Anthropomorphized Freak! - The RR Combo Thread

I spoke to sprint about that specific part of oil bomb loops a while ago and hit-stun is a factor, but he also told me about c.:m: using that in a combo makes them airborne and affects the scaling differently so they flip out after the second oil relaunch. It may not be that which is causing your issue but it’s worth knowing about since his main low-hitting normal has a tendency to screw longer combos.

In case anyone’ been experimenting with this:

So I’ve looked into this a bit more, and the problem with hard tagging after the flame carpet is that the very last hit of the flame carpet suffers a ridiculous amount of hitstun decay, so you need to pull your opponent out of the carpet before the last hit. This is technically possible with a launcher, but it’s inconsistent because the carpet often hits after the launcher if you do it early, and it won’t link if you wait till the last hit.

I’m thinking a character like Iron Man, Dante, Spencer, Magneto, Storm, etc that can grapple or pull characters towards them could potentially avoid the problem consistently by pulling the opponent out of the carpet.

I’m not sure how it’d work exactly but I thought it’s worth pointing out that if you can somehow force them to block the oil fire standing you can place a net trap on them and it’ll combo and lift them out of the fire thereby avoiding the last hit. I think spencer’s grapple assist could do the trick, but I’m not sure what else could work so it could just be a very specific setup for a RR/Spencer team.

Thanks, I’ll try that Net Trap trick.Speaking of Net Trap, how does damage scaling work with it? From what I understand, it scales like a grab, but how does it scale mid-combo when there’s already scaling?

It looks like wallbounces can also work:

Right now I throw reset, then tag in Nemesis and start his combo with a wallbounce and eventually DHC back into Rocket. My combos are nothing fancy, so the whole thing does about 700k damage. I’m sure that people here could come up with a 1 mil setup.

[media=youtube]TR6xpE7fPsQ[/media]

748k.

I’m pretty sure you’re able to get a few more hits in with the boulder loop.
Alioune=GDLK

That link doesn’t seem to be anything.

I think you can get 10 loops of the boulder loop raw if you are absolutely ridiculous at executing it.

Whoops!
And Fixed

Sorry for the crappy quality, I was using my phone

Wow that’s crazy, you would have to be pretty confident the log trap was going to hit to go for that though. I don’t think I could pull it off though.

Cool thing is it always works midscreen, minus the boulder loop of course.

Yeah I occasionally use that as reset after the boulder trap in my combos, it’s one the harder things to pull off that I can do though. There was a lot of j.S and rocket skating around there haha.

You can use an assist like sentinels rocket punch to set up the rocket skates rom/alioune combo (what are we gonna call that?).

it would look like c.L c.M+rocket punch f.H rocket punch hits then you can go into it easy. After bear trap, log trap, super it does around 659k if I recall correctly and thats with no boulder loop

edit: omit the c.H and go straight from c.M into f.H and you get an easier confirm plus more damage

I think wesker’s edge assist might be a better choice. I feel that in choosing rocket punch assist you really deprive yourself of a nasty high low mix up that you would have when choosing drones.

youre completely right. I just chose sentinel because I was watching some old mvc2 where on team row you would use rocket punch to set up the rom and it looks 10x more badass than weskers gun. You can actually do it with a bunch of assists depending on what floats your boat, like arthurs upward slash and daggers both work, webswing from spider man works, jill’s somersault kick etc.

Now all we need is to somehow get a full corner to corner carry with the rocket skates rom without using our ground bounce and we are in business

Midscreen, best I could manage was using Spencer’s Armor Piercer for a full wall carry into the Boulder Loop…for only 682,000K. Wanted to get 700,000K lol. But with the stuff you guys are posting, RR could do it. I didn’t think to do a hitconfirm+assist into Log, then use Alioune’s combo. :frowning:

Which brings me onto my next topic. Probably old news, but I’m starting to work out some things about the Boulder Loop. The Boulder Loop can be affected by different falling speeds, hitboxes and other stuff, so the timing varies between chars, as you guys probably know. For me, I gained some degree of consistency by just delaying each rep as much as I possibly could. Though the timing varies between chars, generally the lower they are to the ground, the easier it is to get the trap to activate for the loop.

I found it easiest for me to count 1,2,3 in my head and do S>TK Boulder Trap on count 3 after each rep to help me delay the timing. Characters that I found a total pain to get max reps on, like Amaterasu, Wolverine and Magneto, became easier for me and the 1,2,3 count worked against chars I could loop more easily.

I still can’t boulder loop consistently :frowning:

How do you loop against chars like Saltinal?
Whenever I bear trap his huge hitbox immediately activates my boulder trap making me drop the loop

I had the same issue with Sentinel and Tron before the patch. But now, I can loop them normally, and other people were looping Sent normally before the patch…I’ll look into it for you tomorrow.

Just delay the initial Angel Gift (boulder trap) after the Mr. Flapper (bear trap) ground bounce before you initiate the loop. That’s all there is to it really.

Can someone please make a tutorial for the Boulder Trap Loop. I keep hearing of it but not one person has attempted to make a tutorial out of it.

All it is, is after you do the Bear Trap Otg, you do [TK boulder trap > dash > S] x N

You want to dash pretty deep and cancel the boulder trap out of S pretty quickly, at least that’s the most consistent way for me. It helps the timing if the very first boulder trap after Mr.Flapper is a little delayed as well.

EDIT: It’s extremely difficult even in the corner though, I’ve only used it a couple of times in an actual game and have dropped it at 3 loops every time.

EDIT2: Also if anyone didn’t notice, I made a matchup thread finally.

Sounds tricky. Wished they gave him a tiny bit more damage. I was just wondering because it seems that’s his most damaging combo but it’s super hard to do.