ground gun.
Wesker who?
EDIT: can he cancel his gunshots?
EDIT 2: RR will probably have low damage, I’m just hoping for flashy combos.
Guy
November 5, 2011, 6:03pm
602
Considering most projectiles gain xfactor damage if you activate it while they travel, the hyper trap should.
ChrisD
November 5, 2011, 6:15pm
603
Oil bomb OTG looks to have a tight window of timing to work, you have to shoot it in the air right after throwing it. Don’t know if that will be the best followup when he has other options (bear trap, jumping downward gun special).
Guy
November 5, 2011, 6:19pm
604
ChrisD:
Oil bomb OTG looks to have a tight window of timing to work, you have to shoot it in the air right after throwing it. Don’t know if that will be the best followup when he has other options (bear trap, jumping downward gun special).
OH I see. Misread, my bad.
yah_yaahh_b_tch:
ground gun.
Wesker who?
EDIT: can he cancel his gunshots?
EDIT 2: RR will probably have low damage, I’m just hoping for flashy combos.
His damage looks pretty decent. this is one dangerous looking rodent. Cannot wait Skrull/RR/Nova … team Anhhilation.
catbond
November 5, 2011, 6:32pm
606
Man, RR is going to be such a meter hog.
So how long do the spring trap supers stay on screen and do they disappear if you get hit?
Guy
November 5, 2011, 7:16pm
609
Not like Vergil or Viper.
catbond
November 5, 2011, 7:30pm
610
I’m not so sure. Vergil and Viper are going to consume a ton of meter but they should also be able to generate a fair amount with their long-ass combos. RR’s ability to combo seems extremely limited by his lack of a standard air-chain and the difficulty it looks like he’s going to have extending his combos beyond :l: , , :h: , :s: , sj. , :s: , Bear Trap, Log Trap, Hyper.
EDIT: Of course it could turn out that he has some crazy relaunch combos, I’m just not seeing it quite yet.
Guy
November 5, 2011, 7:31pm
611
They still eat meter a LOT faster than he does, is all I’m sayin’.
ChrisD
November 5, 2011, 7:32pm
612
You can do relaunch combos with RR. And keepaway always does a nice job of building.
El_Maiz
November 5, 2011, 7:33pm
613
I don’t see him NEEDING to use lots of hyper meter to be good. I’m sure that he can be great with it, but it isn’t like you need to have several spring traps on the ground at once all the time.
quicks
November 5, 2011, 8:23pm
614
catbond:
I’m not so sure. Vergil and Viper are going to consume a ton of meter but they should also be able to generate a fair amount with their long-ass combos. RR’s ability to combo seems extremely limited by his lack of a standard air-chain and the difficulty it looks like he’s going to have extending his combos beyond :l: , , :h: , :s: , sj. , :s: , Bear Trap, Log Trap, Hyper.
EDIT: Of course it could turn out that he has some crazy relaunch combos, I’m just not seeing it quite yet.
he already has a relaunch combo after log trap dash up m then whatever prob otg again with ground gun or oil
not even mentioning the spring hyper
El_Maiz:
Does his standing H OTG?
nope his special gun dose though
catbond
November 5, 2011, 8:32pm
615
Well spring hyper burns a meter so that follows my original thought but I didn’t realize he recovered fast enough from log to relaunch. I’m still concerned about his low damage and truncated chains though.
CTG
November 5, 2011, 9:24pm
616
Just for the record, Viper is one of the best batteries in the game. Her combos regularly leave her at least plus one.
Guy
November 5, 2011, 10:19pm
617
Yep. Eats the most battery and grants second most I think.
xesaie
November 6, 2011, 12:23am
618
he has a ground downward spitfire too, that probalby hits otg.
Guy
November 6, 2011, 1:47am
619
Spoiler
Rocket Racoon:
Overall impressions: we think he is going to be very good, he can effectively keep away, and also put the pressure up when up close using rocket skates. He is not very fast except when using rockets skates but that move is so good that I don’t see a problem with his mobility. Damage is not very good but he has so many tools to dish out damage and chip that he will have no problem taking people down. Using assists he will probably control the screen easily.
Assists: Log, Claymore and double shot. All assists are the same as the attacks used on point. Which means: claymore does not otg, explodes on contact with opponent. Log is good but I think not as good as people might think, the wallbounce is great but I was having trouble catching people with it. The double shot is mostly meh
Burrow mechanics: The input is down down + attack. L version is a teleport that puts RR directly in front of his opponent. M version is the same but puts RR behind the opponent . H version is where it gets crazy. When you do the motion and press H, if you hold it, RR stays underground (up to 4~5 real seconds) and you can move left and right. It’s not very fast and you can see where he is at all times, also it is very punishable on “exit”. The crazy part is that you can cancel anytime he is underground to a hyper, even lvl3. He is completely invulnerable while underground. Cancelling underground to the spring hyper seemed safe.
Rockets skates is very good. Input is Attack+S (L,M or H didn’t seem to make a difference). Can use only one when airborne but several grounded, which means he can rocket around characters with ease (it doesn’t go through characters). Creates good mixups and is very hard to react to, if he has time to mix people up with rocket skates, they will get opened up for sure. Can even fake crossup with rocket skates behind the opponents head, and then back down to their feet where he was before. Can follow with normals for easy overheads and combo. Usable 8-way in the air but only 1 time as I said. It’s amazingly good both to create pressure when up close and to escape quickly from tough situations. You can cancel normals to rocket skates, which is crazy good.
Traps, input is qcb+attack. L is claymore, M is boulder trap, a rock crashes down on opponent when they touch the trap. H is net trap, opponent is trapped for about 2 real seconds. All traps can be jumped over and are somewhat easy to avoid. It is possible to jump into them and block them. This goes for the spring hyper too. All special versions of the traps disappear when RR is hit. The spring hyper stays on screen even if RR is hit.
Spring hyper is called Mad Hopper. has combo potential, stays on screen even if RR is hit. Can be easily jumped over and does around 230K damage by itself. Several can be placed on screen at the same time bouncing the opponent in different directions.
objects specials: dp+attack. L version is the oil bomb, can be ignited with all of RR’s shots/lasers. Oil puddle stays on screen if RR is hit, ignited oil does not. M version is the bear trap, has good range, seemed unsafe, can’t tell for sure. H version is the log swing, has wallbounce, it doesn’t take up as much screen as one might think but it’s very hard to react to it so you have to know it’s coming to avoid it. Not sure but can probably be crouched under by everyone.
gun shots, done with qcf+attack, shoots one ball, can be followed with another shot by pressing another button. The button pressed changes the next shot’s direction (think Hulk’s gamma charge variations) can be used to control the screen but is a little too slow to be enough by itself to keep someone out. I was playing around with this and full screen I was able to shoot two straight shots, and do immediate burrow teleport to create a safe left right mixup covered by the shots.
cr.h is a gun shot that goes angled up full screen, hits the top of Nemesis Head from full screen away, can be canceled. at mid/close-distance can be comboed into bear trap for an easy hit-confirm into hyper.
Forward + H is a dash Hit that can be canceled to S ( L M H towards+H S works) (think Arthur).
His LvL3 appears to be instant. we were trying to block after the super flash and it still hit. We tried Burrow cancelling underground to lvl3 and from what we saw it still is instant which means that if RR goes underground with 3 levels the opponents is risking a lot if he doesn’t keep blocking. This needs further testing but we think it works this way. I can see people laming it out just going underground, moving away, and just repeating this until the opponent stops blocking and eats a lvl3. Don’t take this for granted though.
His Hover can be used like Storm’s to do instant overheads. Hover can be canceled to rocket skates. Hover, burrow and rocket skates will be his main mobility tools. In case I haven’t mentioned it yet, burrow and rocket skates are really gdlk moves when used correctly.
Color 6 is a cammo suit.
From the new testing thread. For reference.
Guy
November 6, 2011, 1:51am
620
So WHY can he hyper out of his burrow again?
Honestly.