He seemed to be having fun and playing the team pretty well. It was pretty hype, not gonna lie. There were a ton of Dirt Nap comebacks lol. Never thought I’d see Combofiend making his comebacks with X23.
Both characters were making use of X23’s assist for combo extensions and the unblockable. He was making good use of Jam Session for zoning and lockdown, and he got a lot of left-right mixups with Hopscotch as well. A lot of back and forth against Champ, but I saw him play someone else as well and he was dominating. I will say though that he didn’t seem to be doing many fancy combos with X23, a lot of patiently stalking into single launch combos and simple resets but it was working.
Yeah, I’ve gotta watch the set sometime. I also have a really hard time playing without CS for the invincible alpha counter now, so I think I’m pretty much stuck with my team at this point. Lol.
I feel like IM+Log does pretty much the same kind of spacing game that Trish+JS does except with damage instead of unblockable resets and better air to air angles on his specials for counter-zoning.
I’m thinking about messing around with RR(Log)/IM(UB)/X23(CS) for certain matchups since Logs only downside is that it doesn’t handle full screen runaway well. Plus RR’s beam > teleport is one of the best in the game.
Yeah, I’ve been considering RR / Doom / Ammy for the same reason, or at least starting RR to deal with certain matchups.
I got to play a lot of games with the other RR at my local last night (Trish / RR / Ammy vs Joe / RR / Vergil). It was my first time in a few weeks so I was a little rusty, but the Trish vs Joe matchup still makes me want a beam assist. I’m kinda forced to desperately rush down and do everything I can to stop red Vooms from coming out. I’ll even full screen super with Trish to knock him out of the charge simply to neutralize momentum.
What I did notice after the games was that when I got my gameplan going and got to switch to RR, I did much better against Joe’s zoning. I got to fill the screen with more projectiles and Trish’s fireball assist was useful in those full screen situations. It made teleports safe too. Plasma Beam would be even better, but even if I stick with Trish and put RR first, I might have a better shot in this matchup.
This stuff combined with some of the videos that have been posted here recently are starting to make me think that point RR is better than I’ve previously given it credit for.
Of course, I could also change the way I play Trish in the matchup and try staying grounded so I can throw more fireballs and use Cold Star as a sort of projectile-absorbing wall. The problem that Trish has in the matchup is the lack of horizontal fireballs in the air, and staying grounded may help solve the problem.
I’m still playing him anchor, he’s still fucking broken and awesome.
Log is still giving up tech for X23 and IM. Log gives her a corner back ground throw pickup that is a tight link but practical, still trying to work that into my normal pressure. The IM/RR THC is pretty hilarious, since I run RB I get angle cannon so it makes for hilarious assist punishes when their point is trying to come in from the air, plus the last shot of RnR actually makes IM safe as long as they weren’t right on you during the block.
Started using mad hopper unblockables a bit more instead of dirt naps just to have the practice. RB makes them pretty much free on everyone, hard tagging to X23 and setting up a meaty log left/right mixup into MH unblockable on block is hilarious.
Still working on getting my TK spitfire pressure on lock, get j.M way to often. Otherwise he’s still one of my favorite characters to play.
on Forward tech, you’ll probably get the s.H (to hit since they’re now holding forward) > c.H > f.H (Strider hits) > s.S > Combo
on Back tech, s.H whiff > forward rocket skates > boulder > unblockable
on Forward tech and blocked s.H > rocket skates up forward for a cross up > rocket skates forward to unblockable, depending on your assist
The reason why I put the boulder before resetting with bear trap is that, it will activate once they start rolling. If they roll backwards, it’ll land on their head as they get up. It’s a pretty sick setup.
Yeah, I have to find a better way to convert off RB on hit. Having them bounce around when you don’t have great air conversion options is a bit rough. I’ll def. get that added into my game, though.
I never really though of Raccoon as an anchor character, i think hes best on second and have good lockdown assist backing him up. On point he may be a bit too unreliable because of his low health/damage output, but i did see some silly xfct lvl 3 combos with him lol
Lies! We don’t have any videos out, you may very well be better than the rest of us XD
I think he’s good in any slot. If on point, however, he needs to be built around. 2nd is good for pretty good DHC for safety and damage. I play him 2nd and anchor. In my teams, I had plenty of places where I had to play him anchor. He has enough mixup potential to kill 2 - 3 characters
You haven’t seen very many of my match then, lol. I don’t know if I have more a one or 2 vids out there with me winning a match. Most of the other stuff is near miss nonsense, lol.
I have a quick question for the raccoon guru’s in this thread. I like the shell of Doom/Ammy, and I’ve been looking for new point characters and have been looking into RR. I see Keits uses this team and I have a question about this set up he kept going for: http://www.twitch.tv/keits/c/1809439
Not the incoming set up that uses mad hopper but what he goes for in the corner at the end of his combos. It appears he is doing air MS, then boulder trap, shrapnel trap, 2H + cold star, then light teleport to boulder trap unblockable. Whenever I try to set this up, people can roll forward from hard knockdown and attack low with fast normals and stuff this whole set up. It doesn’t seem fast enough to hit them with 2H before they can hit you.
Am I doing this set up wrong? Is there a more optimal corner unblockable set up with this team? I saw a sick setup from SolidPlay with Doom but I think you have to use a tk DP and I’m not reliable with those currently.
You’re probably doing something wrong. If you do boulder > shrapnel, if they roll forward, the claymore should catch them meaty and they shouldn’t be able to press a button. It’s different if they’re mashing assist, but in terms of normals, this should be enough to cover all of your techs. I’ll test more tonight, but I’m pretty sure this is how I had my set up when I messed with RR / Ammy.
So after awhile of being in the lab I realized I need to float cancel the air S to have enough time when I land to go for the set up. Is there a shortcut that makes this easier? From launch I’m doing M then 88S and half the time I either get a TAC up or I’m too low and miss the S all together. Since it’s the later part of the combo I’m already having to jump up higher than normal to make a regular MS connect and doing M 88 S seems doable with muscle memory but it’s pretty hit or miss for me right now. Seems there should be a more effective way.