What do you guys usually do against Taskmaster? In almost all of my matches, I tend to fare pretty badly against him. Task players usually jump and shoot horizontal arrows down at me, which pretty much shuts out all of RR’s traps. And if I try to call out Doom for missiles, It’s a potential happy birthday situation. Up close, Task players bombard RR with a barrage of Charging Stars and Spidey Swings coupled with a lockdown assist. If I just sit there and block, I’ll eventually get either air grabbed or ground grabbed into down Legion Arrow or some form of a combo, which usually spells death because of RR’s low vitality. Charging Star can also nullify all of RR’s traps. I don’t know about Hopper, though. I think that’s the only one that works against him. Maybe the flame pool from Oil ball as well because of the beam durability points.
If he’s jumping and arrowing, he can’t block. Teleport and punish it. You have enough time on reaction. The only thing he can do is down arrows super, but if you’re teleporting behind, he might not get the input correct. Another thing you can do is frustrate him by dropping a net trap, burrowing, and not going anywhere. I usually don’t have much problems against Tasky, you just can’t let him get his momentum started.
Tasky doesn’t really need momentum. He is pretty much the only character in the game that an play solid footsies. Also he could punish that teleport AND you trying to raw net trap like that unless you make sure you always use assist, but tat isn’t asp feasible on reaction.
I always felt like I had enough time to teleport / backdash to get out of the way if I see a jump arrow. If anything, RR has a low enough dash that you can get under them like how you should when fighting against Cap. Maybe it’s just inexperience with the match up on their end.
What about Deadpool? My friend thinks you can basically stay in the air even though I think if you’re smart and stay patient (which I suck at by the way in this game) you can eventually catch him with spitfires and log
Lol, spiderman can stay in the air and there’s nothing you can do about it. He’s the main reason I picked up Dante for Jam session but anyways. From what I’ve played of my friends Deadpool(backed up by H. Missles), Rocket won’t win at fullscreen. Happytrigger(low) beats grounded spitfire with two bullets to spare or it cancels each other out if both are out(I think). Grenade destroys the log/2 spitfires(yeah both) but log beats guns. Teleporting in isn’t normally an option since I use Jam session.
Both Deadpool and Rocket are 2nd on our respective teams so matches typically start full screen. Deadpool normally just jump back guns, call Doom assist and then does grounded guns when Rocket is locked down by missles on the ground, or throws a grenade if Rockets’ blocking in the air. To combat that, I jump spitfire twice at mid height when he’s doing ground guns or shoot spitfire on the ground when he’s doing jump back gun. Once he’s either grounded or dealing with ground spitfires, there’s the opportunity to move into midrange. If I mess up and Rocket gets hit by standing guns, he can hyper for like half health and then X-factor->teleport if he really wants to kill Raccoon.
Once in mid range, he starts doing a lot more superjump grenades to push me back. All I know is that this is where log works. If I’m lucky, I can wild ripper->log trap and catch both DP and Doom and punish with R&R(only punish I can since it has to diffuse the grenade) while using Dante as my AntiMissleSystem. But if I only hit Doom/Log gets beat by grenade,I have to make sure I’m not on the ground when the missles drop because if Rocket is locked down mid-screen there, Deadpool can teleport in and do that cartwheel cross-up and then kill Rocket. It’s pretty easy to get into close range after the missles though.
Once in close range it’s pretty random. Normally he just blocks and if I’m feeling awesome, I can get in and wild ripper->Jam session+M teleport->Boulder unblockable but if not, I just wait for him to throw out a cr.L and then knife it(check the meter for Lvl3 counter and if so, be ready to ‘counter’ super).
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Random notes, at no point will I ever try to super punish Doom assist full screen. Typically as Doom’s missiling, Deadpools in the air waiting to do his own super and even if you wait for Deadpool to be in range of the hyper(Chaotic flame>R&R) Missles are still there and Deadpool can teleport in after stun and get a combo anyways. If I read a superjump, that leaves an opening for Dig teleport and time to do damage to Doom. Sometimes I can bait him into supering with Dante assist then punishing with M teleport, but the conditions for that are no X-factor and only 1 meter, typically too risky though.
Hope that wasn’t too scatter brained.
My issue has been characters like Zero and Vergil who can move around on reaction to zoning and have superior range with normals. If i try to get in and mix up i just get smacked away easily with any decent normals and the zoning fight is very risky if i whiff. Also doesn’t help that there huge hit boxes when tyring to go in after me easily take out any mines i leave to hide behind.
Personally, I lay down a Mad Hopper whenever I can get a hold of some meter. It keeps Zero in his place. After that I just camp on top of it until Zero runs into it or tries to zone me with Sougenmu. When the zoning starts, I wait for him to get a little comfortable while throwing out constant Hadangekis and busters. Then I teleport behind him and punish his recovery on the Hadangeki. This is really the only way I have been able to somewhat deal with Zero. Other than that I tag in Doom or Strider to take care of him.
As for Vergil, I like to bait out his teleports. If the Vergil is really aggressive, Mad Hopper puts him in his place. If I have no meter, I lay a net trap and H burrow around it. Usually Vergil will summon swords and teleport, only to get caught by the net trap. You could also try shrapnel trap, but net trap has worked better for me because Vergil’s spiral swords and huge normals nullify the shrapnel trap. (you have to be very careful though, because net trap has some lengthy recovery.)
Rocket destroys Sentinel. The robot’s zoning is too slow and often too tall to give Rocket any problems, meanwhile Rocket’s c.H can be used to pop him in the dome any time they try pressing a button. The only real mobility option Sentinel has is flight, and Rocket has a big piece of wood. If Sentinel can manage to dodge the log, then he has to worry about landing on traps while desperately trying to catch Rocket’s vastly superior mobility.
I agree with all of this, but what about Sentinel with Hidden Missiles?
I’m not super familiar with this matchup. I haven’t come across it often. Usually when dealing with zoning plus missiles, I manage to get both the point and assist character with Log Trap. I’m not sure if Sentinel’s projectile game would eat the log though, so maybe someone with more knowledge on the matchup than me can answer that.
It’s not too bad, you can generally snipe doom and sent with the same c.H. You gotta be careful when sent jumps and calls Doom though because one jump and you might eat a j.H to the face.
Yeah that sounds about right. You could duck under Sentinel’s cr. :h: and :h: (mouth lasers) easily and just pester him with your cr. :h:. :h: burrow could also frustrate Sent into coming to you. The worse part about this match up imo is random HSF.
Random HSF you can burrow on reaction to though, since you’re using c.Hs all day.
Lemme rephrase that…
The worse part of this matchup imo is random HSF with online lag.
What do you guys think RR’s chances are against Morrigan teams? cr.H pokes right into where Morrigan generally likes to be and it can stuff Doom assist, and burrowing to avoid chip damage is something unique to RR that I haven’t seen talked about. What do you guys think?
You have to be about half screen when you burrow so you can Mad Hopper near her, but still if she’s alert you will be punished.
c.H is ok until she gains momentum at which point it is totally futile because you will get smacked in the back for trying it.
Float really helps with outlasting astral visions and rocket skates can avoid missiles while in the air. Float can even beat Strider assist, avoiding AV is the best way to go in my opinion.
I haven’t had a chance to play any sets against top tier moridooms, but Iron Man + Log is pretty strong against the Moridoom/striders I’ve had a chance to play so far. RB does a great job of shutting down AV spam (and negates missiles and punishes vajras) and UB + Log does a good job of clearing hori space and sniping missile calls.
On the RR v Morrigan matchup, I know that the most common complaint I heard from Chris G about annoying matchups were teleport characters since they screw up the inputs so much (this was early MoriDoom days, so I would be surprised if Chris G has a good answer to teleports now, but I’ll bet normal players won’t.) Probably wouldn’t be a bad thing to wait until after a doom call, M teleport xx MH when Morrigan is doing the fly portion of her spam loops. At worst, you’ll close the gap and get a free air throw attempt. I’m pretty sure shell kick attempts (or shell kicks from messed up inputs) will trade in your favor and if they’re auto-piloting assist calls in their loops you can probably catch their 2nd assist call, too
On that last note, MH is a great way to blow up vajra, rapid slash, cart, and tatsu calls for any new RR’s that don’t abuse the mess out of that already.
I def. like RR’s ability to dig and do nothing for timer scam purposes, though. If I have a few meters and less than 10~15 seconds on the clock and don’t have to fight, I just don’t, lol. I have a friend that likes to go for vergil crown nonsense and you can throw down a trap and just dig right before they go off and waste the whole super.
Also, for anyone that hasn’t seen it yet, Vergils H’s get negated by mad hopper. My guess is it sees it as a projectile so it clashes. Either way, makes me like the 1v1 RR x Vergil matchup since he loses his 3/4 screen normals, teleports, and rapid slashes when you have a trap out. (Which you almost always should in 1v1, anyways.)
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[]Is that a.MH you’re talking about or s.MH?
[]Secondly, does the crown of swords hurt you whilst you’re underground?
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I do agree that the vergil matchup is quite favorable to RR if you play it safe.
My idea to deal with MorriDoom is to wait until AV finishes, trying to waste their meter usage. i.e. Tunnel Rat H and floats
Sorry, Mad Hopper - MH. Crown won’t do anything to you unless you pop up and get hit. I’m pretty sure if you time it just right you can be underground for the whole hit portion of it.