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

Awesome stuff, Guy. How do you do that rapid j.s with rocket skates?

Oh thatā€™s one of his oldest thingies, itā€™s basically Magsā€™ ROM but with skates instead of dashing~.

There just arenā€™t really ways to combo into it that are reliable, sort of.

anyone know fubarduckā€™s contact info? i think i know an indie games company that could sponsor kusoru for evo

Found some stylinā€™ yet practical combos for RR midscreen, gonna maximize the damage as best I can and then upload. <3

Wouldnā€™t it be crazy he he got sponsored by BRAZZERS, we would never see him again.

Just wondering if one of yā€™all might be willin to give me a quick rundown of each of his specials and practical uses ( if any) for themā€¦Iā€™m completely new to raccoon, but he looks incredibly fun, and Iā€™d just like a better understanding of how each of his tools work. Along with specials, any notable normals / command normals would be great. Thanks to anyone willing to help me out =]

Well, obvious ones.

Rocket Skates: Your best mobility too, itā€™s cancelable into other specials so abuse it.

Burrow. L and M for typical assistports, be careful because of the slow speed you can be happy birthdayed by opposing teleporters and it is easier to react to than most. H is great in certain situations but be careful using it unless you have a meter to spend on Mad Hopper to make it safe. This combination alone nearly hard counters Dark Phoenix.

Float. Instant overheads, can be used to change momentum in the air, but instant overheads is the main use.

Spitfire: Pretty mediocre as a zoning tool, from very long range can be used to set up your own teleport mixups. Make sure to cover it with an assist because it is SLOW! Can be used in certain combos as an OTG, such as after a throw or air throw to convert any throw into full combo.

Oil Bomb: Mostly resets, can be used in combos, but the boulder loop is pretty much superior in every way. Can be used a pre-emptive zoning tool but requires a lot of forethought.

Bear Trap: Frame traps, combo tool. Pretty good overall. Ground bounces non standing opponents so it is an easy hitconfirm. People probably donā€™t fall for frame traps off of this anymore unless they have no RR experience.

Log Trap: Great zoning tool, stops brainless airdashes, but be careful of the midscreen portion which is very low to the ground. Should be covered with an assist as it is quite punishable, but fills good space and can frustrate the opponent. Also a combo tool.

Boulder Trap: Quite possibly RRā€™s most important special. Quick to lay out, lasts a long time, can be used to create solo (kind of) unblockables which Iā€™ll explain later and is his best source of damage. Though the boulder loop is REALLY hard out of the corner, like Iā€™ve never seen anyone do it properly in a match and not drop it yet.

Claymore Trap: Pretty good zoning and pressure tool. Has a lot of hits for a long blockstun. Can take a hit for RR if it is low to the ground, kind of giving him a hit of armour if it is out, but donā€™t rely on it haha.

Net Trap: In my opinion it;s kind of mediocre, can be used in certain resets and as a zoning tool I guess. It is REALLY slow, a lot of opponents will punish you full screen if you try it uncovered. It also scales combos HORRIBLY, making itā€™s risk reward really bad in my opinion.

Notable normals:

j.S: you can super jump j.S rocket skate in any downward direction j.S for a lot of mobility and to be very annoying. Probably his best instant overhead, all around probably his best normal, problem is it canā€™t be used in an option select to abuse RRā€™s good air grab.

j.H: It actually isnā€™t very good, kind of low hitstun, but it is notably simply for the option select. RRā€™s airthrow is pretty deceiving and can be confirmed with a falling spitfire L, wildripper into full combo.

c.H: IN my opinion RRā€™s best standing normal and very important to my Rocket. Can be cancelled into specials or Wild Ripper and fills a fair chunk of the screen with itā€™s laser. I use it for pretty much everything, zoning, keeping my opponents in check, approaching (except against short characters), anti airing (RR really has no good AA options, so I hope I get them early haha)

Wild Ripper: Kind of a bad hitbox but it moves forward pretty far and is special cancelable, which is the important part, especially for:

The Unblockable: RR can setup self unblockables by performing boulder trap, then dashing into a low attack. The most feasible way to set this up is Wild Ripper xx Boulder Trap, dash c.M. Problem is there is a gap while you dash, that is why it doesnā€™t really function as a solo unblockable, how I actually use it is Wild Ripper + beam assist xx Boulder Trap, dash c.M. This keeps it safe and ANY time my opponent blocks a Wild Ripper standing, they are getting hit for about 650K. Pretty important to know as a Rocket player, ground only but it still is a great way to open people up.

Wow, very detailed and very much appreciated. Thanks a lot ! <3

Vs. Sentinel, 3/4s of the screen, c.H is godlike :slight_smile:

TK spit fire to cut down recovery dont forget to put oil bomb fire puddles on the ground and stand in crouch in it to shrink his hit box, always have his giant trap on the ground when fighting teleporters ie Wesker, Vergil,Dante,Strider etc. The best way to use wild ripper is when you have a shrapnel trap on the ground since it acts as 1 hit of super armor pay attention to when your opponents hits it then use wild ripper. Bear Trap acts as a good anti air if done early enough

Be careful with the shrapnel trap thing. It only acts as ā€œsuper armourā€ for attacks that hit it AND RR. In other words, only lows or attacks that hit have an upwards moving arc from the ground.

forgot to point that out, thanks

YESSS

[media=youtube]vLMq7lRqgqY[/media]

Wish they put Adam Warlock in the game but he might have been OP, by the way thanks for this.

what would you guys think about a spencer - Ammy - Rocket Raccoon , or a felicia - Ammy - Rocket Raccoon

Both would work far better with Ammy in the anchor slot. Hell the last team has 2 absolutely amazing anchors in early slots over RR haha. The team seems to be a Felicia point team though, so Felicia-Rocket-Ammy would probably be best. Safe DHCs into Mad Hopper, Log Trap + air Delta Kick goodness and you arenā€™t screwed if the opponent is running any anchor other than Phoenix.

First team could probably work off of zipline crossups. Still Iā€™d put Ammy in the anchor position, she is one of the best. Even if you are one of the people who think Rocket is a viable anchor, Ammy is a far better one.

EDIT: Also Ammyā€™s Cold Star gives Rocket Raccoon a guaranteed unblockable off of every blockstring so yeahā€¦ that assist gives him far more than he could give to Ammy anyway.

would ammyā€™s assist really help RR though because Iā€™m thinkinig about takin the semi lame (zone) approach with RR, and you dont think zip cross ups would be too obvious

RR canā€™t really play overly lame, he can zone sure, but actually zone, not keep away. With no beam/GTFO assists you will have very little chance to do that anyway.

Cold Star is one of RRā€™s best assists save for beams or Vajra

Read my edit, it will explain why you will want to go in :stuck_out_tongue:

The only major problems with RR on your teams is you will basically never get to teleport, you will have to cover all your approaches solo as well, but once you get in, 650K damage for free or a reset if you so so chose.

Wow i read the edit but how does Cold star give him a garanteed ublockable? :slight_smile:

it locks them down and you can do RR instant over head