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

The game hasnt been out that long… this is around the same time my friends dropped characters like c.viper and dante because they were finding it hard to land a solid hit or do combos… But give it time hes a technical character with the tools designed for a top tier character he just isnt linear so people are finding it hard to adjust to him

I was getting frustrated with RR then I put in a few hours in the lab and I’m liking him way more. Give him a fair shot and I think you’ll see results.
He needs specific team setups though so you can’t just toss him in wherever.

your kidding me?

im not even joking but just walk forward or rocket skate forward once he gets into the air

the rest of the problems you have with rr are your problems not the character , he needs a assits but lets be real here who dont?
I have no problems getting in a mixing up his range is short but hes fast so once im in there what can the other guy really do?

if you are trying to zone with RR you are doing it wrong

This. Zoning is only probable if you have a beam assist and are just filling the screen with all sorts of shit (i.e., drones, hidden missiles, etc.), unless you’re against a teleporting character. In that case, stay FREE.

In zangief’s defense, I feel that RR can be easily overwhelmed if he doesn’t have an immediate answer to something. One hit is all it takes, especially against a team or an opponent that you’re facing for the first time. Feeling out a new opponent/team is something I found that I, personally, need to work on.

I know the standard RR rant. I felt it a week or too ago but it’s clicked a little bit recently and my friends now say he feels like a really strong and effective member on my team (RR/Hawkeye/Doom currently, but contemplating setting him in second so he’ll come in with more meter to spend)

Seems to me he’s meant to play like an annoying little shit. I think the reason he seems bad to people is because his risk/reward is pretty unfavourable compared to most of the cast due to low life and range on his normals, but recently I’ve played him in a bit more of a hit and run/ chop and change. A good teleport mixup is an important part of his game for sure, but I’ve been trying to experiment with just trying to set stuff up as often as I can. Throw out a bit of zoning to make them do something laggy then teleport. Mixup rocket skating away with Wild ripper forward into their face (allows for either launch or to set a boulder trap right on them and make them panic a little bit.) There is also a lot to be said for bobbing and weaving to either escape or get in.

I feel key is getting the range of j.b down. I’ve caught people off guard with a quick dash in followed by a j.b into a combo. Just do one thing then switch into something else.

In a nutshell he’s a character that needs a lot of practice and work because you can’t make mistakes, but I think with enough experience you’ll just have a load of different tools and setups to pull out at different times. I will agree traps are a little bit lacking, but they definitely have their uses, despite being a bit more situational than I would like right now. It’s mainly that claymore and to some extent boulder just seem to lack a lot of effectiveness because they either disappear instantly or can be hit out. I think I may have to invest in a camera of some sort so I can record some matches. I don’t pretend to be a genius level player with wong’s execution, but it’d at least provide some match footage that people can scrutinize and we can get some water-cooler talk going about how exactly he does play and how people are using him good/bad.

The whole “being really annoying” thing is why I wanted to pick him up in the first place. :smiley:

Sadly no replay system or else I’d be all over that right now.

From my limited experience with RR, his most effective tactic is crossover teleport with beam assist. It’s surprisingly effective. His normals up close are NOT effective. You should pretty much never mash L in front of an opponent because he has 0 range and you will most likely get counterhit into death. You need to play lame and fish for openings and he needs assists to be effective. Also, his underground move is godlike. Against ghost rider and doom I would recommend abusing his underground move. They won’t be able to touch you for extended periods of time. If you’ve got a decent connection and want to face my raccoon I go by ac_tesla on PSN.

c.M has forward momentum and some decent range. Also Wild Ripper can be cancelled into the unblockable, though it is beaten out by a far few moves.

Used RR in a match for the first time, having some issues with his neutral game but super jump j.S>Rocket Skates downwards>j.S is a pretty decent AA and you can convert it into a combo if you hit it.

Can’t use Sentinel, feels so clunky lol, so may invest in Hawkeye or someone else.

yer today has been a bad raccoon day for me

first match i got pretty owned up by a magneto player

then i played like I was scared of him being touched n basicaly ran away from everything

fark

Yeah, you’re not the only one lol.

Lost to my friend’s GhostRider backed up with Dorm’s Darkhole and Taskmaster’s Arrows. I wasn’t pleased to say the least, partly 'cause I didn’t have the right assists to deal with a MU that probably should’ve been in my favour, I was dropping everything, I wasn’t using Burrow and I was messing up in general.

Then I played online and that was a mistake lol. Using Raccoon online’s a pain due to lag, so had to switch out.

Had a run in with OMG ITZ ANDRE, who sported Vergil, Magneto, Wesker. Need I say more LOL. In addition to this, I find that Sentinel is pretty free to better players lol. Debating picking up Ammy since she is pretty good w/ Doom as well. I just feel that my RR team doesn’t have a lot of the bullshit and gimmicks that other teams seem to, especially the top tier ones. Matches seem to be a matter of who gets their bullshit off first lol.

I’ll agree with this, but I’m finding one of the strengths of RR is he has a lot of fast unpredictable bullshit that he can use. He can be in your face mixing up high low and even unblockable setups at a pretty stupendous rate.

I think the first few exchanges are much more important for low health characters for obvious reasons, but I’ve found when I get in on people with RR it can very quickly turn into a near perfect OCV. for RR It’s very much about continually being in their face and opening them up in a lot of different ways. It’s the nature of the character really. He’s amazing on paper, but his risk reward is pretty screwed compared to a lot of the other higher up characters.

MadHopper is soooo good, and it basically how you zone with that guy. By place a mad hopper, and camping on top it…a character like Wolverine can not mindless dive kick into your trap. All you got to do is camp<call assist horizontal assists , and anti-air people with your gun They have to have a long range move because they can’t punish Rocky close range when Mad Hopper is active. Even if they hit you, the trap can activate the moment they land on it. Mad Hopper has so much blockstun that you can catch them with a low or a overhead.

RR definitely does seem to be about getting that first hit. I’m pretty sure with some practice, anytime you get your opponent in blockstun they should be eating an unblockable and a rest, potentially unblockable into death after the hyper. I’m not doing well at getting the unblockable after Rock ‘n’ Roll, it works often, but mostly because people just don’t know about it and simply don’t tech away properly, what I’m trying to figure out is a way to get them to block Wild Ripper no matter which way they tech so it’s unavoidable, but I’m not sure it’s possible. I’m still sticking with RR, most of my “bullshit” is with him really, my current team is RR/Firebrand, sometimes in reverse order /Doom . It’s a pretty funny team because both RR/Riebrand have easy to set up unblockables off any random pressure string and have good mobility, I’m liking the team a lot.

How are you trying to set up an unblockable after RNR?

Also I don’t think it’s always going to be possible to make people always block wild ripper, but try using traps to make them more likely roll away from the trap and into wild ripper. The prospect of waking up into a trap should discourage smarter players from doing so.

I’m just burrowing, using an assist and pressuring. If they tech away or not at all, you can pressure. If they go over your head, I’m not sure.

I played some RR tonight and I was feeling a lot better about him after the set. My combos weren’t great (mostly just day 1 bnbs…) but I was utilizing his traps and his overheads so well… This little dude EATS wolverine and wesker for free. I wasn’t sure of it myself, but after I caught Zerker slash and random port with the net, did a full combo into RNR, DHCed to Dante to get jump S xx Beehive super for the 100%… happened like 5-6 times in a row? RR/Dante = crazy good together, so much damage and so many shenanigans.

Wild Ripper is damn good too, very deceptive reach.

Pendulum assist is godlike for Dante, too. Air throw, rainfall + pendulum, wall bounce gives you enough time to get to the ground and get a Grapple off, which lets you force a neutral tech, call pendulum AGAIN and teleport… Yeah. Shenanigans~!

Here’s a few tips about Mad Hopper although I’m not sure how well known they are

-Placing a Mad Hopper stops random Max Weskers and probably Vergil’s too. Pretty sure its a good fuck you to Ouro as well
-If an opponent gets between you and a MH, you can pushblock them onto it so which makes them unable to block the MH. Cant remember if you can combo off of it since you pushblocked (21 frames of guardstun).
-(against a jumping opponent) Mad Hopper DHC Devil Trigger Dante -> Air Trick sets up a mostly unseeable crossup that you can combo off the bounce with jS

Did not know it could beat out non-invincible full screen hypers like that, at least there is SOME use for it haha.