hey BoF, you never posted that second part of that of Robo-Ky guide at the Robo-Ky HerV thread (the part involving gratuitous Rocket use)
and since is herv is kinda borked at the moment, could you post it here?
hey BoF, you never posted that second part of that of Robo-Ky guide at the Robo-Ky HerV thread (the part involving gratuitous Rocket use)
and since is herv is kinda borked at the moment, could you post it here?
Well how about ground missle, walk up, 5.K like crazy, 5.P, 6.P for a poking string?
maybe i’m a noob for asking this, but does one gain less meter after using a roman cancel for a short period of time?
i was just experimenting with some Command Grab RC combos and occasionally if i did an RC then grabbed the opponent, the grab only netted a TINY amount of meter even though the opponent was set to infinite tension
or is this a PC #R bug?
Whenever I use mat, it seems to have weird properties… I’ve found the following
If you are on the outside of the mat, you gain meter SLOWER then if you’re on the middle/inside.
If you use his uppercut super after laying a mat, you gain back your meter just as quickly as normal; this doesn’t apply to his other super.
If you roman after laying a mat, you have a second or two penalty before gaining more meter; this is to prevent infinite pressures
Zazz: That’s just a property they gave Robo-Ky, because otherwise that would be just too good.
Grabbing after an RC with Robo-Ky means you won’t get any meter from the grab.
However, it’s a general game property that meter gain is reduced for a short period of time after an RC. This is for every character, not just Robo-Ky.
Lots of stuff in XX reduces tension gain - may be the reason why certain things just aren’t done as often because you’ll want to gain as much tension as possible - but you can’t really help it of you have to Air FD attacks though. heh
Sometimes when I’m using Detonation super, and I’m trying to pressure them until I explode near them, I will 2K, RC, then run up and command grab. Technically if you are too quick with the grab you shouldn’t get any super meter from this should you? Because 2 outta 3 times I am. Anyway, it’s a good pressure/tick technique, and works wonders on live.
Wow, you use the detonation super?
Is he safe the entire time of the super? Like during the super and then as the sphere continues?
"I will 2K, RC, then run up and command grab. "
you sure it’s not the tension you’re gaining from the detonation super? whenever you rc a move there is a delayed time in which your tension goes up normally but i think roboky’s 2d and 236236p ignore this, though not the command throw… that’s just weird and now after posting it i feel i should check, then again realize just how lazy i am.
and holy shit, 6 frame advantage!!! no sarcasm intended, that really is amazing and changes about every attack string for my roboky.
I took that into consideration, it’s just odd. Super meter gains just seem to fluctuate sometimes. Onto other interesting attack patterns with Detonation Super. A last second 214+S RC’ed into 2K, always seems to work for me. Basic attack string while they’re blocking has been, 5k, 5k, 5s, 6s, 2d. After setting the mat I have been mixing it up and either opt for 2hs or 6P. Sometimes hesitating for a split second then doing 623hs is effective. What about dust combos? I’ve just been lazy and have been doing Dust, homing jump, dustx2 or 3 then missile.
P.S. Oh and his dashing move (66+any button) is a nice throw setup if you use the FRC with it. Basic, but thought I’d chime in.
Man, I have so much trouble with the 5HS FRC… but only in the 2K, 2S, 5HS combo. There’s something about that link I don’t get…
His regular throw bounces on counter hit. That’s pretty cool if you’re pressuring the hell out of them and throw them while they’re flashing. Free combo!
Now anyway, how is the Millia vs. Robo-Ky matchup? I’ve heard that Millia can still do her oki pretty well on Robo-Ky, it’s just that she has to use different stuff since he can delay wakeup.
God this RK combo has been bugging me for a while. For some reason I can’t do the JI in the combo, unless I’m missing some magical trick. RK vs. Johnny (saw it in recent A-Cho vid).
2K-2S, 5H -> FRC, run in S©[JI]-H -> FRC, run in S© -> SJC, j.K-j.P-j.S -> JC, dj.D -> 236S
For some reason I can’t get the double jump after the j.S. Am I just fucking up the JI?
You’re doing the JI too early in that case.
It should look like:
2K-2S, 5H -> FRC, run in S(c]-H -> FRC, run in S©(JI) -> SJC, j.K-j.P-j.S -> JC, dj.D -> 236S
I think if you’re doing the JI on the first s© - H you lose it when you do the ‘run in’ part. That should help ya. As for landing the JI off the s©, it’ll be a very quick 829 motion. Just try doing it dry for a while before trying to work it into the combo.
Saw this in a recent Acho video:
5D, Tap 8, J.D for 7 hits, JC, J.S, J.P, J.S, J.P, J.S, J.P, DJC, J.P, J.K, J.D. Sometimes you can tack in a missile on the end. The combo is rather awkward, in the sense that the timing is different on most characters. You can pull it off pretty consistently against Johnny and Dizzy though.
I just happen to have a video of me doing that dust.
http://members.cox.net/izcer/SRankRoboDust.avi
And yeah it’s awkward, but I’m pretty certain it works on all characters as long as you time the jump after the dust starter.
So is it just me or is Robo-Ky’s jump Slash godly? It comes out fast, covers good space, and most importantly bounces on ground counter hit. After that counter hit you can run in and free combo.
Also its jump cancelable!!!
And it cancels into air rockets. Yay!
Sorry for going off topic but that must be the best cosplay cammy I’ve seen so it makes a nice av. Oh yeah, I love RoboKys jHS.