Can Somebody Explain why Momo, Roberto, and Roy are good.
I’m especially interested in Roberto, what makes him so good?
IMHO I always thought that Kyoko (Hot School teacher) was top because of her special move where she runs up and throws you. However, I never played RSPJ competively so more than likely I am way wrong.
Just out of curiosity what is the 50% combo with Roberto. If you can’t remeber, dont worry about it im planning on playing it today and doing some experimenting.
Evil Morrigan Sorry never used Roberto in my life. But I think it’s very easy to pick up since all the players I played against him always uses that easy ass combo(which is very tardy counterable at he right intervals). Mediocre players will always use that combo even when blocked because Roberto comes out of it safe, good players knows when to stop so they can either start again or throw. Either way you lose.
GunflameBuri the infinite only works on Gan. So it’s pretty much worthless.
Roberto = one touch, 50% with no meter being used. Then sick okizeme afterwards.
Roy = solid damage, decent priority, Dynamite Knuckle as a tardy counter is ridiculous
Momo = small (ie: Choi in 2k2), great priority on jabs, can link into Party/Team-Up Techniques. Great damage for a pixie-like character.
In my opinion, Kurow, Kyoko, Daigos, Hayato, and Kyosuke are also high tier. Roberto is definitely hands down the best in the game. Every tournament team would have him, and it’d break down into a turtle/tardy counter match.
It’s not bad per se… but it promotes turtling. The overheads are slow, but throws are good. The counters themselves didn’t take half life (character dependent), but you could tardy counter with the character’s rival launcher and the follow-up resulted in big damage.