Could you go over the best use of Rocky’s air game one more time for me? Right now, jump :s: into Rocket Skates is the only thing I have half an idea on how to do, and I don’t really know how to follow that up into anything other than throwing out more random stuff.
Well I went over this recently, it’s possible to make a screen of sorts with j.S. You can super jump, j.S as you are rising then rocket skate any down direction and j.S before hitting the ground. This will combo into itself at least 3 loops and if you delay the second loop so the opponent is closer to the ground, you can hitconfirm it on landing into c.H S into a launch and OTG super very easily. Midscreen this will require rocket skating down forward though, which is a little risky if you don’t hit.
The idea is to not simply do the same thing over and over though, you want to be unpredictable. j.H also is a decent, though not great air to air that is an option select with throw. I don’t really suggest j.M or j.L in most situations though. Spitfire is another option but I rarely use it while in the air, you are quite vulnerable afterwards.
Thank you kindly. Savin’ it to a text file so I don’t lose it.
If someone is super-jumping in at me over traps I will often just do a zig-zag rocket skates under them and voila, full screen from your opponent. Another option would be to place a claymore or net trap and stand near it, but the problem with this is that you still have to block their incoming potentially ambiguous crossup of sj pressure.
I’ll list a few options I can think of off the top of my head:
- Rocket skates under and away
- Place a trap and depending on the assist call one and burrow away with it covering you. Doom missiles is good for this. Every now and again I call doom missiles and go straight into H burrow and approach so that I arrive at about the same time as the missiles.
3.SJ and meet them in the air with a normal or throw
4.Exceptionally well-timed log trap (obviously risky)
5.Place a claymore/net trap and let them approach and hope they land on it. - Mad hopper (risky on account of you needing bar to use/maintain it)
I put the rocket skates as the first option as that’s what I feel I tend to do the most…that or make sure I have put out a trap. Skating to Full-screen allows for zoning or setting up assisted teleport crossup mixups and so on so that feels like a good situation to me. Another thing I try to do (my friend plays modok so he does a lot of air-dash into S from his SJs and makes it ambiguous and it’s prompted this kind of tactic) is when they are at SJ height try and bait them into committing with something, for example Modok’s J.:S: so that it whiffs and when he lands I can tag him a c.H xx wild ripper xx Launcher/boulder trap. Sadly I think this is easier on modok and other bigger characters due to their size. You could also bait them into comitting with something into a well-timed log trap.
As far as Net trap goes…I saw Tomo saying he doesn’t like it or think it’s risky or whatever and it’s not that he’s wrong but I don’t think it’s risky if you are good at predicting and blocking mixups from a SJ. In general I think net trap is amazing and if I ever have a chance to safely place one I will. Sure it counts as a throw and pro-rates damage accordingly but it has amazing priority and will put most things that touch it into capture state (N.B. Capture state moves > Super armour moves) I think most importantly is if you can catch someone with it you instantly have momentum and it leads you into what can be numerous strong mixups and death and it’s worth using net to help you carry them into the corner and try for something like a bouldermore setup to stack the deck in your favour. Claymore and Net are the best traps when on defense. Boulder is still decent but I think it really shines when you have the momentum and are pressuring them because boulder trap is great for unblockables and also punishing them for getting flustered and trying to escape, e.g. for tagging super jumpers and pulling them back to earth for you.
In closing though I feel if someone is super jumping over your traps then they are working and with something like a rocket skate away you can instantly negate any ground they just gained super jumping so they have the option of having to deal with RR runnning away or moving through the area where traps are effective. Also I know I said claymore and net are the best defensively but even a boulder trap is better than no trap and especially good if you are cornered since RR recovers so fast after placing it. With a super jump you also have time to oil bomb, light it with s.h and special cancel that into :H: burrow or something. Just thought of that now, might think about giving that a try next time I’m playing.
edit: Oh and welcome to SRK
If you have breathing dropping a net trap is a good idea, but I would not do it while the opponent is super jumping at me haha. Even in neutral you have to be a little careful if they have a beam assist or fast projectile. You should try to cover net traps because it loves you vulnerable for a very long time.
EDIT: Also can’t believe I didn’t even mention just rocket skating under, very quick and quite easy to do, resets the situation into neutral. Definitely a good option.
I have to try lighting an oil bomb… wonder how that would work out, it would need time to set up obviously.
Since Motempest mentioned something about pulling off an 850,000K combo midscreen with his team of RR/Doom(Hidden Missiles)/Strider(Vajra I think?) I’m gonna try and figure out what combo he was talking about.
He mentioned using something(I think Strider’s assist?) to get underneath the opponent to enable multiple reps of the Boulder loop…
I want to test this out, boulder loop midscreen is extremely difficult for me though, it’s hard enough to get close enough and set it up.
Thanks for the help everyone. Yeah, net trap does scale the damage pretty bad, but I have found that it is EXTREMELY effective against angry, assistless, teleporting Vergils and Weskers, dive kick crazy Wolverines, and Frank Wests trying to use the “Everything’s on sale” super. When I have missiles with me, I sometimes try to stand my ground and assert myself with a spitfire wall while missiles are gathering and dashing in with an occasional log trap. The log trap hitting one or two times usually helps me scare people into the corner, allowing for high/lows and boulder trap unblockables with missiles backing me up. I guess I need to try rocket skating in the air with j.s alot more. I have always barely did instant overheads or anything at super jump height mostly because I know that if I take one little hit, that’s it. Doom’s alone. Since RR’s body is so short, normal jump height footsies and ground footsies make me very nervous, even with missiles as a back up. I dunno. I might have to go back to RR on point with Hulk second and Doom as the anchor again. Gotta hit the lab I guess.
I’m currently gathering some info on the boulder loop. I’m trying to figure out the returns on the loop and where it becomes more difficult etc. Basically thought I’d gather some numbers while practicing.
So far I’ve got:
Using the starter c.MH > j.MHS > bear trap
Loops…Raw Damage…RnR damage (mashed, and give me some room for error here haha, damage could vary a bit)
3…432,600…654,000
4…466,100…678,200
5…493,200
6…515,???
Ok so not a whole lot yet, I’m starting at 3 because that’s where it pays off over a BnB and I don’t really want to go over 6 because I am only human. I may, but this is killing me already haha.
If it’s Vajra then maybe Bear trap, call strider and dash in. Dash again when Vajra hits, hey presto right under them…that’s assuming Vajra is a forced ground bounce anyway.
it’s not its a hard knockdown
If you wanna make mashing damage consistent for testing combos, just set an unused button to L and turn turbo on for that button. Hold it down during the hyper and presto, max hits.
It’s not mashing I’m worrying about (pretty sure I get that max every time, you can by pressing the button casually), it’s starting the hyper at the right time. Kind of hard to time it to hit with every bullet during the boulder loop.
Oh excellent point. I haven’t played the Raccoon in a while. Had to step back from the frustration.
I want to ask you guys…how reliable and how much priority do you feel that his rapid Standing A is? For some reason I always have this feeling that either A) I might stuff the person B) “My limbs > Your T-Rex Arms, thus fuck your limbs and Imma kill you”.
Lemme know because I think that’ll be the next defensive step is when to utilize all his normals rather than relying on traps.
I don’t tend to use his light normals unless I’m pressuring with a j.b, j.c because it’s likely I’ll be in range for the A. My main punish is c.b I think. light attacks feel like a bit of a liability as punishes.
It is so fast though. If you’re guaranteed to be at point blank range then start with a light attack by all means. standing has much better range.
Honestly I feel it’s pretty useless, every single air attack I’ve tried on it beats it. I don’t think RR has a reliable anti air, so I like to be in the air myself. For pressure it’s kinda ok I guess, but doesn’t really add anything. All I use it for is quick punishes.
I’m glad this came up because I’ve been planning on raising this question. What is the most reliable way to convert off a hit against an airborne opponent into a launcher. I can’t seem to figure out the best conversion method is to lead into a bnb.
usually it’ll be a j.s you are hitting with, so j.S rocket skate down or down forward j.S land c.HS
I usually do 2 loops of the j.S loop first.
If it’s another move like j.H, I’m not really sure what you would do.
Does the R.R. have an “Self” unblockable? I googled “umvc self unblockables” and he’s name came up in several results. However there was no actual explanation of this. Anybody know anything about this? Also Modok was the only character i found has one, anybody of any others?