ShibuyaX
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Everything posted by ShibuyaX
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anyone still play robo as a main?
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im waiting for that testament/eddie matchup thread!
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west coast (cali) has it golden...there are more players!!! us east coast have to travel for tournies and get togethers are alot more harder to organize....so you have to be determined as hell to play guilty gear to play people
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........my robo is feared on the east coast....
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vids of me finally up.... match 1 shibuya vs marlinpie http://www.youtube.com/watch?v=zHYsdXb6Y70 match 2 shibuya vs bwiyon http://www.youtube.com/watch?v=XrPQyik-Xko match 3 shibuya vs pancho http://www.youtube.com/watch?v=TT2IUkrfgII match 4 shibuya vs hnh http://www.youtube.com/watch?v=PjsscVejJu0 enjoy
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well the other option instead of dust was i was thinking is doing the command grab around 2 or 1 sec left and was wondering can the explosion hit them off the command grab.....if so that would be great!
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any of yall ever do an air combo then ex move afterwards for a counter hit or throw? i was doing that against some people yesterday and it works pretty well if u use it every so often... something else cool i found out is that you can dust in DET mode around 4 secs left and it will explode on ur opponent and u can get 50 tension right back again!
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well....i found out some stuff that may can do against jam....first of all her 3k beats out the puff ball if you see it coming.....you also beat jam out in air to air most of the time....against anji i realized that 5hs beats out his fugin....if you were losing to the butterfly mixups i would suggest backdashing and for the red butterfly jumping fd works.....yeah the butter fly mix ups is probably what got you.....if he does the fugin then hs as a follow up you can command grab him out of it.....
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any pics?
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imma try that tonight! thanks
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ok i recently started playing may (maybe a month and half now). sometimes i feel in my matches i only win if i get a counter hit...and it feels it is getting harder and harder to land shit to get the loop going...the way i hit it usually is by the cr dust ex dolpin or the j HS hit in air....then sometimes i drop the loop and that pisses me off sometimes it gets so bad i frc after the first rep just to make sure i land in time for the second rep..feels like a waste of tension but its a guarantee way of me getting 2 reps of the loop......any stategies yall are willing to share to help me out..... also i been trying to the the vertical slash dolphin frc into Hs then combo after and i cant get the HS to connect i usually hit the ground before the move comes out...any pointers on that?
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any of yall wanna share some mix up strats??
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order sol dust loop??? can someone send a link so i can see how it looks....i mean i might already be doing it myself but just the sound of dustloop makes me wonder if something else has been discovered...
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using DAA attacks with robo ky is easy...just dont do it when they are jabbing...wait for moves that take a lil bit to recover....usually HS moves are safe to DAA. go to training mode set the character u think u dont know when to daa on play back with certain moves and have them block right after the move to see if its safe....i think that would be ur best answer.
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play mind games.....i would actually try to jap him out of any of those things...1 hit and he is back to normal shyt mode lol. mind games i would jump dash back and just play with him making it hard to predict u...also DAA is probably good and running cr dust would beat out some stuff probably. pretty sure rockit would beat the dog mode and sword mode...the ghost mode is probaby gonna be the one that gives u trouble...i would block or IB and use ur ex to beat out his random throwing ghost shyt.
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what is the yamada attack?? 6hs?
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the thing about order sol is that u gotta be crazy to use him (kinda like reg sol). after counter hit jumping HS you can run in and do 5k,5s,5hs, super jump js,jhs, j dust. u have to be pretty close to opponent for that to work.. u have 50 percent tension after a counter hit cr slash do 6hs RC run in If you have no meter you can do cr k, 5s,2s,2d......from there do crossup or whatever if you have a level 2 on other meter u can run in and whatever u do end it with a gunflame if u have level 3 run in and do 5k,5s,5hs, bandit revolver, they wall bounce and come back to you then do 5s,5hs, superjump, then.....js,jhs,jd.... those are basic combos i suggest learning how to jump install to do more damage Remember u can get the 5s into 5hs super jump off of order sol ex counter hit order sol gunblaze order sol anti air using 5hs order sol anti air using 5S order sol conter hit jumping HS maybe u can do it off of more stuff than that but those i do know...ask a pro order sol for more
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quick question...may 5hs can it or cant it beat out order sol jumping HS? if may 5hs cant beat out his jumping hs what can?
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btw...im looking to expand my force break mixup game a bit....so far i come up with In close to opponent : 5k, 5k, tigerknee ex, hold 3 or 1 (depending on which side u on), command grab. After level 3 rockets : run and jump, air dash then js, jhs, ex, either land and command grab or do another hs. i love robo -ky and all but sometimes i feel i run outta juice and need more mixup game to stay consistant with mixups....
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well....its 25 percent but i understand what u are saying...u have to hit with a level 2 or 3 horsie....which is more than 25 percent tension u need to have....ill get back to the exact about of tension u need for it. but im sure its closer to 35 percent than 50.... i dont understand what u mean about the 2k into 2hs being too slow...u can do 2k into a grab (and that is really slow and japs fall for that too) if the person is set on blocking...this game is all about mixups.... for instance if you do 2k grab....the next time u can do 2k 2s 2d...then the next time do the 2k 2hs frc? even the 2p, c5s 2hs the opponent can jab u out of it cause it dont gatling to a chain...
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ok i can help with this a lil bit.... off of throw frc.. run up and do 5s, 2p, 5s, super jump then do k,s,hs,rocket...its does like 120 damage. if you want u can jump install the first 5s for more damage. the ground to air off of 2s.....usually i dont go for that cause im always at max distance away when i hit with the 2s and it dont connect... the 2h frc is great!!!!! a good mix up i use is 2k into 2hs frc dust! Just throwing this out.....i figured out a better bnb after the horsie frc than running up...works on most of the cast ill go try it on everyone tonight to see you do horsie 5hs frc, run (after the 5hs frc you gotta be buffering the 66) jump slash, p, jump k, HS, rocket. does like 200 plus damage off of 25 percent tension...sweet!!! BTW....we need to have a thread called robo ky slashback/weird hitboxes thread...show all the things he can do off of people slashbacks and the weird hit boxes some moves beat out....cause while IB is good if u master slashbacking shyt on reaction u become a beast!!!!! and the hitbox thing i realized while playing against a faust....cause the faust player did 41236k (that long range stick move) and i beat it out with 2hs....bet alot of yall didnt know that beats out that move....pretty sure yall know some other weird stuff like that too....no reason not to share it we all use the same character as the main...
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i wanna may avatar like dogs...
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while it is better to learn on live opponents you can learn some stuff from going to training mode and learning to IB some specials like ky projectile or pot 6hs etc....
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you are robo ky!!!!!!!! you gain tension like a mofo....i remember i used to be scared to waste it but now i spend it like i won the lotto. i remember i used to not DA attacks cause i thought it was a waste of tension...i still dont do it often unless under serious pressure u do get alot of tension with roboky...probably 2 full meters...
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depending on the angle he is coming in at.....the reason i dont use j hs alot in this matchup because if u do it and he doesnt jump u get countered....its not like blanka from cvs2 and u can do 1 frame jump fierce punches on reactions...