one point I'd figured out how to do them against the entire cast in the corner by mixing in some 6P loop elements, but I was being extra smart that day and didn't write any of it down. The reason i like the bazooka loop i guess is that it's /not/ horse loop; it works on everyone and puts you in a good position in terms of meter and spacing and everything. The damage is more of a bonus. The combos you posted might be more damaging but aren't really restricted to crouching, so those are what you'd normally go for off a hitconfirm, logically. Then again, with the buffs everyone else got in this game maybe RK doesn't have the time to be fooling around with non-max damage I'll mess with those punch super combos you posted, thanks
  3. that combo :0 yea the initial hit is the real issue, but you dont really need high meter necessarily? 30 or 40 percent is fine to get them to the corner plus a robo dash ender leaves you with above 50. Its probably only viable for a punish combo like you mentioned, but what are the other damaging options? I only recently started messing with crouching confirms so I'm curious. Especially midscreen
  4. heyyy, i started playing robo-ky when AC dropped on PSN and i wanted to know if the actual changes when he goes into 80 heat are documented anywhere. I know there's more hitstun and blockstun(?) on his normals and specials, but Ive never been able to find out how much, which would be nice to know. Especially since it seems to be different on different moves (like heat 5H seems to have infinite untech time on air hit?) Also I was reading on here that heat c.S > 5D combos in heat on crouching opponents, so I thought that c.S > bazooka should too since that and 5D have the same startup. And it totally does! Not sure why I've never seen anyone do this but you can just loop 5P>c.S>bazooka(lvl 2 or 3) as much as you want. You can even do dash j.S, c.S>bazooka xN with how much hitstun you get. Take them to the corner from anywhere on screen and easily end in robo-dash for knockdown + more meter than you started with. Or you could do 2S (which'll float them really low thanks to gravity scaling) 5H frc >whatever, or 5D >whatever, or WHATEVER you want really. Since you're looping bazooka it maintains your heat pretty perfectly too. In the corner I've only ever been able to get 2 or 3 bazookas to combo, but the real strength is midscreen anyway. The damage is nice too. I dont remember exact numbers per loop, but coast to coast its about 180 on ky. The obvious limitation is the confirm you need... but that tends to be the limitation on most of RK's cool combos so :p. Its better (and easier) than dash 5P xN at any rate. I feel like its a bit more than just combovid fodder, but its probably been in a combovid, haha.
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