We are the Guardians of the Galaxy - Rocket Raccoon Team Building Thread

It has one advantage over drones, it locks down from full screen, whereas drones would fly over most character’s heads.

o.O then why does anyone not use it?

Oh forgot to mention I remembered an old team I tried to run but it was frustrating of sorts. It was Rocket Raccoon Frank West and Ammy. Another variant I had was Vergil RR and Ammy but I’m not sure which one to run. I liked the Frank West team more cause I liked using them just it was hard to get anywhere with at times.

Because that is the only advantage it has, drones last longer, can frame trap, people are too lazy to learn RR etc.

Both ofthose teams actually sound pretty fantasitc, I’d possibly use spitfire assist if you are using Vergil; though log + teleport is ok, it just uses up Vergil’s wall bounce which he quite enjoys himself.

If you have RR first and Frank second, you are pretty much set with that team, although you said you didn’t really like it after trying it. RR seems to be one of the best partners for Frank.

It’s not that I didn’t like it but I just quite didn’t understand how to play point RR I always put him second. I may run it again and see how it works lol RR and Frank are like one of my favorite duos they go really good together.

Pardon my bluntness, but that’s flat out wrong. Spitfire is a great assist, and Frank can certainly use it for left/right, but there’s a ton of utility that Log Trap + Raccoon anchor brings to Frank. Any given Frank team should always have as many ways as possible to level up Frank; obviously a point character that can easily get him to 4/5 is good (like Skrull, or in my case Nova), but you need more than that. You need a backup plan because you’re not always going to get the first touch and your levels. Some players do this by putting Frank last and having both the 1st and 2nd character be capable of leveling (a la Justin Wong at ECT), whereas most do Leveler first, Frank second, back up plan third.

Log trap helps Frank have neutral game even in level 1, still allows for similar left/right mixups as spitfire (though not as potent), offers very accessible level ups mid combo (Frank has very little use for his wallbounce at 1-2 and not that much for 3. It’s really not until 4 where he gets mileage out of it, and even then he doesn’t -need- it. You can combo extend off spitfire but it’s not as reliable), and most importantly, is stronger at combating his biggest weakness; zoning. Also, object toss + log trap for 3/4th screen hit confirms? awesome.

As for Rocket + Leveling, You can get from level 1 to 4 with a THC. Problem is, the shopping cart wallbounces and makes the THC unreliable since the gunshots hit so low to the ground. Having already uses your wallbounce remedies that, which Log Trap does and spitfire cannot. Can use mad hopper DHCs, but unless you’re doing a fairly optimal Frank level 1 BnB or you can reliably get the raw tag to hit on the way in, you’re going to struggle to get past level 3.

I mean Spitfire is an assist people need to worry about but don’t know about yet. And would probably be pretty stupid with Skrull. Of course log is better for Frank to level up with, but if you don’t have RR before Frank (to do R&R DHC, camera log camera) it’s not as good, especially since Frank is on point with level 1, possibly 2 assuming you never got any levels before your first character died.

You CAN THC with the two and do the same thing Dante and Frank can, but it only works at a certain point on the screen. And double snap timing on it is pretty hard to me.

Log combating zoning I really cannot agree with though. >_> If anything Spitfire does a better job at that, Log has pretty low durability while Spitfire at least can take a bit more punishment than it, and it also goes UNDER most projectiles, even some supers. So if you’re getting hit by it, Spitfire will sometimes save you. Log won’t, will just get eaten easily. Both are easy as hell to confirm off of. I still don’t see log as a “projectile assist” per say, but I dunno.

Also RR anchor still sucks dick without having a life lead, so. Yeah.

How does log trap combat zoning? Does it not get beaten out by a lot of projectiles itself and if there is anything on screen, it won’t appear at all?

Oi vey, no wonder you guys think Raccoon is such a terrible anchor. none of you bothered to do your homework. Where do I begin…

1 Skrull + Log trap is stupid. Stupid good. Meteor smash + Log is a free left/right that becomes safe, and the hit confirm is braindead. Very abusable. can also do command throw tic setups with it.

2 Spitfire is far harder to combo off deeper into combos or non midscreen for relaunches post snapshot. It depends on the decay which affects how long they juggle, and if you’re midscreen it pushes them further away from you. Log trap as snapshots + combo extension can be used at any point in a combo.

3 The point of THCing with Rocket + Frank isn’t to get two snapshots, It’s to get 1 that’ll always put you at level 4 on a regular combo. The problem with THCing of Frank + Rocket is that Blue Light Special Wallbounces. If the wallbounce is used, it instead becomes a soft knockdown. Level 1 Frank cannot reliably incorporate a wallbounce into his combos, whereas Log trap can be used as the hitconfirm, an extender or heck, if you space it properly, an ender. (Something like Air series, Air Tool H, another air series, snapshot + log trap >> M roundhouse >> THC. I’d have to test that, but I imagine it can work). When Blue Light is a soft knockdown and you fully mash the THC, the last hit of Rock n Roll will hit and cause the float state (I’d love to say “every time”, but I have had it drop a few times. I can say 80-90% with certainty, and am confident some of that is human error. Still needs some light testing). Snapshot >> ball hits >> you get a free mixup. My favorite part is when the character has no air mobility and then you get a free Funny Face Crusher if you still have a bar.

4 Log Trap, as an assist, has 10 durability. This is an adjustment from Log trap on point, which has 5. This is what changes it from lackluster to fantastic. It’ll beat fully charged Taskmaster Arrows, Greyhound, Hadokens, Trigger Happys, most L/M beams, you name it. Do an object toss with it and you have effectively 13-15 durability (and a very easy 3/4th screen hit confirm if you time it properly). It also will trade with 2 5 durability projectiles (think Soul fists), and can help clear the way. Not to mention the hit confirm is brain dead and happy birthdays aren’t too uncommon either.

I’m not going to get back into the RR anchor debate when he doesn’t have a life lead, I already agreed on that and the subject got beaten to death about a month ago. Just don’t forget that applies to the majority of the characters in the game, and RR has plenty of tools he can use solo that others lack.

RR is a terrible anchor if you do not have life lead. Log doesn’t do shit against zoning as it SHOULDN’T, Spitfire helps and CAN stop zoning actually. Simple. (Aka I ,suck at reading I know :frowning: )

In fact, if Joe didn’t have such amazing combos with log, I’d be using Spitfire instead. Spitfire is a better projectile assist. Log is something different. Something amazing, but still overrated as is.

“The problem with THCing of Frank + Rocket is that Blue Light Special Wallbounces. If the wallbounce is used, it instead becomes a soft knockdown.”

wat, no, the problem is it doesn’t work at most parts of the screen, making them get knocked out by the last hit of cart super if it’s there, and the rest of RR’s bullets will miss. It works EXACTLY like Dante/Frank THC if you do it right. You get two snaps, even another super too since the second to last hit of R&R spirals for so long. But yeah, doesn’t work in most parts of the screen.

Try it facing away from the corner. After either throw works.

Log Trap VS zoning with RR on point is lackluster, agreed. spitfire’s better. As an assist though, I’d take either; slower balls of spitfire make a nice mixup + they go under a lot of stuff, whereas 10 durability of log trap + speed tears through stuff. They’re both really, really good assists with a lot of utility. I find Frank to be better suited with Log Trap (and my point character Nova for that matter, makes for some great hit confirms and combo extenders).

Rock and Roll and Million Dollars are similar, but the key difference is that Million Dollars hits higher than Rock n Roll which is why a hit will will always connect after the last hit of Blue Light Special when you use Million Dollars to put them in the floating state, whereas with Rock and Roll the gunshots are so low to the ground that sometimes they won’t connect. I have spent -hours- in the lab tinkering with various ways to adjust the height/spacing/position of the character you’re comboing in order to find a way to reliably get the guns to float when Frank hasn’t used the wallbounce; I’ve yet to find a method that does so. However, if you use the wallbounce during a combo and make it so Blue Light’s wallbounce becomes a knockdown, and mash during the supers (it actually makes a difference) you’ll get the final hit of Rock and Roll to connect and cause the floating state with a very, very high percentage of success, regardless of where you are on screen (not to mention log trap + a frank combo pretty much alwasy pushes to the corner or very close). Whether or not you can get two snapshots reliably, I don’t know, I personally never bother. I just take my one, have the orb hit, and go for a mixup (hint: it involves chain saws or a servbot head).

How well would Raccon/Missles be? Looking to make a ghetto MorriDoom

If log trap was anything like an instant assist I would agree with you, but it needs a LOT of covering to get it out there and for that reason alone, I really don’t think it “counter” zoning. Maybe some specific characters, but that’s about it. I don’t really think low level Frank is fantastic at covering it either.10 durability points doesn’t seem like much with multiple projectiles on screen.

Does anybody know the actual startup on log trap assist? I remember reading 44 frames somewhere, but I’m not sure if that is correct.

Hehe, yeah it’s really not worth trying most of the time, it’s hard to get both snaps.

It’s easy to look at something on paper and say it’s good or bad, but what matters is how it works in practice. Projective speed, other assist startup, RR’s height, what your team members bring to the table (Nova’s Grav pulse, Frank’s object toss), what the other team has as options…all of these factors contribute to how effective something is. Yes, if everybody ran Doom/Magneto/Something and spammed lazer beamz, Log trap would suck. But they don’t. You get Wesker/Dante/Vergils which have no options and Hulk/Sentinel/Wesker which anything takes too long to get to Rocket and Wolverine/Hawkeye/Something which doesn’t matter because Greyhound both goes over RR’s head and loses to Log trap, etc etc etc…

The goal of any given marvel team (besides to play what you enjoy) is to cover all scenarios you’re likely to encounter and be effective against them. But every team has answers; every game plan a counter. I’m not saying log trap’s perfect against everything and all zoning; I am saying it’s really freaking good.

With characters with tridashes or box jumps, Drones force a crouch most of the time because people don’t want to get fuzzied, in which case, they get overheaded. Plus the damage on it is ridiculous.

I’ve been playing with Spitfire on my team and I like it a lot. The only thing it doesn’t do is cover the top half of the screen so most people like Doom or Airplay Dante can almost do whatever they want. The strange spacing on the spitfires lets me do some crazy mixups though, but only if they’re on the ground. It’s a different story when you get a person that just upbacks all day.

Now running with Cap/Raccoon/Hawkeye. Took the team out to one of our bar fight nights on Tuesday and was doing pretty well! Rocket Raccoon was landing his assists (spitfire or ewok trap) which led to decent damage when I was on top of shit and was absolutely tearing it up when he was on point. I like to switch my characters in & out depending on health/situation so I’ve been able to experiment quite a bit with burrow setups/mid-screen trap spams… never underestimate the trap spams. :stuck_out_tongue:

One thing I noticed - Raccoon on point with Hawkeye’s Greyhound or Cap’s Shield Slash. Jump foward/back, spitfire twice (weak > medium). Essentially, you create a pretty gnarly “lock down” area. While not being the fastest thing to spam, I did find this getting into heads. I noticed that my opponent would be hesitant when at a distance which helped me land more burrow mix-ups and rocket skate rush downs

I dunno… not a top-level tactic but that shit was working allllll night. Not to be relied on but fun mind-f*ckery. :wink:

rockin cap/coon/doom. since cap can immediately stop mid combo and somersault crossup possibilities are endless damn near with the three of these guys

but what are you all’s thoughts on spencer as a possible battery for the coon doom team?

@Pink Eye - The Cap/Raccoon/Doom team sounds pretty gnarly. Which assists are you using with them (shield slash/log/beam)? As I typed that I got a vision of hidden missile mix-ups… that could get dirrrrrrrrtay! About Spencer, I’ve never really learned how to use him because he’s pretty common where I’m at. He may be fun but I think if you’re making a RACCOON team, Cap/Doom are better fit in my (nub) opinion. Their assists can help out no matter who you’re controlling on your team. What would you do with Spencer to help out Raccoon’s trickiness? :smiley:
(definitely interested in hearing this!)