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+Jynkins+

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  1. Yeah, I appreciate the input. Any input at all is thanked. About the knee rockets, I just find that most things with May will stuff it out, so 9/10 times I get punished for using it.
  2. Hopefully I'm posting this in the right place. I'm going to a tourny soon, and I'm wondering what sort of changes might be good for my style. I'd like to hear, from another perspective, what some flaws are. I'm gonna upload matches between me and some local players soon, but for right now I just have a few matches between me and Ryock. -Match Group 1- http://www.youtube.com/watch?v=cnNJg4rOrlc&feature=channel_page -Match Group 2- http://www.youtube.com/watch?v=iZ13H0Oto64&feature=channel_page
  3. I agree with this matchup. Also take not that you shouldn't really Robo dash all that much in this matchup, since HoS has a lot he can do about it. I find that sticking to my guns(Quite literally) works quite well.
  4. If you need a way to put up a defense for a hyperactive Jam, I find that using the 2HS against her when she's flying towards you with a kick stops her in her tracks.
  5. I disagree with the matchup rating of RK vs Potemkin for the most part. Being someone who regularly fights a good Potemkin, I can say that RK's speed gives him a good advantage. It helps to get a good air combo with the hammer out on him when you can, and like the guide says, use Bazooka as an Okizeme. And remember, even if Potemkin CAN counter everything Robo can throw out there, that doesn't mean he will do so or be able to. (Unless you happen to fight a Potemkin who practices against RK religiously and hates the very ground he walks on. In which case, just crawl into the fetal position and wait for the end to come. *Nodnod* )
  6. Another thing I've noticed is that 214K hates Robo Ky. If you make a habit of instant blocking, be sure to 5HS and 5P occasionally, otherwise she'll just overhead kiss you.
  7. Another thing to note is that when May catches you in the air, seasoned May players will use combos that are untechable until the very end. Be careful when teching her air combos! If you don't have a game plan, May will just use your combo teching to her advantage and catch you into another one, which will definitely hurt.
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