He's in the trees! And he's flarking mad! - The Rocket Raccoon Thread

Log Trap lookin’ godlike just this instant!

Confirmation on special move names and hyper combo names would be nice. That’s about as simple as checking the command list. I was also wondering what direction on the Spitfire projectile corresponds to which button ( :l: / :m: / :h: ) just to be sure.

More importantly tho’, I want to know how many Mad Hoppers (Rocket’s spring hyper) can you stack before you’re unable to do anymore. Can you do all the way up to five or is it three max? I also want to know if it OTGs because it seems like it does.

Rocket Skates. Rocket’s :s:+:atk:. How many can you do on the ground before you can’t anymore? Someone said that you can cancel into it from normals. Could you maybe do something like :l: :m: :f::h: :s: j.:l::h: :uf::s:+:atk: j.:m::m::h::s:? I’m wondering if it can be used almost like a double jump in that situation.

Any sort of information is appreciated.

RadRed: Definitely going to test that kind of stuff. I’ll put it in my todo list. Thanks. :slight_smile:

(preface all my requests with a please/thank you)

1.Test his hyper combos
-See if hyper canceling out of burrow if its possible
-Startup/Invincibility frames on hyper trap
-See what a level 3 reaction can catch (test against something like Dormammu’s beam super)
-Test if level 3 can bait raw teleports

  1. Extended combos
    -Just see what can you come up with since he doesnt seem to have a generic LMHS j.LMHS

3.Float overhead
-Can he combo off of instant float?

  1. Mixups
    -Can he crossup on incoming characters with a special/hyper trap laid on the ground and borrowing back n fourth before they hit the ground?

And see what his extended combos are like obviously.

I think he can only cancel into Skates.

Also, the idea of two Raccoon burrowing into each other is a funny thought.

This is a little unrelevent but Is Someone Gonna Make the RR Match-up, Team Building, & Combo threads?


Assist me for RR is out!

This is too cool, guess I’m going to have to lose at 3 games instead of 2 this weekend.

Godlike puppet!

oh my mad hopper

this is going to require some lab time

Love watching that 5 meter corner combo, I was really hoping you could follow up after his level 3 and it looks like you can!

Day 1 is all about Training mode with Rocket Racoon for mw.
I really liked that Corner Relaunch combo in the assist me video.

I wish I had a Rocket Raccoon puppet.

Anyway, embedded the Assist Me tutorial in the first post and added new information from it. Working on my gameplay summary now.

Ok, so here’s some notes that I took last night. I didn’t get a lot of time to play Rocket but I did spend some time in the training room with him and everyone was giving him a try, so here’s what I noticed. I’ll try to incorporate answers to the questions that people asked if I was able to work them out.

  • I tried pretty extensively to use rocket skates in a combo, both on the ground and in the air but I had no luck at all. The rocket skates are really fast but his normals just don’t have a lot of hitstun so by the time you’ve finished the rocket skates the enemy has recovered and I couldn’t even link a light attack. In the air it was actually harder because the rocket skates don’t actually hit the other character and Rocket is so small you end up missing the other character completely if you go up or down on an angle and going straight into them they recover in the air before you can hit them. I could be wrong here, but I’m not seeing how it would work. Maybe someone will prove me wrong though. If anyone has any other ideas on how it might work let me know and I’ll test it tonight.

  • You can however use rocket skates to cancel and effectively “backdash” out of an attack string

  • None of his assists OTG - confirmed

  • The location that Pendulum (log trap) comes out appears to be fixed. I think someone was suggesting earlier in the thread that it’s based on enemy position but that doesn’t seem to be the case, it swings out just above Rocket’s head.

  • His laser normals do chip damage, but a very small amount

  • Mad Hopper (the Spring Hyper) does not OTG. It’s damage is based on when it goes off rather than when it was placed, so you can’t X-Factor, place a bunch of them, have the X-Factor wear off and still get the damage boost. It does 220,000 base damage, 264,000 at XF1 and 352,000 at XF3. You can only place 3 at a time, as soon as you place a 4th the 1st you placed disappears. It last for 10 real world seconds. Unless you’re in the corner if you want to follow up with an air combo after it hits you need to do the backwards bouncing version, the others seemed to put them too far away to follow up.

  • He is very very small, he can dash in under a lot of zoning tools that characters like Wesker, Ghost Rider, Sentinel rely on. eg. He gets hit by Sent’s low H but can walk right under his standing H. I was going to test this more extensively to see if some normals missed on him because they were too high but didn’t get time. He does fall out of Nemesis’s Rocket Hyper at roughly midscreen too because he’s too small. I did the same combo against a mid-size character and the whole thing landed.

  • You can very easily do instant overheads with his float and they look really cool too. L,M and S all work this way but M doesn’t. You can do air.M really low but it doesn’t hit overhead like the other normals do so it’s probably only worthwhile as a pressure tool. I could combo off any of the other normals though I’d reccommend using S since it gives the most hitstun and looks really awesome as well.

  • RadRed asked how many rocket skates you can do on the ground. You can do as many as you like, you can’t cancel one out of another though I’m pretty sure so you have to wait until the first finishes to do the second. In the air you only seem to be able to do one. As I mentioned before I couldn’t work out any way to use this as a double jump but maybe someone more creative than me will work it out.

  • I couldn’t get TK gun to OTG after a ground throw, it just seemed like the other character got up too quickly to be hit by it. I thought I saw that done in the preview video but now that I think about it maybe that was an air throw. I’ll try this later and let you all know. In any case there are plenty of other options and you can always Bear Trap to OTG after the ground throw.

  • Oil bombs last about 3 real seconds on the ground as a patch of oil, they are really hard to see at least on the screen I was playing on because they are just a red discolouration and can be completely hidden by the super bars. They do OTG. You could drop one, do a combo, knock them down, ignite it, get the OTG and continue the combo as the oil would still be there. From the looks of Max’s video though you can drop the bomb after the knockdown anyway so maybe this isn’t useful, but I thought I’d mention it.

  • The burrow is really good, once a lot of stuff was on the screen it was really difficult for people to see where he came up after a burrow. I didn’t extensively test how safe it was but it’s definitely a worthwhile teleport mixup from what I saw. I’ll see if I can test how punishable it is tonight.

  • GRAH GRAAHH!: I could punish a lot of stuff with the Level 3, it seemed like it basically hit anywhere on screen so long as they were on the ground so it was great for grabbing Ghost Rider throwing out chains from across the screen. According to the trails it’s called “Rocky Raccoon” btw. Sorry I forgot to check on all of the move names but that one I remember as I did the first half of the trials before someone wanted to play again.
    I messed around with dropping an oil bomb on one side, crossing over a character and igniting it. Definitely doesn’t cause an unblockable but it does lock them down for a while. I realise now I didn’t test doing an instant float overhead to see whether the oil hit low. I’ll check that out later. It’s definitely possible to mixups though but it’s going to take some time to really work out how to utilise each of his tools, I feel like I was forgetting about 90% of them in actual matches.

How about normal downward spitfire? Or does he throw too far away? That seems like it has no purpose if it doesn’t OTG.

Also excellent writeup :smiley:

In the announcement trailer it was a ground throw followed up with an OTG Spitfire (the :l: version that angles downward) into Wild Ripper for a combo.

It sucks that Rocket Skates can’t really be used as a combo extender. Makes his combo potential seem rather limited. Oh well.

Yeah I’m still confused about it as I was sure it would work, maybe I screwed something up. You can do a standing spitfire that angles down and hits right in front of Rocket’s feet, I think that was L but that didn’t seem to hit OTG either, it’s fast enough but it looked like it went right through them. I can’t say if maybe something has changed between the announcement trailer and the retail build but I’ll give it another try tonight and see if maybe I’m missing something.

Oh, and I should mention that Rocket and Frank are not in the intro trailer for the game. It’s actually that freeze-frame, matrix camera video that was put up a few weeks back, exactly the same as it was online. There are plenty of characters that aren’t in that trailer though so it’s not that it was done too early or anything. It’s probably like vanilla though in that there’ll be other intro movies to unlock. No-one bothered to play through arcade mode.

One cool thing is that all of the characters are unlocked by default. However, this could be because I had an MvC3 save on the console already as it seemed like it had stuff unlocked in the Gallery that I must have already unlocked on vanilla. I think they’re unlocked by default though as we had 4 copies going and I suspect one of those hadn’t ever had MvC3 in it since it was borrowed. Can’t say this for 100% certain but I think this is the case. It also gave me a “you unlocked Galactus for arcade mode” when I first booted the game too.

The beginning of the combo using 5 meters was awesome, reminds me of Dr. Doom multi launch-spike down-otg-launch-etc corner combo. Mid screen is something that needs to be explored.

Ok, I want to retract what I previously said about Spitfire, it does OTG after a ground throw and you can do it either by TK’ing it or doing it on the ground after a backthrow however it’s really very tight and I’ve run out of time to work out what kind of followups you could do. Just wanted to let you all know I was wrong about that, it’s just much tighter timing than I thought it was. I thought I was inputting it when the animation ended but I must have had to do it just a frame or two earlier.