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

So on the Nerdjosh/Marlinpie streams just now, Marlin DHC’d from Viper’s burn kick hyper to Spring. Hawkeye fell after the first hyper and onto the trap. Spring activated, but it didn’t hit. This was in the corner, by the way. Any hypotheses?

Just gonna come in and say…Spitfire Twice assist is amazing.

Like, plain amazing.

Also it doesn’t seem any DHCs on airborne opponents into Spring Trap work. I tried air Six Cannon DHC to spring trap and it didn’t work either. But if you hit them with something, i.e. spitfire, it will.

EDIT: Scratch that. Did an OTG Six Cannon and DHC’d to Spring Trap, it worked on its own. Must be when they’re too high and their bodies are starting to lay out flatter vertically.

rocket raccon just feels…right definitely adding him to my team in vanilla I main wolvie skrull tron if you want to get an idea of my play style his assist (the log trap) just seems to compliment skrull and tron(on point) so well

new team is skrull tron raccoon

god why is this assist so rediculous its IMO the best SHUT UP assist I’ve seen so far in ultimate and it leads to 80% if it randomly hits day one shit or is it just me?

man, can’t wait to try my new team with RR out. Too bad I’m probably only going to get the game by month’s end…

Can you put hyper traps on top of each other? Because then you could loop up spring trap five times, possibly.

Rocket Racoon has probably the nastiest overheads I ever seen in this game. He has overheads as nasty as MODOK, Vanilla Magneto,etc… Even through jump m isn’t a overhead(which would make it probably the best overhead in the game), it has short height limit and you cancel it into S. Combine that with his float cancels, and he is going to have fuzzy guard of some sort.

Are you sure it’s not an overhead? I made the cpu block lows only and he got hit.

Also, didn’t know if this was known, but grounded spitfire can OTG. Air one probably OTGs too but it’s too slow for me to get.

so how are you guys using RR? is he more of a keepaway or a rush down type? I can’t seem to pin point his style quite yet. As of now, I just troll people with his burrow moves, but he seems pretty cheap though.

jM isn’t an overhead. jS is, though… so is jL, if you feel like getting fancy and doing Jump -> Hovercancel(tap up) -> jLMS.

And, yeah, Air Spitfire OTGs; I toyed with a setup of Air Throw -> Spitfire XFC OTG into combo, but didn’t like it in the end.

As for how I use him… I don’t know. I basically just have him for DAT LOG TRAP, right now. It’s ungodly-good with Sentinel fly shenanigans. When I get bodied and it’s just him left, I play keepaway, I guess. Mostly because I know there’s no way I’ll be able to confirm his XF3 combos online for at least, like, a couple weeks.

Don’t you guys think RR is a little bit unplayable online? I came from the lab to the door of online and it was soo bad, i couldn’t do anything, i guess I’ll play with my bodies and the lowell scene

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Yes. The problem with him are you can’t go in with him online do to slight lag and being afraid of being hit.

So far I like the Raccoon, I think his mixups are Viper like.

Soo online I should play keep away, then wait for a chance?

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I play Viper myself and RR’s mix-ups are similar in a sense. Except for RR has crap normals for the most part so it seems like it will be harder to get in. I love RR. I can’t remember the combo but I managed to get 750k with him on 2 meters yesterday but I’ll check it again today. I want to put RR on my Viper team but it seems RR has no use for Viper’s assists outside of combos. I’m having a Viper assist crisis moving into UMvC3. None of the old assits that work for her are good anymore. Phooey.

Yea those that come from. A Viper back ground have an easyer time with him, this my first character that I have to input the normals soo goddam fast, outside of my old wolverine

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Yes, you can stack multiple Mad Hoppers on top of each other but you can only have three out at the most.

Nobody has been discussing about this trick?


He basically can move way faster than he can normally wavedash with rocket skates.

Another thing, does anybody know WTF DYNC3 was doing here?


What was he super jumping or was that Rocket Skates?

DNyc3 is cancelling Rocket’s jump into float and then into j.:s: repeatedly so it’ll combo after Grab Bag lifts them up. You can cancel Rocket’s jump into a float very close to the ground which allows him to do instant over heads and stuff like that combo.

The notation for that combo before Rocket raw tags into Vergil would be j.:m::m::h: :l::m::h::a1: / :a2: :f::h::qcb::h: :u::u::s: x5 :s: j.:m::s: :dp::m::dp::h::qcb::m:+:h:

Someone was asking about the Bear trap and why sometimes it ground bounces and sometimes it doesn’t… I could be wrong but it looks like it only bounces on an airborne opponent. The reason it works after an air.S is the opponent bounces just a little bit and the trap hits them during that causing the ground bounce. It’s like… the opposite effect of Dormammu’s lvl 3. With Dormammu the level 3 whiffs if the opponent is still bouncing from the air.S so you have to wait a beat for them to lay all the way down for it to OTG. With Rocket, you have to do the opposite and NOT let them lay all the way down for the trap to generate the ground bounce so do it the moment you touch the ground.

Hope this helps someone.

I figured it was the same reason that akuma demon flip didn’t always ground bounce, its just relative to time left on the hard knockdown.

That’s what I’ve always been lead to believe.