Anthropomorphized Freak! - The RR Combo Thread

Yes I suppose that sounds like one solution. Having a low assist with Rocky’s overhead would turn the forward roll tech into an unblockable situation, but in the situation I was talking about I’m standing in front of the claymore trap and in that case I’m prepared to mixup the claymore position but if they roll back to the corner then I’m pretty far away and may have trouble getting the unblockable. I’ve not looked at the situation in much detail recently I’ve just been playing and trying to just level up my strings a bit. I’m self-admittedly terrible at hit-confirming so I keep getting launchers blocked and other such stupid stuff, but I’m now thinking maybe after setting up the bouldermore traps calling an assist and teleporting perhaps with the L version of teleport primarily. This way I’m covered by doom plasma beam, I’m always going to be in a position where I have them in the corner and they have a trap to deal with. This is without even adding on the potential to throw a crossup option into the mix. Your subsequent combo will remove them from the corner, but RR really needs as many ways to open people up as possible since his damage is pretty lacking.

Another thing that you may want to be closer to the corner to deal with is people super-jumping out. My friend did manage to completely escape by super jumping. Sometimes the boulder hit him and other times he blocked it and it kept him in place to allow me to pressure some more, other times I went for a cross-up teleport, but when he super jumped out I dashed over to the other side and nailed him with a cross-under normal once or twice, so yeah, I still seemed to get a bit of a mixup off of that, but that’s not something that is going to be guaranteed on other characters and I’d like to think some sort of solution could be found to make it a bit of an akuma/zangief vortext style thing, so you get a bunch of chances to do some really strong mixups to build bar and then spend it when you get to the point doing so would net you a kill. I guess it’s an alternative way of strengthening his gameplan without having to rely on such fiddly combos as boulder loops for damage.

Seems like X-23 ankle slicer could be really neat for a bouldermore setup if you can convert into a full combo from like…half-screen 0.0

Thanks for the feedback about bouldermore setup. Does anyone know about the specifics of tech rolling? Is there ever any vulnerability/recovery that makes forward rolling more risky?

I’ve considered trying to get net into a…I guess you’d call it a boulderbag setup or something, but the timing of getting back to the corner if they decide to take their chances with the boulder trap feels quite tight and net’s biggest flaw is startup/recovery, although there is also the added prorating on damage (hitting with net trap causes similar damage scaling to a throw so it could be a much stronger and more dangerous option than it currently is) I like the little option select situation you described with the jumping B, but would you mind clarifying about the df-skate for unblockables if they roll into the eye…is the word eye a typo or something?

As far as super trap setups? I guess dropping one in the corner then crossing them up into it could work a few times, but personally I think Rock and Roll should be the main meter burner. I think it does much better damage and traps are more like combo extenders because the damage seems to scale pretty badly on them in the middle of combos. If someone else convinces me of it then I’ll change my mind but at the moment mad hopper seems like a pretty big waste of bar if you want damage off of it. It does however work very good on space control/covering a gap temporarily and safe DHC out/in. Since they can jump on it while blocking it seems like it’s a bit wasteful on meter, but at the very least the guard-stun from blocking it will allow for a mixup off it.

in a nutshell though I imagine Rocky is going to want setups and openers that don’t use mad hopper. Using normal traps to create very strong mixups you can end with RNR for guaranteed damage feels more useful than spending meter on setting up a mixup for a combo. I feel like the best setups will be meterless and if a furry vortex can be discovered/developed then I feel overall it’s going to be much much better that each loop in the vortex builds bar rather than spends it, otherwise it’s going to be hard/impossible to sustain it to a meaningful level.

Nope, no typo, eye would be my lockdown assist (agamotto.) Right after I land from j.S I call eye and plant boulder at the same. If they roll back they can’t jump at all and are locked on the ground. That way I can df-skates after the option select j.M, right into range for what I think is a guaranteed unblockable.

As far as hyper trap goes I was actually thinking more along the lines of in the middle of a combo that can end in a solid reset/hard knockdown. Just trying to get the most damage out of his combos before actually going for a good reset.

Cool thanks for clearing that up. Didn’t think about eye of agammatto my bad. I’m a bit of a scrub when it comes to combos but maybe I’ll sit down sometime and have a look for something hyper trap based. In retrospect some way of upping the damage through mad hopper while continuing the combo may still work seems worth considering.

Just started to collect the combos in this thread and put them in this post. Will come back to this later on. Will fix any notation errors.

Midscreen combos

Day 1 BnBs posted by J.D

Combo by Alioune
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:dp:+:h:, :uf::atk:+:s:, :qcf::uf::atk:+:s:, j.:s:, :d::atk:+:s:, j.:s:, :u::u::s:
dash, :s:(super jump), j.:m::h::s:(land), :dp:+:m:, :qcb:+:l:, dash :s:~:qcb:+:l:x4, :qcf:+:atk:+:atk:

Corner combos

Combo by SprintGod
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j.:m::m::s:(land) j.:m::m::s:(land), :m::s:(super jump), j.:m::s:,(land):dp:+:l:, :d:+:h:, :s:x2, :dp:+:mp:, :qcb:+:l:, :s:(hold), :dp:+:h:, :qcb:+:l:, :qcf:+:atk:+:atk:

[FONT=Helvetica]Another corner combo from SprintGod:

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Anybody found any assist extensions for RR?

EDIT: Any way to link to vids without it automatically becoming media?

EDIT 2: Updated

Been REALLY busy lately with studies, but updated the collection of combos. :smiley:

Ive yet to test the damage since I only used it in a match on the fly but the combo was J.m,J.h x2, l ,m ,h ,D.h ,F.h, S, J.m, J.s (Land) BearTrap xx Rocket skates, S, J.m, J.s, (land) Call jam session, Bear Trap, Log Trap, Log Trap xxx rock n roll… Can someone check the damage for me plz

Off the top of my head, I run a similar combo with Dante except that I never thought of fitting in another log trap…so it basically does 604 damage with just one log trap

Whats the damage from that combo like and does anyone have anyway of implementing vajra assist into his combos… his bnbs are seeming pretty bland at the moment

Tried to get an easier Boulder Loop going midscreen with Vajra assist, so during two reps, call Strider and time it so he bounces the opponent after Racoon’s second launcher>into SJC’d Boulder. Wasn’t successful, I’ll keep working on it and some other ideas. And I’ll test out that combo for you, but I’m pretty crap at doing the air loop lol.

Couldn’t get the 2nd log in Smexymillz’s combo to connect, ended getting like 588K-600K, I messed up. But the good thing is, the combo generates a bar pretty much and carries them far across the screen into the wall.

Jam Session works well as an extender. I think if I used an assist that pinned them for longer like Cold Star, I could throw in Oil Bombs into the combo. But that’ll have to wait for later.

Nice Il try and push that further tommorow when I have time… maybe rocket skate, claymore into another log trap after the wallbounce from log trap…

The issue I have with oil bomb and claymore in combos is the fact that they add a lot of hits to combos so you get a lot of hitstun decay for not that much damage, although that said I imagine what could work would be something along the lines of an oil bomb OTG which then combos into claymore. When claymore hits someone just off the ground or becomes airborne in the middle of claymore it looks like claymore may be soft knock-down so with the right timing I imagine you could possibly do something in the corner like:

Bear trap -> Oil bomb -> Launch, j:m:, j.:s: -> Land, s.:h: (Ignites oil to OTG) then tag on a claymore and go straight into log trap for the wall-bounce then into whatever finisher/reset you want.

That said if it’s possible at all it seems like it’s going to be pretty fiddly timing to get it to work and the extra damage you are netting could simply not be worth the difficulty of the combo if you’re going to drop the ender which is usually what makes the damage become respectable in a RR combo.

Since Deadpool’s Katana-rama assist can reset ground bounces(if both your char and his assist hit the opponent at the same time), I wonder if you could get two ground-bounces with Bear Trap, but unfortunately, can’t test it out, I need to go to bed.

LOL I was just thinking something along the same lines…

I managed to pull it off! Got 488 meterless with a magic series into launcher into OTG Bear Trap>Log Trap blah blah into 2 reps(you can only get two reps) of Boulder Loop into SJC’d Pendulum. The problem is, the max distance you can be to get them in the corner is exactly dead centre in the screen. It won’t wall carry and I had issues Skating, then OTGing and calling Katana-Rama. Also, Log won’t wall bounce either.

I potentially have a wall carry into the corner from anywhere that’ll put them in position for a few reps of the Boulder Loop.

LMH>F.H>S, j.LLHS, land, Rocket Skates, call multi-hitting assist, OTG with L Spitfire, Log Trap, Rocket Skates, S, j.M…and the combo stops here due to histun scaling, otherwise I’d use S and OTG with Bear Trap into the loop. I’m not even sure Bear Trap would give me the ground bounce at that point anyway.

Pulled off a similar combo in the corner where I used Jam Session for the extension during OTG Spitfire, omitted the Log Trap and just went S>j.MS, land into loops for around 400dmg meterless(dropped the combo but it was scaling pretty badly anyway.) For some reason, I’m failing at it midscreen, so probably need to practise it.

One thing I could do is simply try reducing the number of hits in the air series down to just H>S and see if that works.

Otg spitfire hmmm thats given me some ideas… forgot about that… back to the lab

Well, came up with this midscreen combo using a wallbounce assist.

LMH>F.H>S, wait, j.H, wait, S, land, Rocket Skates, call Jill’s Arrow Kick, wait a bit, OTG with L Spitfire, assist hits and wallbounces, Rocket Skates, S, immediately j.M, j.S, Bear Trap into S>qcb, ub+L[ dash S>qcb, ub+LxN] into Rock and Roll.

Midscreen combo off a hitconfirm that goes directly into 4 reps of the Boulder Loop only. The combo will work almost full-distance. If you’re near the corner, you don’t need to Rocket Skate up to them. Oh yeah, I would’ve ended the combo with SJC Log Trap like SprintGod does, but it actually doesn’t wallbounce and does less damage overall because your hyper seeminglu won’t hit properly. Maybe I have to delay the hyper a bit.

682,000dmg, 1 bar, builds 1 bar. If you add a jump-in, you’ll probably get 700 for 1 bar, haven’t tested. Wish I could use a different kind of assist though lol.

EDIT: Whoops, posted the combo wrong, fixed.

Cool, something with a wall bounce. I’mma try that with Nova Strike.

Hmmm, come to think of it, if I used Hidden Missiles in place of a wallbounce assist, and use Log Trap as the missiles are coming down, then went into the combo, I could wall carry, then try and use Spencer’s Slant Shot to create that unblockable Pulsr was trying to get to work midscreen with Boulder Trap(Angel Gift.) There’d be no need to do it midscreen, since the combo plants you in the corner anyway? That’s if histun scaling will allow me to combo after Hidden Missiles(it should do.)

Lots more experimenting to do.

I’ve been experimenting with Hidden Missiles, but more in the reset department than in a combo. I can see it working for a corner carry, but missiles will probably kill the scaling making the rest do no damage, but I guess it could work well at the end, I will test this as well.