Ok, really, really odd advice, but it is helping me and may work for someone else. I have been practicing the boulder loops some more and I think I finally have a rhythm that when refined will get me the loops consistently. Ok it’s kind of odd but trust me, the rhythm of “If You Go Into The Woods”, but slightly faster, starting from the boulder trap.
Yes it is very odd but I just hit 5 reps for the first time and am getting to 3/4 reasonably often, not there yet obviously but my execution isn’t the greatest.
I love that reset, especially your combo option. My reset can’t really be comboed out of. Besides that, I wholeheartedly agree. RR needs one knockdown and it should be over, given the right team composition. I’ve recently played the seemingly best player in the NC, VA, SC area, and although I was getting owned pretty hard, I got him with these resets almost 90% of the time.
Though I’m unable to post since I don’t have a capture card, another throw reset he has is as follows:
General Execution Tips:
Don’t cancel the second j.M too early. You should end up on the other side of your opponent before doing Rocket Skates. You should get a feel of how your opponent will react after the first attempt. God I wish I could record this well.
Keep in mind that anything could come before the following…
Case 1 - j.S (Probably the easiest and most useful)
After a j.S, RR can jump up and do j.M j.M, which is can be cancelled into Rocket Skates. The second j.M will put you on other side of your opponent, meaning that if they are trying to mash and tech backwards, they will probably be thrown towards you. I’ll explain them in terms of the location of your opponent. Training mode is kind of a mess since the dummy will always tech the direction I tell it to. In general, get a feel of how your opponent techs after attempting it for the first time.
j.S j.M j.M 8AS Air Grab - If they want to tech backwards (and be thrown into you) or straight up
j.S j.M j.M 9AS Air Grab - If they are on to your antics and know to tech forward in order to get away…the coon will still grab that ass (this grab looks so hott)
j.S j.M j.M 7AS Air Grab - If you have the opponent in the corner, they WILL try to tech out of it; thus this is almost guaranteed. I’ve found that this is the only case where you have to Rocket Skate away from the corner since your opponent is actually able to tech and go over you.
Case 2 - Mr Flapper
j.M won’t cross up in this case so…
623M 6AS j.M j.M 8AS Air Grab - If they tech forward
623M 6AS j.M j.M 9AS Air Grab - If they tech backward
Case 3 - Pendlum
Only one j.M is needed and a delayed forward Rocket Skate if they tech backwards.
623H 6AS j.M 8AS Air Grab - tech forward. Do it right after the j.M
623H 6AS j.M 6AS Air Grab - tech backward. Have to delay it a bit so u can grab them as they drop.
Reacting
I’ve tried physically reacting to techs and found that it is possible using a delayed 6AS (rocket skates).
After seeing what you’ve posted, I have a lot of new ideas now, but I hope someone understands this. I’ll try to record it on my phone or something -.-
Yea, the main problem with mine is that some cases lack an air combo option. After j.S, both RR and the opponent are too high for RR to start a combo from the air, land, and then continue.
Nothing exciting and probably old news, but you can give RR a tri-jump attack of sorts with a quick SJ cancelled into df+Rocket Skates, then j.L. Can combo off it too with quick timing.
I know we can circumvent some of this damage by going for unblockables. xxxxx OTG bear trap bear trap call spencer (air grab thing) dash up A,B, c.B + (boulder hitting)
the A and B combo from the spencer assist and then hit stun deterioration kicks in making the c.B not combo making it for a pretty nice unblockable. Now someone make this work midscreen and then we are cooking with fire ;p
btw as for teleporters putting down a trap and using C burrow is pretty godlike
Cool Thanks for all the input there. It feels to me like playing rocket good is going to require mastering your options in the mid-range death zone so it’s good that other people have been having the same issues. I do try and use traps a lot but they seem kind of questionable at times
Boulder- Inconsistent hit/punish
Claymore- can be destroyed by some normals for zero damage.
Net- Takes an absolute age to come out.
In general none of them feel like they stay out long enough. Oil works okay too but that’s something I more use to set-up post knock-down to slightly enhance my options, in the last week I’ve more often caught my friends through them blocking from the threat of oil fire.
There are some interesting ideas in here though. I think maybe C.H > Ripper is worth adding to inventory to help with closing distance and that reset video seems really interesting.
also since the combo thread is DOA at the moment mind if I pick brains over bnbs? My execution isn’t that great.
My standard mid-screen is (post launch) j., j.:s: Bear trap, log trap, rock and roll. Although at times I’ll follow up with a wild-ripper into relaunch to push them into closer to the corner for a few hundred k. ending with rock and roll does about 500-550.
For corner stuff I tend to just use a single oil bomb relaunch before going for bear log rock n roll. Doing two oil launches only seems to increase the damage by 20-30k and is much less consistent for someone with my level of execution it seems.
This means my mid-screen feels lacking and my corner bnb is about 630k. Does anyone have suggestions on the best ways to up the damage outside of the boulder loop or should I work more on reset and mixup scenarios?
Mine probably isn’t the best, but midscreen I have been doing:
:d::h::s: > j.:h::s:(late in the jump, but timing is nowhere near as strict as MS + it does more damage) > :dp: > :dp::h: > rocket skates (in the corner you can just stand still) > :s: > j.:s:(really early in the jump) > :dp: > :qcf: :atk::atk: (while bear trap is still on screen or the opponent will flip out)
Does about 630k
Also you can burrow while falling from Rock’n’roll, use a boulder trap, dash and a low attack afterwards as was mentioned earlier in the thread (or the other, can’t remember). I’m not sure if this is unblockable (I haven’t been able to hit an all block dummy with it), but it is definitely very hard to block, basically with 2 meters I have been able to essentially ToD a lot of people if I don’t drop.
After the last blast from rock and roll you can buffer down down and press a button as soon as you land to burrow. There is no extra recovery after that fall it seems.
Do mean as opposed to just comboing off of it? Or if they are too far away to get a hit off? If you do get a trap on their wakeup couldn’t you just do the aforementioned low into full combo?
As in, they’re too far away to hit when Spencer’s assist connects. You could use Boulder trap on their wake-up, but tech rolling could disrupt the set-up.
I think you are really neglecting how good twin shot assist as it is basically is drones that goes horizontally and his low tiny hit box lets him go under the ever so popular Hawkeye assist. I’ve been using him since release too and while I want to say he’s terrible, I still feel he just doesn’t play the way we think he should.
As for character popularity it appears a lot of people just don’t want a furry on their team lol.