I’m thinking block string up close ending with boulder trap and call projectile assist to keep in place, run/skate/burrow back in and attack low as soon as the boulder drops. That might not work since the boulder takes a to fall right after being set off, but it’s a start. Honestly not sure if the oil fire hits low only, even though it OTGs I’m guessing it’ll be a lot like chris fire grenade property wise you’re likely to be pushblocked away before you can set anything up. Boulder is a lot more certain since you could time the low hit at the exact moment it hits high.
Of course you can pick a low assist like Felicia or Deadpool then all you’d have to worry about is timing the boulder to hit the same time as the assist.
Pretty evil shit.
RE: Rushdown or keepaway?
People are going to want to rush down with RR a lot because he has the tools to do a faux tri dash and can teleport THROUGH THE GROUND then instantly attack out of it, also people love getting that first hit (who doesn’t?). I think it depends on where you want him on your team and who you pair him up with. The beauty is you never have to set his defense or approach in stone, you can flip the switch at any moment if you feel like it since he’s so multidimensional he can pull it off. So I’d recommend learning all of his options instead of staying one dimensional. Remember you never want to look predictable because that’s when you’ll get stuffed with an answer.
So, Raccoon can lay as many Spring Traps as he has meter down? Lay 3+ traps in a row, sit back, and spam log/cannon? If you don’t have a teleport, your only option is Superjumping, I think.
I dunno, tiny hurtbox, huge invulnerable hitbox, fast recovery… Only disadvantage is its not on :h:, but that kind of doesn’t matter much because if he’s using that well they’ll never remotely be in throw range anyways.
This is definitely one of the first things I’ll try in training mode for kicks. We don’t even know how long they stay on the screen for. I doubt that they stay on the screen forever until triggered.