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

yea i know it seems pretty predictable :confused: only cause im fighting my friend tho, should be uploading ranked matches later

Hey fellow Rocket usersā€¦Iā€™m pretty new to this character, and I plan on sticking with him for a long time. I used to use firebrand/dante/taskmater, but Iā€™m gonna move forward with Firebrand/Rocket/Dante I believe.

Fire Question: At the moment, I have Dante on Jam Session (and Iā€™m gonna keep him on it), and I would like some help with converting on Jam Session if it connects high off the ground. Like above jump height.

Does anybody have some tricks, or general ideas, for converting really high off the ground?

Second Question: If I have Vergil, Magneto, Wolverine or whoever coming at me, What is the best button I have? Like what normal of Rocketā€™s has the best hitbox?

Know this post is a bit dated but why Cap anchor??!?!?!? Iā€™ve been runnin cap awhile and anchor is the last place I would ever suggest for him. Despite that, Iā€™m running Cap(ss)/RR(pendulum)/Vergil(rapid) currently and I figure if you ran this team you must have some synergy with RR in front of Cap. Iā€™m not married to SS as I usually prefer the GTFO power of CS, but I figured SS was great for mix ups. Anything you can toss my way on RR/Cap?

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^^ Not a bad racoon but nothing amazing. I feel the comeback was more the other player dropped a lot of combos and walked into stuff. There wasnā€™t really anything to take away from that video in terms of strategy and set ups. :confused:

Youā€™re not putting enough traps

And I canā€™t take the other guy seriously. Sorry

The other guy was running straight into you a lot, doing random supers and dropping things, (Zero landed 2 solid hits on you, it should have been over either of those times).

Your team also would make SOOO much more sense in wellā€¦ any other order. I would probably run it RR/Tasky/Ammy, though pretty much any order would work as long as you keep RR out of anchor position.

With this gameā€™s online, itā€™s kind of hard to actually glean anything from it at all.

Because Iā€™d rather have Cap anchor than Joe or Raccoon anchor. Besides, despite a few problems, heā€™s made a ton of comebacks at Evo for me. At the time, I was more solid with him w/ any other character since Iā€™ve used him from vanilla. Also, I wanted to have a 2nd and 3rd that I could switch back and forth between and still have their assists work for each other. Cap anchor is not as bad as you think. However, if I did run into a problem team, like Zero, Iā€™d switch to Cap on point. I hate Joe anchor but this team was able to be backwards or forwards, just as long as RR was in the middle :wink:

Thereā€™s a few mixups Iā€™ve come up with when Iā€™m with Cap / RR. All can be made useless by forward teching. Iā€™m a fan of soft roll mixups because theyā€™re the fastest. If you end your combo early enough, you can SS while standing, and theyā€™ll soft roll, here you can kara roll w/ s.H + log trap and itā€™s kind of ambiguous.

W/ raccoon on point and cap behind him, Iā€™d use shield slash. The two hits confuses the hell out of people, and Cap autocorrects when he throws the shield. Those two hits help make teleporting safe as well as keep them in a bit of block / hit stun while you mix them up.

Still drawin a blank on cap anchor having played him so long and knowing his limits. Iā€™ve definitely made some wins happen when he got thrown in back, but I always immediately notice how much of caps shit i can no longer use because he has no assists. Also Cap/RR is insanely good and I believe RR is a much better anchor. I would order it Joe/Cap/RR or Cap/Joe(voomerang)/RR. Iā€™d love to see SS assist with RR though. Iā€™m using that assist as well and i know it has potential but i havent figured out how to use it yet

So I donā€™t know if you guys knew this or not, but bear trap can infinite assists. Itā€™s really fast too.

Edit

Also, since I use RR 2nd and Ammy 3rd, I can do Doom/Ammy-style team super tricks. I have to X-factor but it gives me an unblockable so i think itā€™s worth it.

Still trying to find a good consistent xfc3 combo from anywhere. Anyone have a good one?

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I prefer his oil bomb loops in level 3. Pretty consistent, though the midscreen one takes some getting used to because of spacing.

Wow, thatā€™s a pretty sick combo. I had no idea you could do it that way. I always did j.H, j.S > oil bomb from midscreen. This looks more reliable. Thanks!

What exactly where you doing in the air there? Just Up, (pause), S?

Yeah, youā€™re float canceling the sj.Sā€™s.

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Donā€™t know why I never posted this in hereā€¦

I figured I would go around and post this on character forums so folks can check it out:

would be good to hear peoples strategies for using boulder trap in the neutral game. I think thatā€™s the most glaring hole in my rr game right now.

I tend use it as my string ender. Gives you free unblockables/ air grabs against turtles, starts combos on people that press buttons. Itā€™s decent for when you donā€™t have an assist to rely on. I donā€™t use it for anything super tricky. :confused:

My boulder traps are usually for soft rolling. I mean, if Iā€™m at least half screen away from not Dante or not Vergil, I may throw one out, but other than that I donā€™t usually put one down unless Iā€™m in a combo of sorts.

On a side note, super jump M > rocket skates down forward > j.H is pretty gdlk option select and it comes out hella fast.