Anthropomorphized Freak! - The RR Combo Thread

You know, if that works it could potentially be an un-escapable unblockable. I haven’t tested it, but if what you said is true, you should try hitting them with a c.M after the rapid slash pushes them onto the boulder trap. If I am correct that will properly trigger the trap and push them into you as you hit low, making the unblockable work.

It depends on how much blockstun rapid slash puts them into. Once triggered boulder trap it takes 30 frames for the boulder to reach the ground. c.:m: has 6 frame startup, so that’s about 24 frames rapid slash needs to cover.

Rapid slash when on point is negative on block, the damage comes from projectiles each of which lasts for 7 frames.

I get the feeling that between rapid slash and the boulder hitting there will be a very small window where RR will be vulnerable to a throw, a fast normal or an invincible super. To make it inescapable you’ll have to figure out a block string that’ll keep them locked down long enough but without using c.:m:

Perhaps a j.:m: xx j.:h: could work if you can get in range fast enough and would also turn it into an over-head into unblockable.

Still seems like a pretty strong situation to be in.

Yeah that makes sense. Even if it doesn’t keep them in block stun, they would probably have a very small window of opportunity to throw/invincible out of it, sounds like an interesting setup either way, the opponent had better know what they were looking for if they want to stop it. (if it works of course haha)

I set the dummy on block just to test it out. It’s basically you have to know where RR is going. Now I’m not sure if you can go into the Boulder Trap loop it’s just a theory but you possibly can. I don’t know cause I don’t use that loop. Also I think I may have found a reset with Strider assist.

Um, I’m not talking about the boulder loop, that requires a combo of some kind, I’m talking about the boulder trap hitting high at the same time c.M hits low, creating an unblockable.

Ahhh okay lol I need to step away been in training mode too long xp

Nothing particularly special, just a reset I’ve been doing in the corner.

You’ve probably seen variations of this before, after ground series > air series, use bear trap OTG > Oil Bomb > S > air series >s.H

What I’ve been doing here is a delayed Doom Beam.

From there some options are:

Back/Neutral Tech:

  1. Set up boulder trap and and dash in for a low as they land after blockstun, potentially escapable but dirty nonetheless.
  2. Jump throw, yeah the usual.
  3. Burrow, not sure I advise this as you are putting yourself in the corner if you are crossing up and if they block it, it probably wasn’t a good idea.

Forward Tech:

  1. Stand there, they are crossing over you, if they don’t block in time they will get hit, blown over your head and back into the corner for a combo.
  2. Dash on reaction, can be a little ambiguous, makes it difficult for the opponent to know where to block.
  3. Jump throw, yep.
  4. Burrow, slightly better idea here, but dashing gets similar results on a forward tech.

You can get an easy 360Kish damage before the reset easily and there are a few options after it, just something nice to know.

I have a reset too. It’s a simple one but works lol Do a basic combo and OTG with Bear Trap. Use Spitfire H. Then jump up forward and throw. You can possibly do more with it. One thing I’ve been doing and probably will do often is throw and Oil Bomb after a K.O. or Snapback and keep the opponent in blockstun if they chose to fall or lock them down with an assist (Strider Dorm etc) You can also do this with Mad Hopper because even if they jump over your position it’s still large enough to catch them if they don’t block.

I think that gives them too much freedom to really do much with. Haven’t tested it but spitfire has long recovery and they will tech it immediately.

You have like just enough recovery where when they tech you can jump. I wouldn’t rely on it but just a food for thought. But only fire once though if you do it twice then I think you can’t even get it.

What is the notation for the boulder trap loop? I’m really curious as how to get that started.

Been said a few times, but it is hard to find the info in this thread. Basically after a launch you do

bear trap > (1st one delayed) [TKboulder trap > dash S] x N

You want to kind of do it as one motion if that makes sense. I time it by eye and then press MH > S > 2147 L all in one go.

I sat down yesterday and tried the loop for the first time. It feels like there is an issue with pressing S too fast and cancelling your dash too early. Is this a legit error that can occur or is it something else?

I haven’t really had too much of a problem, but that’s probably just because I sort of do it by eyesight, not really timing it anymore. You can get a beat for 3 reps or so, but it seems a little random how high the opponent ends up before boulder trap hits, well not random but it depends on spacing a lot. The S should not be too shallow into your dash though or you will move backwards slowly over your loops.

Come to think of it, I guess a better way to explain the loop is with the dash at the end, I dash right after the trap then sort of press S when it looks like the right position.

I got an awesome reset that I made (forgive me if this has already been made) in the lab with my Hulk/RR/Doc Doom team. So far, it only works in the corner but I’ll keep working with it to make something happen midscreen.

Ground series (I try the boulder unblockable if they block everything), S, air M, air S, land, bear trap, oil ball, S, air M, air S, standing H to light oil, Mad Hopper as soon as the oil is lit, place a net trap right where you fell from placing the Hopper, M burrow, they are crossed up and are placed in the net trap, emerge from ground, dash under them to get the corner, bear trap, log trap, S, air M, air M, down TAC into Hulk, air M, H, S, Gamma Quake, DHC into Rock N Roll.(if Hulk isn’t available, down TAC into Doom, air M, air M, foward H, S, TK or small jump Plasma beam OTG, Photon Array super, DHC into Rock N Roll)

This works if they try to tech forward to escape the corner. When they do tech forward, I do a quick M dig to cross them into the net trap. After I come up, I dash under them while they’re being held up to get the corner back. It’s almost a guaranteed reset in my opinion. I could be missing something though or I might be being a little impractical. What do you guys think?

It seems like an extension of the “normal” RR corner reset, if it works then use it haha. The only downsides I can really see are the meter use and expecting them to roll forward, if they don’t, aren’t you ending up in the corner and at frame disadvantage?

Wouldn’t they be forced to land on a mad hopper if they teched back. That must be + frames for Rocket?

Hmm I wasn’t imagining the hopper right in the corner, if it does land there it could be very worth it.

The flames of the oil OTG them, and then the Hopper will IMMEDIATELY push them upward while still comboing. When they fall, they will hit the flames from the oil, which is the last hit of the combo before the reset. Then and only then can they tech out of the corner. After the tech, they would have to deal with the net trap mix-up. It would be a lot easier to understand if I was able to record this lol.

Even if it doesn’t appear right in the corner RR can crossup with :m: teleport and the act of doing so will push your opponent a little further out of the corner and into mad hopper making it activate.

This is cool though, I thought that it made mad hopper a liability since it wasn’t being hit but a cool idea to use it to push them out of the fire.