@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.