hmm ROM slide method?.. i should try that for RR.
Yeah that’s what I am doing. I was having the same problem as well, in that I couldn’t get the S to come out fast enough and it would keep whifing. So I push L+M, and slide straight down to S.
you might as well make a new combo thread the original poster switched to vergil/dante/wesker
I second this, but I’d check with a mod before someone does it.
I use this team, however, I have Dante Last and Frank Second. I see the point of using DHC with Dante (or anyone with a timed Hyper for that matter), and then raw tagging Frank. It makes a meter useful. However I go from RR to DHC Survival Techniques on whiff and then take a snaphot. Instant Lvl 4 or 5 depending on the number of hits I get with Raccoon. I’d say the meter is worth burning if I get Frank West level 4 right away. The reason Dante’s last, because having Frank combo into Survival Tech DHC demon trigger allows Dante to continue the combo further for some serious damage.
On another note, I just started using RR and I have no way to train since I don’t own the game. This thread was certainly helpful. But man he requires some serious skill based on some of these combo’s I’m seeing. The future looks bright for RR so Iook forward to playing him.
I’m currently working on the double bear trap bnb. Somewhere around 600k for one bar, seems like otg bear trap into rock n roll is always going to be a useful thing to combo consistently since it allows for RNR off a ground throw (air throws seem to be easier to get the ground bounce on) Oil bomb loop combo seems okay, but the damage is much and such the same and for someone with my level of execution comboing 2 oil loops just makes the combo inconsistent.
This puts me at a standard of about 600k for one bar which isn’t too shabby for a day 1 combo. I suppose I should work on the boulder loop one day but I wonder if it’s going to be worth using something like that in a serious match when I’ve heard nothing but how difficult it is to get working. I’ve been trying to work on my mixups and resets a little more since I don’t know if I’ll ever manage boulder loop shenanigans, even though that’d totally help with building meter
I’d be interested to know what mix-ups people’re using with RR(not counting throw resets.)
As for the Boulder Loop itself, it’s not easy, but I’d say once you get used to the timing and rhythm, it’s possible to get it down consistently, in the corner at least. However, the difficulty varies from character to character since it’s harder to keep looping characters and dashing close enough, due to their hitbox in the air. And for others, it seemingly doesn’t work at all(big chars like Hulk, Sentinel and Tron, their large hitboxes seem to activate the trap too quickly.) Doing it midscreen is a different story, fuck that shit. Hitting 3 seems to be my limit, and the boulder misses them too during the 3rd rep.
I’m gonna try and compile all the combos together with notations and other stuff at some point.
Hmm looks like I’ll be in training mode for a while then.
Mixups with Rocky you say?
Projectile assist + teleport mixup feels really strong and probably my primary opener.
Log trap is good to deal with tri-jumpers, but I always try to have some sort of trap up before I call log.
With mid-screen mixups outside of the teleport cross-ups I mainly find myself opening people up with the fast high/low mixups off his air normals. I’ve found that j.B, j.C is the most effective pressure string. Dropping the second j.B makes the overhead faster and harder to react to and j.C is additionally tasty because it can cross the opponent up in situations where you skim the top of their head.
You can also do a fast float nade which I think is really good, but I feel the range at which you do this is a bit fiddly as it’s that range where your opponent starts throwing out normals to try and tag you (fast float nade does seem to make a some low hits whiff which is also a bonus) F F Nade is an excellent mixup on their wakeup.
As far as opening someone up again the corner seems like the tricky part, but I’ve been looking at a few different ideas. These are all once you’ve grounded them from an Air combo with S. N.B. I feel how you mix them up depends on how you expect your opponent to react:
Oil bomb - When point blank you can throw it where they are lying. Set it on fire for chip or if you expect a button press. When blocking the fire you can mix them up with some FFNade and low hits. On hit you can also combo them into a net trap then do whatever you want with them because the net trap lifts them out of the fire. On block they can pushblock you out so be prepared to call and assist/teleport/both. You can also expect a more common tech roll out of the oil patch which I guess gives you a free high/low once they finish the roll if you expect it. You can also just not light the oil and see if they sit and block while you get close and throw them. Also if you don’t have them completely cornered oil bomb in front of them works well too. probably dissuades tech rolls and because you can cross them up in the corner with teleport it’s something they can be pushed into.
Boulder trap - I’ve started trying to use this more on a cornered foe. I thought the prospect of an unblockable mixup would guarantee a tech roll out of the corner making their movement a lot more predictable, but they can recover into the corner and jump to kill any of the mixup. I think it’s kind of hard to react with a throw without it being risky, but I imagine there is also scope for tagging people trying to jump with normals.
Net Trap - Since hard KD gives ample time to set it up I occassionally place it on their corpse then cross-up. Not a great situation if they forward roll because you’re now cornered, but hey at least you have a net trap right in front of you and you’re using a character that can teleport.
Super Trap - Similar to oil carpet you can cross them up in the corner into this. Not a great use of meter IMO, but putting down a super trap isn’t a complete waste because of the threat it can pose. Sure they can jump on it and block it, but I’m working on predicting that then mixing them up while they block it. Anyone know if you have to block it any particular way?
Post Rock and Roll: Someone else mentioned it to me but I’ll put it in here. After the big blue blast from RNR racoon hops backwards and is in an animation from the super but can act immediately. It allows for assist + teleport to put you right back in their face before they’ve even hit the ground, so probably better to time it so they’re forced to deal with the beam and the coon.
It’s not something I do as often as I feel I should but I’m trying to work on forced unblockables. At it’s simplest Wild Ripper xx Boulder trap can at best open them up or at worst fluster them a little, but boulder trap could be put at the end of a long blockstring and allow you to dash in and potentially open them straight up, less a block string and more a boulder string.
Also when you have traps out don’t under-estimate the benefit of push-blocking them into it. Boulder is the only one it’s inconsistent on. Seems like with claymore at best can give you an air combo and at worst can give you a free RNR/Level 3 from long range. You could also use the time to startup a teleport mixup. Net tends to allow you pretty much anything you want, but I feel I should practice more with claymore. It’s easier to get one on the field more regularily.
Any thoughts/feedback or input and further contributions would be appreciated. This is all purely my thought process so not entirely sure how good all this stuff is so let me know if you think I’m doing things right/wrong. It’s put me in decent stead for now anyway.
Edit: I’m trying to make things happen with a jump nade skates mixup, but that seems to not work on anyone who likes pressing buttons. How could this be improved fellow guardians? Jump nade skates also seems nice/average for some standalone air control against floaty characters or people who air-dash a lot…could more be done with that?
my favorite mixup is float cancel j:s: rocket skate downforward for a crossup or straight down then go for a high low
teleport gets abit predictable after a while even if you can make it safe it not ecactly hard to block the most joy ive had out of a burrow mixup is in the corner
bear trap > oil bomb >launch (whatever)> c:h: (light oil)+ assist xx boulder trap >>burrow normally behind them , then after I land a c:m: I rocket skate under them to keep them in the corner
Except I’m pretty sure most assists will give you enough time to set up the unblockable with even the slightest moment of hesitation as to which side you are on.
Also loving Wild Ripper cancelled in to the unblockable, hasn’t failed for me yet.
Thanks guys, giving me a lotta ideas actually. I want to get the hang of RR’s options in matches, so hearing what other people’re doing helps me out a lot.
For me personally, I like overhead mix-ups with SJ>Rocket Skates dash-down-forward j.L, which is like a ghetto tri-jump(I mentioned this before I think?) Hits pretty much anyone crouching and you can combo off it, plus you can whiff it for fake-outs into lows. Gets better when you have drones.
If I get them blocking drones, I zip around them with Rocket Skates to make them switch their guard and use high-low stuff too.
I’ve got some set-ups for using Claymore/Shrapnel traps after a knockdown; just place one in-front to cut off a forward roll and get Drones on them. They roll into the trap, they get locked down by the trap and the Drones, they roll backwards into Drones. Could land some unblockables, but trying to make the set-up tighter at the moment, more legit. I’ll try and get it recorded or something.
Haven’t tried that yet actually, I’ll go and test it.
I’ve been trying to figure out a good way to force corner mixups using boulder trap myself. I used to set a trap in the corner and it is an incredibly strong mixup against people who don’t roll out of the corner, but maybe the way to go would be:
Hard knockdown in the corner --> Back-dash --> Boulder trap -> Dash/Wild Ripper back in.
(I imagine dashing back in could be better because it’s going to leave you more prepared to deal with a roll out.)
So anyway in this situation I’ve outlined smart players are not going to want to tech roll out of the corner because of the prospect of dealing with a boulder setup, but the problem is combined with the back-dash and the hop back from the boulder trap you’re going to be a good half-screen away from your cornered opponent and they’re not being pressured and are completely free to super jump out of the corner. I’m wondering about the following
Hard knockdown in the corner --> Back-dash --> Boulder trap -> Call covering assist and teleport back into their range.
I haven’t tested this yet but anyone feel that this is actually any better than a simple teleport assist mixup? It doesn’t seem to really force any kind of favourable mixup if they have enough time to get up and jump out of your beam teleport mixup in the first place.
Is there any merit to perhaps placing a boulder trap on them in the corner to force a forward tech roll then using that to force some sort of ambiguous mixup (N.B. - A stronger mixup than standard teleport assist LRHL*) off it and punish them harder than normal for rolling out of the unblockable situation you created for them in the corner?
TL:DR - I’m unsure if forcing their movement is more or less beneficial than dissuading/restricting it. Thoughts?
Hmmm, is this unassisted?
I’d get the hard knockdown, get a lockdown assist ready, backdash/Rocket Skates backwards, plant Claymore to further cut off forward tech roll, call assist, then go to town.
Okay I took your train of thought and I’ve expanded it further, but it’s really late here and my hands hurt so I’ll have to pick this idea up later. If you’re interested in this setup I’ve come up with. I guess it could be called a Bouldermore setup or something.
FYI this is based on the idea of coming up with a robust and powerful corner setup from an air combo hard knock down.
Bouldermore setup currently runs as follows:
Spike opponent into hard Knockdown -> Boulder trap on their corpse -> Back-dash -> Claymore trap.
Opponent techs:
Forward- trigger claymore…potential mixup or combo
Backwards- incoming boulder creates the potential for an unblockable on their position.
Random specific assist idea to illustrate the kind of idea I’m going for:
Spike opponent into hard Knockdown -> Boulder trap on their corpse -> Call Ammy ColdStar + Back-dash -> Claymore trap.
This seems really strong in my head. Lock-down setup regardless of which way they tech and Rocky is right next to the claymore for a mixup. Cold Star locks them in the corner long enough for you to get back in and mix them up and because you have an assist out they can’t pushblock it.
I’m going to go into the lab and see if I can work on this tech a little further tomorrow, but if you guys look into it and find anything else. Here’s some suggestions for ideas I’m planning on looking into to make this a more powerful setup in case anyone wants to contribute:
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I’m trying to figure out the best way to get back into position timing your low hit with the boulder hit.
Forward rocket skates puts you in range for a c.B if they tech into the corner.
I’ve toyed with a wave-dash too. Should put you in range of c.B in time to allow for unblockable
A combo of UF xx DF rocket skates seems like it has promise of being a bit ambiguous and allowing for cross-ups if they roll out of the corner. -
The timing on how all this is going to work. It seems simple enough to get between both traps, but to get in range to make an unblockable setup it feels the timing between placing claymore and moving back towards the opponent is a little fiddly to get right.
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Perhaps different trap combinations? Maybe reversing the positions of claymore and boulder (not sure if the timing will allow this to happen though) and perhaps using a combination of net/boulder (although this seems doubtful because net takes so long to come out)
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Seems like it could be assist dependent. All current development of this tech has been with Doom plasma beam, so maybe molecular shield could work when called earlier or something, but I’m looking for as generic a setup as possible so it can work with as many team configurations as possible and this is all stuff I’m testing on a dummy and I don’t have the best execution so I’m not finding it as easy to figure out how good all these ideas are and whether any of this will actually work.
I’m really trying to crack this character open. I have him on a keep away team with Ghost Rider and Hawkeye and I’m loving the results. That pendulum assist is too godlike.
Unfortunately, gotta go soon, but the stuff you’re mentioning’s sounding very solid. Also gives me an excuse to not use Sent for Drones, so it’s pretty much win-win. Very nice!
Been looking at the Bouldermore setup today, had a chance to use it in matches. It’s pretty ace even with my limited ability to react to the situation although it was almost always a forward tech and they got hit by the claymore which I just comboed off of, so I think I need to use it more on people who tech back and see what kind of situation it puts me in. At the very least it creates favourable cross-up situations with teleports since either way they’re waking up on a trap of some sort.
I think the optimal situation is to safely and quickly be able to put yourself in the space between both the traps.
Need to ponder this setup more because if they tech forward you can be thrown so need to think about removing that option from the equation. If there is enough time a double diagonal airdash might do the trick. Fire any suggestions or input this way and let me know if you find anything cool trying this in the lab. Remember to try and make it as generic as possible to widen this setups application.
Putting a decent assist into the mix will simply allow your team to add their own flavour to the setup and will require some specific adjustments to it. I’ve done all mine with doom’s plasma beam.
^so for that setup would having an assist that hits low (I’m thinking x23) and just doing 88+s get you out of the way of the throw
if they don’t forward tech then I’m pretty sure she still goes far enough to connect and if she doesn’t you could go for an empty float
Low attack or just go with a high if you want
I haven’t tried it yet just read the issue with being thrown so just brainstorming
So, even though I have what seems to be the typical frustration for RR’s major flaws, I really love to play as the annoying little bastard.
I think the things that are definitely going to need to be mastered are those tech traps above and other nasty resets, plus getting combo damage down so he doesn’t need like 4 resets to kill.
I’ve been using that bouldermore set up like crazy with MODOK(bomb)/RR(pen)/strange(eye). For the most part though I’ve been trying to throw down net in place of claymore. Seems to be fast enough and it catches anything whereas claymore doesn’t catch roll out > jump forward for me cause of its hitbox.
After net I usually do j.M so I avoid throws, keep on pressure if they block grab bag, if grab bag hits it whiffs, and can df-skate for unblockables if they roll into eye.
Anybody got any ideas for set ups from combos with hyper trap?