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

Note to everyone: Spring trap is amazing for resets or combos for OTHER characters if you can activate cinematic hypers over them or near them. An example of this is Joe’s slow on top of a spring trap, the next mixup is IMPOSSIBLE to see because the spring is so huge.

I’ve played rr since day 1 and done pretty well with him. Personally i think the best team composition for him is a strong character first that can utilize his assist, rr second, and a projectile to cover teleports 3rd. i use viper/rr/task, and the team works amazingly together in any order. log trap assist is the strongest combo extending assist for viper in the game, and also can allow for full screen seismos into log confirms for combos. taskmaster assist for raccoon is obvious, but viper seismo is actually amazing for him as well. against a good majority of the cast (excluding very big and very small characters) ending a corner combo with call viper assist, lay down boulder trap, teleport either in front or behind, is a 100% true 50/50. the opponent absolutely has to guess. his assist, when properly timed(much like stryder assist) can give a guaranteed unblockable with viper’s focus on incoming. taskmaster also can utilize arrows from full screen into log for combos, or just use it at the end of a combo into sharp sting for extra damage, and overall i think this is easily one of the strongest teams if not THE strongest team for raccoon.

Nobody respects the log trap :). I use RR second on my GR/RR/Spencer team, and I have some nifty set-ups and nice resets with him. The team is an absolute blast to play, and log trap assist works wonders with both GR and Spencer, even if it makes them lose the wall-bounce, you don’t always need it.

I just have some questions, I always use his j.S as is instant overhead when you double tap up, is that the best or should I use his j.L? it seems like its faster and the damage is better of course.

and my second question is, I can only get 2 reps of boulder loops, are they worth doing? and if so, please help on how to continue after 2 :frowning:

Also, what are Rom-ket skates? (sorry, im new to SRK)… I wanna learn everything that I haven’t learned with RR, even though I know a lot about him…but it bugs me knowing there is more!!

It seems like people are picking up on the idea that RR is best played 2nd. That’s great because that’s where he should be.

If you wanna use j.L, you’d probably have to do j.L, j.M, j.H as an overhead. It’s faster, and the hit stun on j.H is longer than j.S, so you can combo after it easier.

There’s no trick to boulder loops. Just gotta practice it.

I believe romket skates are where you do sj.S on the way up, rocketskate down or downforward, and hit S again. Kind of like the ROM loops. You can do this twice on an airborne opponent, but not sure how to convert afterwards. If you do it once, you can do a float j.S and launch, depending on height.

But… people I play with RR DO respect log trap now =(

Fortunately, Tomo, none of the players I was fighting against at Evo did.

Log trap is like a flying penis, no one wants to touch it so they try to move around it instead of blocking

You can convert after 2 rocket skate loops, works from near superjump height if you do it right, freaking difficult though. In the corner it’s pretty easy though, easiest way is to land and immediately do a log trap, but it is so spacing specific midscreen it’s not really worth trying at all.

Just watched the latest Online Warrior episode, and Max was talking about some new capture glitch that resets damage scaling. He listed Deadpool’s Bolo, Spidey’s web ball, and RR’s Net Trap. He said something along the lines of hitting the captured one in midair with something like Drones resets the damage. It’s lab time, people.

oh, so that works with net trap? I guess that makes sense, too bad net trap scales damage so bad itself lol, but probably still could be used to increase RRs damage a bit.

I wonder if we could get some float cancelled j.S loops off of it? Or perhaps it will only allow another launch, guess it gives something new to try again.

The only way you’d ever be able to make use of that is with Spencer assist, and even then there’s not enough time to call another assist to get the unscale by the time they fall out of the net. NET TRAP STILL NOT USEFUL.

i definately think that the best instant overhead for him is ^^hs, works on nearly all the cast and the best part of it is the ability to option select grab with a little practice which is very helpful since people have a tendency to try to jump out when you approach either by tele or ground.
also, i actually find net trap very useful if you use it like she hulks command grab. If you have a character that can combo off an otg(i use viper) you can tag in and unscale the grab.

His net isn’t a grab thoooough. Good luck with net trap against someone who isn’t slow imo.

I know, it’s really only useful on incoming mixups when you have time to set it up. i have a few tricks with it and i think its his best incoming mixup when he has the time.

Net trap is good for that, I agree. But if you try to use it like She-Hulk’s grab, you’re gonna eat a punish to the face pretty easy. It’s good to set up for incoming or when you’re near across the screen though.

However, I doubt you can get drones out by the time you get hit by the trap. I think the caveat is that drones have to hit while someone is falling from the sky off of a captured state.

I completely agree I simply mentioned shehulk as an example of how tagging out can unscale the throw d damage if you get them in the trap but your character needs a fast otg like doom or viper

Most people don’t know what his traps do, so if they see one, a stinger will pop out or even a super, which is kind of dumb. But if you manage to get one of these out, push blocking into one is always the best way of getting them hit into it. I like using it for incoming mixups myself. Most of the time they’re in the corner and I get a few boulder loops into resets, so it doesn’t really matter how net trap scales to me.

I still don’t see the point of ever, ever using net trap over shrapnel trap.

Raw tagging into an unscaled combo. Not to mention Net lets you go into jump loop for a better combo (assuming you can’t boulder loop)

The risk of using net is just too high to want to use it is what I mean. Sure you can do that, but to have to risk pulling out the net is too much.