Anthropomorphized Freak! - The RR Combo Thread

Thats a cool idea, Ill try that out. The sad par is I was looking forward to flying Ve’s rocket skate video, its a shame it looks like it’s canceled.

Anyways Im not sure if its known here or not, or if this is what you are looking for. I use an Up RS and immediately hit Special +attack for rushdown occasionally. This immediately uses a forward rocket skates in the air so after I have my opponent locked down like with coldstar I use the two rocket skates which puts me right on top of my opponent. Your are still in the air, but you land almost instantly, there is only enough time for one light attack. It just creates a really fast tricky looking mixup due to how low close to the ground rocket is.

Yeah, I like those kinds of options but I run anchor RR so I don’t know if I have any great way to enforce those kinds of options. If you have someone rushing you down and you’re using RS + shrapnel evasion I think there might be enough lockdown during that to turn the pressure around and use RS for a mixup. It would def. be faster than trying to dash in or teleport in for a float overhead.

I sent FlyingVe a PM and asked if he could share any ideas and I’ll def. copypasta that over here for everyone if I get a reply.

You can do what Tonosama does and do a SJ.M > df.RS > j.H for a meaty tridash quick option select throw overhead.

Yeah, I use that, though I normally come up with a sj.S instead of the sj.M just for the extra hitbox. It’s probably the most effective tool at close range since it it’s a really good overhead that transitions into a fast low and crosses up really well. It loses to a few too many normals in my experience, though. :confused:

I found a way to use Raccoon to bring potentially any character down for a TAC infinite.
If your character has a jump loop but no way of bringing the opponent down into it, then this may be useful.

Combo into corner > dp+M, qcb+L, S (jc) j.H xx TAC (up or down).
Launch early so they don’t trigger the boulder trap.

The incoming character needs to combo into S within two hits, knocking the opponent down into the boulder trap before it disappears.
The boulder OTGs the opponent just as your character reaches the floor, and your character should be able to hit the opponent again before landing, setting up an infinite.

For example, I’ve managed to bring Felicia down using:

  • Up TAC, j.MS…(boulder OTGs)… H or M or L.
    Any normal can be used reliably at the end because Felicia lands on the exact same frame that the opponent gets OTGed by the boulder.

She doesn’t seem to have a practical infinite, but it’s proof of concept at least.

Holy fuck that’s hype. If you just gave X23 an infinite you will be my new hero.

I haven’t tested it because my PS3 is dead, but it seems if you use down TAC, it takes your ground bounce, and boulder trap OTG is a ground bounce, no?

It will still OTG, X23 is looking like it would be a super tight link though, I wasn’t able to get a hit after the otg :confused:

Hmm I just tried it out, I must be missing something because I land before it OTGs.

This won’t work with characters who have a divekick esque j.S other than Doom

What combos should I be looking to do midscreen for raccoon? His day 1 stuff? What about solo corner combos?

Also, doesn’t he have a rom-esque loop he can so after a log trap? Is it practical / useful?

I’m looking to pick him up.

Midscreen Day 1 stuff is the most easiest / useful combo you can do. Anything else is just swag. They all do the same amount of damage anyway, but the Day 1 stuff gets you closer to the corner.

Solo corner combo, you would probably look for boulder loops, depending on what kind of set up you want, the ender will be different. For example, you could do c.LMH f.H > Madhopper > f.H > S > sj MS > oil bomb > c.H S > sj.MS > bear trap > loopz about 3 or so times > log trap > jump back S > bear > super. Does a decent chunk of damage, and my hitstun may be a bit off, you might leave out the 2nd jump loop. I don’t have my ps3 right now so I can’t check.

If you don’t wanna spend the meter, just skip the mad hopper. If you are wanting to set up some kind of unblockable, you might end with the loops this way : boulder > dash > s > rocket skates up > j.S > whatever.

For the most part you would want to : starter > S > sj.MS > oilbomb > c.HS > sj.MS > bear > boulder > loopz

The log trap rom you’re looking for is midscreen : logtrap > upfoward skates > late falling S > sj up S > downforward skates S > instant float S (optional) > S > sj. MS > bear > log > super

Does more damage than day1 combo, but is unnecessary.

You can also do the romket skate loop off of a net trap : net trap > sj.up S > down skates S > sj.up S > down forward skates S > float S > S > whatevs.

I know this may come off as a bit vague, but there’s a ton of information on the other pages. Let me know if you’re running into problems, though.

very much appreciated. Thank you

I run RR on point w/hawk n doom backing him. I think his overall combo potential leans on what type of assist he has. Bt i could be wrong. Also you can hit boulder loop from midscreen but once again the timing is mad strict

what can I do to go into boulder loops midscreen…and how many loops can I get reliably (hitstun wise). I mean a combo starting with a legit confirm (j.M > j.S x2, or LMH xx f+H, etc).

Midscreen loops you can probably get 2 in before they get too far to launch again.

What are RR’s best options for a super jump hit confirm?

bahahahahaha.

…Oh wait you were serious.

That’s what I figured, but I also know there are way more creative guys out there than me. Figured I’d ask anyway.

He has no hitstun, and spitfire he doesn’t recover until he lands. Being free to super jumping is one of several reasons why RR is a flawed character.