In your garbage and your computer screen!: The Rocket Raccoon Video Thread

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Easy corner combo

Anybody know any good combos to do after a spring hyper? I’ve been rocking a Spiderman, Rocket, Chris team and have been dhcing into the spring after maximum spider trying to figure out a followup combo to do when they bounce up. Seems like a good opportunity for a long extended combo.

I was goofing around in the lab and discovered this very weird DHC trick that Laura and Rocky can pull off.

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1.1m damage for 5 meters. Not the best way to spend meter, but it’s funny. I’m not sure if Rocket can do it with anyone else though. I haven’t tested that far. You can also get really trolly and just keep on throwing down Mad Hoppers until you run out of meter.

what determines which way they bounce?

The second button you use to pull off the super. L+M, M+H, L+H, etc

Haha, I love it. My goal for X-23 + RR was to just juggle the shit out of the opponent as much as possible into Weapon X Prime cause that’s just so stylish. I was using pendulum though. OTG’ing with Ankle Slice + Pendulum into charged Neck Slice xx Weapon X Prime was sooooo hard but looked too hottt.

Created a Rocket Raccon Playlist… It’s all combo videos for now, mostly things I’m looking at / imitating / or using for inspiration - http://www.youtube.com/playlist?list=PL775EFCA047763BD0&feature=mh_lolz

MrQuote’s Rocket Racoon
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And Casuals at TNT
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I’ve started uploading some of my scrubby racoon play for your interest. Please scrutinize/advise where you think i’m doing good/bad so we can all help develop his meta-game

youtube.com/user/duffath

So I’ve been working with the Coon. AI’ve come up with alot of stuff. As a result I did Ep. 8 on the Coon:
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Awesome that your looking in to RR now. I’ve wanted to use him in a team since release but decided to wait for some more tech to come out for him and let things settle a bit. Seems like he has a LOT of potential, but it will take time to reach it (similar to Strider, but it will probably take more time than even Strider since RR is completely new and played less)…

Not quite sure the best role for him. Seems like with enough tech he might be a great anchor since he can set up his own mixups, especially w/ XF, and has good assists. Although he’s good with assists as well.

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Not mine fyi, although I am asking the guy for some notation. I’m having trouble seeing what’s going on there sometimes.

Can you combo out of or off this?

Kusolman, a.k.a Kusoru playing as RR online: http://www.youtube.com/watch?feature=player_detailpage&v=AbaYMdY57AM

EDIT: Lol, no Boulder Loop for you sir. But I think Kusoru’s got a general idea of RR’s keepway, using cr.H into specials and assists.

would it be possible for someone to put a tut of some sort for the boulder loop? i CANNOT seem to get it at all. and it feels like the extra dmg/meter build is necessary w/ RR.

I’d attempt to make a vid, but no real recording equipment. :frowning:

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Matches using team a with Rocket Raccoon featuring yours truly.

Still a work in progress.

I hope you don’t take this as offense but I thought I’d provide some feedback as I watch this while I’m waiting my dinner to cook, sorry if it feels like I’m nit-picking, just typing what comes into my head.

First KO vs dante just seemed like a bad read against someone who can teleport. I curious about what the thinking was there.

Teleport cross-up with no assist got punished by iron fist and you died shortly after. If I assume this was an execution error on your part then I thought I’d point about how trying to get close to Iron Fist feels like a dubious tactic. My friend plays Iron fist and I use traps and assists against him a lot, try and set up a safe approach with an assist and also just try and use projectiles and traps. It’s not a zoning/keep-away tactic, but throw stuff at him and punish him when he messes up. If fist is going for a primarily ground approach then c.:h: into wild ripper works pretty good to help you safely open him up from a longer range. Iron fists normals are fast and have stupid priority against RR imo.

Versus Viper: nade xx skates a lot…maybe at that distance you could set up a different trap or something, seems like if you want to run from viper and keep out of seismo range you’d maybe be better zig-zag skating to full screen then setting up a net then call assist and log trap to fish for a hit. Jumping :h: in the corner seemed really risky to me, unless you expected a throw in which case you probably would have had to jump forward in that situation. Super jump xx skates would be a better escape. Also you placed a boulder trap on top of them at point blank range then went for a crossup teleport. If you’d teleported faster it could have worked maybe but you’d possibly have been open because I’m not sure if chris assist kicked in fast enough there. Is that a boulder trap for a lock-down purpose or something along those lines?

7m 50s – this was a cool play, seemed really unpredictable and you were putting a lot of crap all over the screen and I had trouble following whats going on at times. That j.:s: into skates could be pretty good against fist come to think of it. I saw the boulder into teleport crossup there again. Does boulder cover your teleport or can you combo off of a hit with boulder after the teleport? A claymore or two hit iron fist there and you could have added on something else there. You did a boulder trap which is fine, but be prepared whenever a trap is on screen like that. I imagine in that situation you could cancel mid-boulder trap into RNR for damage (assuming you wanted it anyway) but bear in mind double traps isn’t always necessary. Sometimes when I make a snap assessment I place down the strongest trap (i.e. stronger = longer recovery in this context) I can based on how much time I have and then let them deal with it somehow then work around it. Teleport or cross-under, if they jump it then I push-block them into it.

8m46 or so… Dante blocked that fast over-head into corner string. I don’t know if he was fuzzy blocking but it looks like you could have gone low and opened him up there.

about 12 m - you DHC into RNR I assume for chip, but your friend could have punished there quite easily and you could have lost RR then joe on an incoming mixup.

16m. Seemed to fall apart after a poorly timed assist call.

18m- Teleported with no assist.

In general: Log trap assist- When you call log trap you rarely if ever capitalise on a hit. The fact that it nets you a free combo should be something to bear in mind, I could be very wrong but I don’t believe chris or joe don’t use wall-bounces in their bnbs?

I’m curious, what’s the deal with the nade xx skates. You do that and fast float nade at long range quite a lot and I’d say maybe a bit too much. I see the distance you are at and that says net/log/teleport crossup so I’m interested in what your gameplan is with that.

So yeah please don’t take all the negatives the wrong way. It’s just a stream of conciousness and me throwing out some thoughts and ideas for you. Please feel free to discuss any of them with me, particularily if you think I am wrong, because if my thought process is off or misguided/misinformed I’d like the help of other RR players to correct it.

P.S. Interesting Joe style you have there. Never see anyone use the action dodge…or joe for that matter.

Hey guys… It was suggested to me that it’d be a good idea seeing as how I want more views on my videos to post some of my videos here. Now, I don’t really consider myself an amazing RR player but I do use him on my team and have a lot of fun exploring some of his combo abilities… A lot of the stuff I learn obviously is stuff from what I see here and there, so I can’t really take credit for inventing anything >_>’

So anyway, my youtube gaming channel but I’ve posted a few but my most recent uploads have been for UMvC3. Some of my newest stuff I’ll post down below.

A quick combo video featuring RR here:
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and

a solo RR combo, here:
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So uh, yeah. Gotta do something with my capture card, right?