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

Indeed. ‘Twas awesome. Though I’m now debating about going back to DP/Dante/Ammy instead of DP/Doom/Ammy cause that Doom movement be clunky as hell and Dante’s fun as hell lol That and I’m liking the Dante/RR/Ammy team. It’s a pretty rockin’ team when the battle is in it’s favor. Team midget’s well… team midget lol. Definitely was a fun set.

Hi,

I’m starting playing UMVC3 and i’m looking for a team with Rocket Raccoon and Modok. i’m thinking of Dormamu on 3rd. What you guys think about this?

Peace*

Hmm… Well if you got M.O.D.O.K. in front and RR second then I’d say Dorm’s a pretty good third. I’ve seen some pretty crazy stuff with people playing Modok and RR and from what I’ve seen from Rubeks and others, his assists are great depending on what your style is. I’d personally say Barrier or Balloon Bomb (probably his best assist IMO) are great with Psionic Blast being a decent beam assist. Of course with RR you’d most likely want to try and use his Log Trap assist since it’s pretty freakin’ awesome for catching people off-guard when they’re rushing in or when they’re waiting for a chance to strike. As for a third character, here are some recommendations (again just my opinion):

** Dante or Ammy ** - Both have great lock-down assists and are great for mix-ups especially with RR being able to teleport underground and stay underground for a period of time with his Heavy version. Dante’s assist also covers up a great amount of space and could also assist in zoning judging by the space he takes up. While Dante’s not a great anchor (still decent but not great), Ammy’s a pretty rockin’ anchor with her three weapon types, her easy X-factor Lvl. 3 infinite, and her decent mobility. The only thing you’ll have to get used to is interchanging between weapons for her and knowing which weapon is good for which situation.

** Doom ** - Doom is… well Doom. With an rather lax TAC infinite, good mixture of rush-down and zoning and some pretty damaging combos, Doom is no character to mess with when in the right hands. His assists are some of the best in the game with Hidden Missiles able to act as a OTG move and well as keeping good zoning pressure, Plasma Beam being a fast and effective beam assist allowing Modok or RR to run in and grab a quick combo if timed right, and Molecular Shield having it’s uses if you’re in the mood to get creative. While again Doom isn’t the best anchor character (well… that could be argued if you get really good with him…), he certainly has enough tools to be a great assist character and to be a great character on his own.

** Vergil ** - Vergil, while being a glass cannon, is known for some devastatingly damaging combos if done correctly, his powerful and effective sword loops (though timing’s a bitch), and for being very mobile with his quick teleports accessed with a simple backwards hadoken motion. His Rapid Slash assist is super useful for both Modok and RR. Modok benefits from another assist helping him both in zoning (with it knocking the opponent back across the screen) and rush down since it’s relatively fast and great in extending combos and leading to some pretty rad mix-ups (especially for RR). His other assists are… welllll I’d say just stick with Rapid Slash and you’d be fine. Don’t try messing around with the others unless you’re the flashy combo type. Vergil’s an amazing anchor (and especially devastating with Lvl. 3 X-factor) but comes with the price of 850,000 health. If you’re willing to deal with the glass cannon arch-type, then Vergil would be a great addition to your team.

Other recommendations include:

** Iron Man ** His beam assist is pretty rockin’ as well as his Repulsor Blast assist. Plus if you get the hang of him (though a tad complex), Iron Man can dish out some pretty good damage.

** Sentinel ** Sentinel’s Drones are just amazing not only in keeping pressure but for combo extensions and mix-ups because of how much of the screen they take up and also b/c of the time it takes for the assist to be done. That and Sentinel can be devastating in terms of damage even with the most simple of BnBs especially with Lvl. 3 X-factor as an anchor character (though like Vergil, he’s got the problem of being a glass cannon depending on who ya fight).

** Hsien-ko ** If you into some low-tier hijinks, Hsien-ko’s Pendulum assist (her first one… I can’t remember the name of it for the life of me) is amazing especially when she’s put into her Golden mode which will allow her to be invulnerable (not invincible mind you). Though basic BnBs would be enough, it’s possible to link her spike ball supers together to get some pretty rockin’ damage.

** Dr. Strange ** His assists are just awesome. He’s got a great beam assist, Eye of Agamotto is great for combos and for catching opponents off-guard and even his Daggers of Denak has it’s uses. He’s also a pretty decent anchor and if you learn to do the Flames of Faltine loops, he’s pretty much amazing.

** Shuma Gorath ** While again a little complex, his beam is amazing since it covers the whole screen and is relatively quick. He’s also a pretty decent anchor with his relatively good mobility.

** Taskmaster ** Awesome character overall. Great assist (no matter which direction you put his arrows in), relatively quick assist, a variety of tools as an individual character (various counters, shield slash and mighty swing), great counter super, can shoot his arrow super in three directions (down, diagonally, straight depending on what buttons you press), great mobility, and can do some great damage. Pretty decent anchor.

As for ** Dormammu ** - Ehhh… it’s a mixed bag. Dorm definitely is a strong character both in terms of zoning and rush-down. He can dish out a decent 700,000 to 800,000 without too much effort and has easy ways to hit confirm into his supers. His Lvl. 3 is great in terms of damage (though unmashable) and with a simple light liberation you’re able to OTG your opponent for a Lvl. 1 Chaotic Flame super for added damage. But I feel like the synergy’s lacking for 2 reasons…

** 1. ** The only good assist Dorm has is his Dark Hole. While it is good for extending combos, it suffers from being unable to fully assist your characters. Sure it might be able to help with a few mix-ups here and there but it doesn’t provide anything valuable for M.O.D.O.K or RR since aside from a few combo extensions as mentioned previously he can’t offer much. It’s not good in terms of M.O.D.O.K.'s zoning game since it only covers a tiny segment of the screen and it’s not the best for his rush-down game since RR’s Log Trap and/or a beam/arrow assist might suit him better for getting in. For RR, I feel it provides a few mediocre mix-ups and might assist in allowing RR to get in but from personal experience, it’s not the best when compared to other methods for mix-ups/combo extensions/etc.

** 2. ** His other assists won’t pay the bills for your team. Dorm’s other two assists (Liberation and Purification) have very limited purposes. Liberation has a very slow start up leaving him wide open for an unneeded ‘happy birthday’ if punished by your opponent. It acts as a very mediocre zoning tool at best and doesn’t assist much in mix-ups or combos. Purification is okay but unless you don’t mind raw-tagging or hard-tagging Dorm in and out just to get a few “power of… power of…”'s, then it’s definitely not worth it considering again it will leave him wide open to attacks. Purification falls under the assist type that’s meant for being creative so if you’re willing to try and find creative ways to get him in and allow him to score a few “powers of…” or to try and incorporate his different powers into your combos/mix-ups, then it’s not worth it.

These are just some ideas but I hope in some way this helps. There’s plenty of other options but I think these characters would do just fine with both M.O.D.O.K. and RR. Again, hope this helps dude!

Hi,

Many thanks man for these tips. I’ll study that and find my last teamates.

Peace

So I’m running Cap/vergil/doom and trying to flesh out B teams and wanted to try cap/rr again. My big issue was finding the magical 3rd character. People tell me RR is a good anchor, but I’m really hesitant to believe it so I’ve been leaning Cap/rr(log)/xxx. When playing RR before i felt so vulnerable when moving and getting beat out by insane normals like Taskmasters I felt like he needed a fast GTFO or projectile assist, unfortunately few benefit Cap. I would like to do Cap/RR(log)/Vergil, but im really not sure if im going to be suffering in my neutral game when RR hits. Cap is well taken care of and vergil is an amazing anchor.

Thoughts? Any references for RR/Vergil shell? I have deep concerns over each needing bounces available after DHCs and assist confirms.

RR / Vergil might not work because you need wall bounces for both. He’s good in XF3, but you have to work SUPER hard to get in and open them up, since everything you’re doing is potentially unsafe. I’ve made my share of comebacks against whole teams, since by that time you get a shit ton of meter and that’s what he needs to win. I wouldn’t say he’s a bad anchor, but he’s not a good one either.

Cap / RR is pretty good. I’d say you give the team a try.

but who do i use for anchor? Task comes to mind, as his assist is useful to both, but as an anchor he’s only average. Not above using him, but i want to explore stronger options or unknown tech.

Tasky is good on anchor if you have a great throw game or super solid FG fundamentals. Otherwise he’s really hard to use well.

I main RR anchor and I think he’s perfectly fine. The only tool he really loses easy use of on anchor is his teleport against grounded opponents and that just means you have to get good at retreating safely so you can use TK Spitfire to give you the opportunity to teleport back in for pressure (unless you have meter to burn and you can just do teleport > MH > Hi/lo mixup on block). Best way I’ve found for that is just the basic RS back > boulder/shrapnel to back up safely or RS back > RS up-back (just enough to get at TK height) > RS back > Spitfire > teleport. For regular pressure, Just mix up ending your blockstrings with boulder (bait mashers and punish once they stop mashing) or shrapnel (gives you 1 hi/lo against people that don’t pushblock.) He gets a ton off his throw game, so make sure you have his TK otg or bear trap pickup options down pat. There is pretty much never a bad time to throw out a MH since it gives you a free chance to do whatever you want and you always want to try to get on the far side of your opponent so you can pushblock them into the trap if they try to do anything to you. If you’re setting up multiple traps, always try to do the first one straight up, then any other ones aimed back towards the first. It makes it where you should always be able to use any traps in play so you’re not wasting meter. (For a 3 MH setup: If they hit the middle, spike to one of the side ones, then dash under and spike them into the opposite side. If they hit the edges it should bounce directly off the middle one which gives you all the chance in the world to get to them and confirm and you just spike them into the far side.)

In XF 3, pretty much any touch should kill since oil bomb loops do so much damage and build great meter. Always try to have a Boulder > MH ready on incoming and use either TK spitfire H~M or Log trap to force them into it. I can’t stress enough how much you want to watch for throw opportunities. RR’s blockstrings force people to get used to not mashing or up-backing and it’s really easy to OS his fH for throws or free pressure after a string.

I’m strongly considering using Kusoru’s team. How does Rocket Raccoon hold up as an anchor these days?

Edit: Looks like you guys have discussed this on the boards plenty, even right above this post >.>

Ok, if your gona play Joe/Frank/Coon. you cant play like Kusoru, he dose less optimised hits with joe to lvl up frank, his frank lvl1 and coon synergy is quite bad, he still dosent do team super to get lvl4 instantly. RR anchor is still good, but loses to characters that can fly, which is alot of them. But on incoming you can set up unblockables very easily, and he’s very quick. and can kill any character of a single hit. But you need to practice X lvl3 alot to get used to the combos. If your highly considering this watch OTHER people who play this team. not him.

Alright, so what do you guys think of RR(Log Trap)/Doom(Missiles)/Phoenix(TK Overdrive)?

I know it looks terrible on paper, but Phoenix is my favorite character in the game, she’s so much fun, so she’s in. Doom is my best character and great support character, so he’s in. I’m just really struggling to find that 3rd. I’ve tried maining many characters in different teams and for one reason or another it didn’t work out. The characters were either boring (e.g. Vergil, Nova, Wolvie) or simply too much work for the rewards (e.g. Jill, Spidey). I know damage is kinda low for RR, but I’m gonna try to find some raw tag combos to Doom off log trap or something to get the damage up there, or TAC of course. I mostly care that the character is fun to play to be honest, but would still very much appreciate RR expert opinions on this team.

I’m looking for a good solo incoming mixup for Raccoon. So far what I’ve been doing is boulder > MH, then SJback S, RS down forward j.H because it option selects throw into the trap. What do you use, Stef?

As Stef pointed out, RR isn’t a bad anchor. You really have to know when to use level 3 or when to rock n roll because it does a TON of damage. He loses to flying characters especially if they have the life lead. It’s really hard to catch Doom. Even if you have the life lead, one touch from any of those flight characters will kill you. However, one thing good about xf3 Raccoon is xf guard cancel throw -> level 3. It’s a guaranteed dead character. XF Guard cancels pretty much guarantee dead characters all around without level 3 too, so keep that in mind.

You have to play a lot more careful, and not throw out logs or teleport willy nilly.

Doom really isn’t that bad for anchor RR in my experience. The first time he throws a finger laser you should be able to teleport > SJ > grab.

I think you need to avoid using level 3 unless you don’t have a way to kill otherwise or it’s their last character since it wastes way too much of your XF time (you shovel the hell out of them if it’s their last character, of course.) In XF3 the tk spitfire pickup is a lot more lenient and you get free corner carry with oil bomb loops. If you can’t kill without XF, corner carry > snap > boulderxxMH > TK spit H~M or RS forwardxxLog trap against air dashers since you give yourself the crossup attempt and it catches people trying to air dash up, too.

RR is honestly pretty stupid good in XF3 since pretty much any touch/grab kills and it’s so easy to train people to block against him since any fH is a mixup between boulder>shrapnel>throw. At full screen people get jumpy about digs so you can do a lot of fake outs with dig H and then pop up and punish their cr.L (to beat L/M teleports) with fH. If they’re chasing you down while you’re underground just come up with MH (L+H) and go into a float overhead/crossup RS/tick throw setup.

It’s hard to go wrong, really. I never got hooked on playing him with a beam so it seems natural to play him on anchor at this point.

My Best Set ups are planting a srapnell trap in the corner. On incoming, SJ > S > RS Down > S if they get hit confirm in to hop S launch. But if they block it, up untill RS down S > M Tele to cross up if pushed blocked. if normal blocked you still get 50/50 high, low. against Flying characters its much harder. i just usually go for the unblockable. Trap > Boulder > Log Trap > Low. if you watch my solo coon i RS every where and throw random logs, and i love going for RS down forward S or H in to Hop S. it catches them all the time. And i really hate calling it Kusoru team. he does nothing to help expand this team.

Hey guys! Been a while. So I’ve been trying some stuff out again with RR again and I’ve gotten bored using Doom & stuff with Deadpool. I ain’t beating 'round the bush when I say Deadpool’s my main man (as in ma best character) and I wanna try and find a fun team to play with ‘im. So I was wonderin’ since last time I’d say I’d try Dante/RR/Ammy, I was wondering how DP/RR/Ammy would be? I see it helping both in Deadpool’s mix-ups and hit confirm game as well as that DP and RR’s got some good synergy both in terms of DHC and stuff. So yah what do you guys think of DP/RR/Ammy and if you’ve tried something like this I’d love to hear some tips :smiley:

Deadpool’s AA assist could work quite nicely for RR, and hell even Ammy.

DP has a wallbounce, right? How important is it to his game?

I’ve messed around Deadpool, trying to help my friend get a higher damage combo

The Wall Bounce is fairly important but not too necessary IMO as long as you enjoy resets

So I’ve been messing around with a new version of my vanilla team so I can enjoy me some point Ammy. I used to play Ammy / Sent / Dorm, sometimes Dorm / Ammy / Sent. I’ve recently realized that Ammy / Dorm / Sent is probably the best order… but I just don’t like playing Sentinel anymore.

What I’m now using instead is Ammy / Dorm / RR with Spitfire and I gotta say, it’s a TON of fun. I don’t know why I never tried this order.

Ammy gets Spitfire, which almost gets her in for free, and a lockdown assist that I’m very accustomed to. The DHC into Dorm does a lot of damage for Ammy, so I usually find myself resetting into a kill and having Dorm in with Cold Star to keep them in the corner and Spitfire to control hella space. Spitfire also extends combos for Dorm in ways that Drones can’t. RR gets potentially two lockdown assists which is amazing because you can do multiple unblockable resets in a row without having your lockdown assist on cooldown when going into the next reset lol. When I’m down to just anchor RR, I get to practice him without my Cold Star crutch, which honestly is holding me back from improving with RR.

I mean, it’s probably not the best team but it’s such a fresh breath of air for me right now. I get to relive my vanilla days of derp Ammy + Drones and I get to play Dorm again, all the while improving my RR game. I think that this may become my permanent secondary team.

From my experience the wall bounce isn’t too necessary to his game (minus the reset and/or mix-up here and there) unless I’m confirming a combo off of an assist that’s already used up a wall bounce (RR’s Log Trap, Iron Fist’s Rising Fang, etc.) to which the only difference is that after Katana-Rama H, I’ll have to immediately go into a Happy Happy Trigger. What’s interesting though, after being in the lab for a bit as well as trying stuff in some online matches, is that RR’s Log Trap is great for my DP because I’m more of a zoning DP than I am rush-down and his trap keeps ‘em in line by makin’ 'em wait for an opening which half the time is filled with bullets haha. There’s also the great benefit of access to the bolo glitch allowing me unscaled damage using Ammy’s Cold Star. That and off a simple Log Trap, I’m still able to do a Quick Work/Teleport combo allowing for an easy 650 to 700,000 damage combo followed up by some great DHC synergy with RR’s Lvl. 1. Even then it’s possible with the extra wall bounce to quickly shoot out a L guns while teleporting over to them covered by either assist to which it’s possible to get a quick reset if timed right. Other cool thing is that from either a snap-back and/or just an incoming character, it’s still possible to do the guns H/teleport/incoming assist mix-up as done with Strider if timed right with RR’s log trap and it possibly does a tad more damage because I’m still able to land a quick work combo after it as opposed to starting the combo off with a Katana-rama and wasting a ground bounce. It even acts as a good cover for catching people off guard when I use up my teleports considering how fast an assist it is and how often people don’t see it coming when trying to pick DP up with an OTG assist like Wesker’s Samurai Edge. Man time in the lab and online can bring up some funnn results lol

Just got back from SEA (was an amazing event) Rocked the Joe/Frank/Coon team, if you guys dont know yet. I ended up getting 5th. Which i still think is pritty good for an Australian. Noticeable mach ups where Xian(Mags,Morri,Doom) ,JWong (Wolverine, Storm, Akuma) and Tokido (Mags, Doom, Phoenix) Now first up was Xian the end score was 3-0 My way. He has had alot of experience with that team, since he told me he plays against Kusoru. My team has a disadvantage to Xian’s team but if played patiently and smart i feel that it can over come the over whelming pressure of Mags/Mori + Missiles (4-6 Match up). At times he played unsafe by going in and getting hit by log trap, and unknowingly knew about Joes Super that stays with the character even if they Tag out. Which made him lose the last match where i slowed mori, so when she came back in with sister sister his inputs where to fast for the slow morrigan to shoot.

Next Jwong. i feel my team beats Jwongs due to he can out zone me (which makes him rush down…alot) so since he must rush down there are risks in getting hit by log trap. Once you kill wolvie it becomes mush easier coz storm cant do mush to catch Joe, just gotta watch out for Hail Strom when calling assists. But trying to block Wongs mix ups is extremely hard and is a diffrent mind game in its self. i got close i got him to 2-2. But then he activated Wong Factor and i hardly stood a chance (6-4) match up, since it was justin i think its 5-5.

Lastly Tokido, that team is very hard for my team. For one he plays a very Zoning game and its hard for joe to work against that. Its also very hard to snap in phoenix and get a very solid mix up on her since she can just air dash out of any mix up form joe/franklvl1. the only good thing is that your almost garenteed to get free Down TAC’s to get 1 meter and lvls for frank which makes fighting Dark phoenix a little easier. But Tokido plays Kusoru all the time in japan so he knows the match up inside and out, 4-6 match up.

At the end of the day i still believe that this team can still place high in tournaments. Its just that teams that work around just zoneing make it very hard for joe to get in with log trap. So its best to have a back up if feeling confident. possibility Strange 2nd or 3rd with bolts to help Joe create better zoning options and ways to get in. Or just put vergil last and go durp with lvl3 (it always seems to work to mater what the team is)

Dont give up on this team guys. It can still surprise alot of people