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

Wow neat, nice to see some oil bomb setups. I was curious about characters that can tech crouching into the corner. Sometimes that c.H will miss. Do you just forego the c.H and just go for Assist + ripper?

Oh and also. How much extra damage does the 5x Fast float nade net you? I wonder if it’s worth doing in case you drop it and lose the rest of the combo. In general I just launch them after they fall out of the net and before they hit the ground.

How well do you think Rocky works as someone who applies pressure? That jump :m: :m: :s: seems like it could be a good block string with some assists and rocket skates thrown in the mix. The general idea with Rocky is hit and run due to his low health, but what about just hitting? I dunno really, since my only real time has been in training mode with him, but still. Seems like something.

@duffath Actually, for smaller characters, I would do meaty st.H (oil ignites), fwd.H xx Rocket Skates. The thing about this is, they can pushblock you to the other side of the screen if they block the oil fire. However, I had a specific set-up for a blocked oil bomb, which was:

Whiff st.H > Whiff st.H + A2 xx L/M Dig. (Basically whiffing st.H 2 times but cancelling the last one with Dig while the assist hits, still allowing for a meaty mix-up). This leaves you right beside them to continue your IO/Throw mix-up. You can probably do this to a greater effect with Drones or Missiles as an assist.

In all honesty, I didn’t run into this situation much, so my whiffed normals for timing may be off. If you’re using another projectile assist, test out what you can whiff before cancelling to teleport. Albeit something like a safe-jump set-up in SSFIV.

@Ryuga

Against Vergil, I’m either standing around doing half-assed zoning ready to punish his teleport, or I’m underground, where he can’t do much to punish it because his cr.L isn’t chainable on whiff. Which is related to my reply below:

@LegendaryDJ

My concept of RR is that he needs a fast projectile assist. If you have this available, you can basically do cr.H+A2, fwd.H xx Rocket Skates any time they’re in range, and this is basically my starter for all my RR mix-ups. However, this will only keep them in blockstun if they are on the ground, b/c fwd.H will completely whiff if they aren’t.

So the way I play is to annoy them with TK Spitfire, using H Dig or simply crouching to avoid their zoning. If they constantly jump/superjump at you, TK Spitfire with H then M. As soon as they are content to block, get in range for cr.H.

In even simpler terms, my goal with RR is to avoid everything my opponent throws at me until they get in range for the cr.H+A2 opening.

That’s why I have the belief that RR runs town on Sentinel, Nemesis, Dr.Strange, MODOK, and any other tall character, because of the ease of tagging them with cr.H.

I used to use that string for opening them up as an overhead pressure string of sorts but these days I use j:m:, j:h: The overhead comes quicker so it’s harder to get pushblocked out and the Jumping H can cross-up if the jump :m: causes you to skim over the top of their head. If you’re going for multiple high low mixups using a shorter string means you can throw them out in quicker succession, so :m:, :h:, repeat or even follow with a fast float nade for a double over-head for example.

I’ve found that c.H -> rocket skates are a valid way of getting in at around half screen, but any closer it’s pretty unsafe.

I have a question for you guys : What do you guys do when RR is coming in from a snap? We’ve discussed when the enemy character is getting in. I get blown up by ambiguous mixups and typical Zero/Wesker stuff. So far my goto has been to rocket skates upwards. Similar to most double jump characters to just double jump up. It’s getting quite annoying that I feel so free after a character dies.

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either skates up/up forward or predict the throw, but I use him on point and he only really gets snapped if I tag to hawkeye while he’s on life support.

Also, c.H cancelled into anything is good haha, if you want to skate it, just use an assist, it functions almost like a teleport so you can treat it like one when you are using it to get in.

Just to quickly chime in, one reset I’ve been doing is during a combo doing 2 bear traps, in the corner, of course the second makes them pop up very quickly standing. You still have the advantage however so I’ll immediately go into either a overhead or low. It’s really, really hard to catch even if you know it’s coming.

my 2 cents.

That sounds dirty, I have to try it haha.

Ok I have a dumb question. Is there ever a case where after flying screen I would be out of range for bear trap OTG ground bounce?
This happens to me occasionally and I’m wondering what I’m doing wrong. Thanks in advance. :slight_smile:

This happens if you use MS too late (high I think actually), it’s another one of the reasons I prefer HS, (HS is also easier and does more damage, but MS has to be used after the first launch because of the change in momentum) you end up right next to your opponent, you can even go for the boulder loop if you are capable.

Thanks Tomo! So I need to hit my j.:m: ASAP after the launch? And chain from the j.:m: into j.:s: ASAP as well?
This character is so technical.

Yeah, it’s really not that hard, but using HS for the first launch seems to only benefit you overall and is actually way easier anyway.

Thanks. Back to training mode. Rocky has so many sick setups with Storm.

I was just playing online a few minutes ago and I found out I can no longer OTG with Bear Trap from mid-screen after an air combo. j.S knocks them too far away. Am I just going crazy, or can anyone else confirm this bull?

EDIT: I guess I’m going crazy, but I can’t hang them in the air then OTG. I have to do “M” immediately.

Exactly right, read a few posts up :stuck_out_tongue:

Use Air H Air S. It’s an easier hitconfirm as Tomo said previously matter of fact I’ve started doing it in training mode but I use Air L Air L Air H Air S you’ll be able to OTG easier.

LLHS will probably lower the damage, HS leaves you directly next to the opponent so you shouldn’t have problems OTGing assuming you are using bear trap as you hit the ground.

It’s like 20-30k less if you use Air L Air L I just do it out of habit so I know I’m hitconfirming I’m weird like that lol

Hey SRK. New here and I would like to level up my game. Currently, my strongest ranked team is Hulk/RR/Doom in that order. With Hulk on point, I get them in the corner with missile pressure and I even came up with a relaunch combo with light Gamma Wave and Spitfire twice that does over 1 million damage with gamma quake DHC’d into Rock n roll. When RR is without Hulk to back him up with anti air gamma charge, that’s when I start to run into problems. I usually can capitalize into a damaging combo with a net trap laid here and there, but when people start to catch on a super jump over my traps, I tend to panic easily and get punished. What I would like to know is what do you guys usually do when people catch on to your traps by super jumping, blocking them, and the like. I would also like to know if there are any RocketDoom combinations out there. Thanks!

That team is set up to help Hulk more than RR so if Hulk dies it is natural that RR will have problems. Net trap is also quite a risky option and lowers the damage of combos significantly, I’m not saying don’t use it, but there are much safer ways to play the neutral game.

How I deal with others aerial game is honestly to be in the air myself, if RR is rooted to the ground and without assists he will have trouble with aerial opponents. I spend a lot of time in the air myself. Super jumping and using j.S while rising puts a large projectile hitbox on screen and also gives you a few options I’ve discussed elsewhere making it a pretty nice situation to be in against characters without amazing air projectiles or invincibility.

Doom’s missiles are great with rocket, anytime they are blocked you should skate in for a mixup. Calling missiles as you do the relaunch in his basic BnB and forgoing the super puts the opponent in a tricky situation, without some maneuvering they will be forced to block the missiles and even if they do, you will be at advantage. If they end up blocking the missiles you can go for a mixup as normal, if they are close you even have more than enough time to use boulder trap > dash > c.M for the unblockable, assuming it was timed right so they could not chicken block it.

Also if they block a trap and you are close, remember you are at advantage because of their block stun. Using mad hopper is another option if they are above you, it’s a tool I used to ignore but have been using more and more. I now find it to be one of RRs best moves, but it’s kind of hard to explain all of it’s uses, they sort of come naturally. Here though, it’s helpful that it is safe and moves rocket raccoon away, meaning if the opponent committed to something, they will hit the trap and you can dash in for a combo. If they blocked, well you still get a mixup.