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

I do corner combos that end with a flame carpet, rocket skates back and call CS and throw out a log. If they tech in any direction log pushes them back into the corner and Cold Star > unblockable. If they hit buttons or call an assist they get wallbounced.

Confirming off of the wallbounce can be weird with Ammy spraying ice, and some characters can get out of it by double jumping or something but most people who try it get hit by the log. I think that the “mix up” of this is your log timing, trying to catch them doing some kind of air movement.

edit

Some people will get smart and try to push block the log. To compensate for this, input dash > wild ripper > rocket skates xx boulder trap very quickly. This moves you foward enough to fight push blocking every time.

So I have no idea what you are doing wrong. I did it the easiest way possible. S > sj.MS > bear trap > sj.MS > land > boulder > shrap > c.H + coldstar > L.teleport > boulder > unblockable

There’s no way you can mess this up unless you c.H too early, in which case your c.H whiffs and you eat a crazy punish. I did it vs. mashing cap c.L which is 4 frames, and he still gets hit. What you can try doing, instead of c.H, do rocketskates + coldstar, and it will push them into shrapnel if they’re mashing buttons, they’ll get hit, if they’re not, they’re able to pushblock you so do boulder > shrap > rocketskates + coldstar > L.teleport > boulder > unblockable

Either one should work.

I’d like to thank everyone for their help on this. I talked to Keits last night about it and he doesn’t float cancel the S either like I was trying. I figured my problem and it’s stupid what I was doing wrong.

I was doing the basic combo you just mentioned Iamuness, and the difference between it having enough time and working and not working was a simple as jumping up forward on the second re launch vs jumping straight up.

I was jumping straight up neutral and going for sj.MS and that wasn’t giving me enough time, where as jumping up forward then sj.MS works. Must be the trajectory from the up forward sj.MS helps you land faster. It’s crazy sometimes the little details that can be the difference in something working and something not.

But thanks again to everyone in the thread that helped me out, much appreciated.

So I’m trying to play a team with RR on it (Haggar/RR/Vergil if you wanna know), and I just want to know, What should Rocket’s Neutral game supposed to look like? How reliant is he on assists in the neutral game and such?

I was practicing the raccoon spring trap unblockable setup today, using magneto instead of spencer.

It feels possible, but much more difficult than spencer, because spencer gets the dhc spin of the kill in the video.

Has anyone here tried making it work with other characters, like mags? Is it practical for a match, or do you end up with lots more escapes due to meaty’ing the incoming character being much more difficult?

I run mh unblockables all the time with X23 and IM. Having RB on deck makes it pretty easy to pull off reliably.

with X23 it gets pretty hilarious since you can preface the unlockable with a meaty log cross up, then uncross for the trap, then unlockable. It’s really freaking good. If I get into situations where I’d have to xf to kill with 3 meters to dirt nap, I’ve just started fa dhcing through for the unlockable, then use xf 1 or tac infinite to dirt nap / mad hopper the last guy.

Talked this out with a friend and we came up with this.

No idea if its a real thing you can set up, but the idea is simple. Make them tech a throw (or confirm your throw) then let them fall meaty into the assist and run the boulder unblockable.

Haha, that’s a good setup, if you have the mindfulness to do it. Usually when someone techs a throw, one or two people panic because you’re not sure that someone’s going to tech it or not. If you can find an OS for that, then it’d be great.

This particular version would only work in the corner. I see it as either part of an incoming (j.L, land, j.Throw), or a reset from a ground bounce.

I don’t actually think it is too useful aside from the idea of using throw tech invulnerability for setups. RR is not the first character I’ve thought to use this with, but he does seem to have the simplest attempts. Incoming could be very easy to set up a throw tech situation. Since RR can confirm off throws there isn’t a lot of downside to just attempting this.

Vergil can just pusblock the assist and then Helm Breaker once hes out of blockstun. Characters with good air mobility can just peace out.

That’s why you don’t do anything other than Mad Hopper -> Log trap for Vergil’s incoming. If he Dimension slash or Helm breakers, he’ll eat a log. If he doesn’t do anything you get a mixup. I’m working on a different incoming mixup that involves grenades, but I’m having a hard time landing it 70% of the time.