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

Your loss to Tokido was primarily a result a bad decision making. All three of those matches were very, very winnable.

ok so i have a serious question. My current team on UMVC3 is Spidey/Dorm/Roacket Raccoon. now im wondering if anyone has any idea on what type of stratigies that may be complimentary for this team. im trying my best and figured dorms assist to be dark hole and rockets to be log trap. now im just curious to see if there is any other good ideas that you guys know. if there is any information you guys can give in the most detail possible ill greatly appreciate it. thank you

UMVC3: Spidey(web ball)/Dorm(Dark Hole)/Rocket(pendulum)

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/995726_10152955975880403_1180221498_n.jpg

Special shout out :stuck_out_tongue:

I’m a mag/doom/sent player mostly, but I’ve always wanted to play the coon. I’m looking for a team that can abuse logtrap assist the way that kusoru does (ie via getting high on the screen without super jumping to call rr assist). Any thoughts? I tried out mag rr doom for a bit but wasn’t really feeling it.

X23(CS)/IM(RB)/RR(Log) is really fun. X23 is a more mobile Joe when it comes to creating Log mixups but gets 1mil damage for .5 meters off a log hit, IM gets conversions off being super defensive and covers the zoning matchups. X23 has Thor TODs on clean hits with 1 meter, can 1 hit > TAC > double dirt nap, alpha counter into Thor TODs. Guaranteed unblockables off dirt nap and Mad Hopper + Boulder trap.

For the air mixups + Log, it’s built around wall jump + Log then you can do all sorts of stuff with your trajectory with her DP and Talon attack. (Ridiculously powerful and more angles of attack/mixup than Joe by far.)

Still working on the RR video for the team, but it’s still pretty easy to see the potential.

Ton of fun, ton of damage, ton of growth potential, great mixups, great meter build, characters that are good and are mostly unknown MUs.

If you don’t like IM, you can play X23/RR/Ammy instead. No great infinite option and CS doesn’t 100% guarantee dirt naps, but it’s still a crazy strong team.

You can always do Joe/RR/Ammy if you literally want the Joe + Log mixup instead.

Trish also gets tons of fun out of Log Trap. I play Trish / RR / Ammy.

Also,

Joe / RR / Ammy
Joe / RR / Vergil

…are both viable as well.

For the record, I tried out your team the other day and… I feel like a suck at life now.

You should try out my team and post lots of neat tech for me here =)

I’m garbage with Trish and Ammy, lol. For whatever reason I can’t do Ammy combos for shit and I can’t tridash L with Trish for beans. :confused: otherwise I would probably play ammy.

It’s okay I forgive you.

You have to delay the dash with Trish, sorta like Mags. It feels funny lol.

I’ve tried Joe / RR / Ammy. I can’t get any lockdown started w/ Joe, nor can I open anyone w/ Ammy. I’m complete garbage w/ her.

H

Wait, lol it’s going to stay like that?

:h:

Hello, all.

So I’ve been trying out a bunch of characters with my fav shell, xxx Dorm Mag, and like several of them a lot. But one thing I realized is that for the disruptor dorm crossups to work, the opp has to stay grounded for a time. So I was thinking about which assists could punish someone for trying to stay airborne and avoid that, and thought maybe Log Trap could be sick for this.

Now, I’m a total RR noob. The few times I’ve been in training I couldn’t even get his basic bnbs to work. BUT, if log helps dorm like I think it may, it just might be worth putting in the time. That said, a few very basic questions before I start my own research:

  1. Do you all agree with the above at all? That a disruptor-Log-Dorm could be really sick?

  2. Do you recommend any quality RR tutorials to get caught up?

  3. Is Disruptor known as partic good or bad for RR? He has a teleport so that’s def a plus. But rocket might require more stun or lockdown or less speed, etc. So basically, is RR-Mag an established BFF at all? I think this dorm could be insane, but wouldn’t want a shitty version of RR, you know?

  4. is the combo thread’s OP up to date? Or are there ‘obsolete’ combos? I haven’t even looked yet, so not making a judgement. Just asking preemptively. Some char’s combo threads are cutting edge, some are brady guide relays. Lol

Thanks all, if #1 and #3 yield positive answers, I look fwd to diggin into this little guy.

The shitty thing about Raccoon is that, Day 1 combo is his most optimized one. Hitstun scaling hates the shit out of the little guy.

Now regarding your questions, contrary to popular belief, you can super jump away from Log. Especially if it’s Doom because he usually SJ > up back air dash. It doesn’t quite reach the top of the screen, but it’s close. That means a Mag that’s flying away has to be up forward + forward dashing. If there is any down in it whatsoever, he’ll get hit. That being said, Log’s highest point is start up and end, so anything in between can get tridashed on, or worse, box dash. It comes out relatively fast, but if he gets hit the hitbox on the log goes away. It also doesn’t reach full screen.

  1. I believe that any team with Raccoon can be really sick :slight_smile: I just love the little guy. Besides that, if you watch the UCI ranbats, there’s a guy named RabidSmurf that ran a Haggar / Dorm / Raccoon team. He’s got sick tech that goes in any direction if Dorm is behind or in front of Raccoon. Dark hole holds them there long enough for unblockables, and Dorm w/ Log helps his keepaway. I don’t know how it would help Magneto, I’ve never seen them put together before. Maybe you’ll find something

  2. There really isn’t any tutorials out, we kind of have to watch what other players do. There are a lot of bad Raccoons though, so be careful. Players to watch : Valdi, SolidPlay, NeoRussell, Zacka, Tonosama, Kusoru in that order. The reason why I say that, and this is only in my opinion, is that they get more and more complicated in terms of controlling how the player reacts to Raccoon, and that’s his gameplan.

  3. I’m not sure about Disruptor, but Unibeam is hella gdlk, so is triple arrows if you’re planning on playing a rushdown Raccoon. Solidplay uses Raccoon w/ Plasma Beam and it seems to work well. I’m not sure if Disruptor hits do they air tech? If they do that might be a problem, but watch how Solidplay uses Plasma Beam, maybe it’ll have the same properties. I don’t use a beam assist personally.

  4. There are 4 combos you need to know. The Day 1 BnB, the boulder loop (you don’t need to be able to do all the loops, if you can do 3 reps that’s good enough), xf3 midscreen, and xf3 corner w/ boulders. Anything else you do is hurting your hitstun decay, unless you’re willing to spend 2 meters on the combo. In which case you’d throw a Mad Hopper into the mix. He’s not really a one touch kill character, so you have to be creative in creating mixups for your own team, but start there. His BnB if you start from a Madhopper can do up to 720k w/ RocknRoll tacked on at the end, so it’s not like he can’t dish out the damage.

Good luck, let me know if you have any other concerns.

Disruptor comes out very fast and doesn’t keep the opponent in hitstun very long. It’s possible for RR to use it, but his teleport is a lot slower than Dorm’s so you’ll probably find it difficult to abuse properly. I think that Disruptor is a soft knockdown but I’m not sure, I think that people ground tech from it without HSD though. I was actually running Mags / RR last night and I think that’s what was happening iirc.

RR gets a lot out of Dark Hole, but it can be tricky to place. There are many corner situations where Cold Star will work, but Dark Hole will spawn off-screen and put RR and Dorm in danger so be careful. Lockdown assists in general are great for RR’s reset game because they give you opportunities for unblockables, you just have to figure out setups that work with Dark Hole.

Log works well for Dorm, though I actually use Spitfire when I mess with the duo because I played Dorm / Sent in Vanilla. Mags has good air movement, even if he doesn’t have a divekick, so I’m sure there’s a ton of potential for Log shenanigans if you’re good with him. The Mags / RR team super is also really nice because it allows you to hypergrav off of the last hit of RR’s super and continue the combo.

With Mags and Dorm, I think spitfire might have more potential. Safe drones that can’t be ducked under. I was never crazy about Dorm with Log because I felt like burning his wall bounce without a strong conversion hurt his damage. Spitfire and teleport is hell to block, though.

I’ve recently picked up Rocket Raccoon and put him in two of my teams, both on second spot. The first team, which is my main, is Dante Raccoon Akuma. I have him second because of his spitfire assist works well with dante and because he is good to DHC into to kill a character to be able to mix up the next on coming character. Im trying to see which assist i should use for dante to help back up Raccoon. Jam session might be an obvious pick because of how much it locks you down, but the only problem is confirming of it on hit, his S is to small and its tight trying to confirm it into bear tramp. Instead i use wessle shot, it have fairly good lock down and easier to confirm of of, plus its a projectile. I already have Akumas tatsu for lockdown, so im thinking a projectile would be better, or maybe not. Anybody have advice for which assist, wessle shot or jam session, and why?
Thnx

Depending on what you’re doing before, the easiest confirm would be log trap. I’m not sure how high jam session throws them, but you can try upforward skates > j.S to get them into position for a s.S. Other options include romket skates, and j.H > j.S > s.S

I think WS would work better. CS is hands down one of RRs best assists and he likes horizontal coverage better than vertical. Don’t see any reason why he wouldn’t like WS just as much.