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solidshake

Order-Sol vs. Robo-Ky

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I know on paper this one's supposed to be in OR's favor, but this has turned into my hardest matchup mostly because the robo player I know gets in my head, to the point that I must turn to the internet for answers.

some general notes I've gathered (may need to be corrected for accuracy)

neutral:

  • mild success with 2S in deterring irritating footsie game
  • also mild success with 2H vs. footsies. i've been trying to score some CHs this way but it hasn't totally worked out yet
  • fafnir at max range only, otherwise i risk getting stuffed by 5S
  • fafnir vs. horsie produces weird results, depending on how soon/late horsie is. the sooner fafnir hits, the better.
  • RI1 trades with horsie, but any trade with robo is a losing proposition :[
  • 5S, 6P, and hot 6H stuff BRP (spacing contingent?)

robo's oki:

  • lots of bazooka. sometimes i can reversal GB out of it, but even that can be baited into throw. reversal TR seems to be most persuasive though
  • 5P. still not sure how to deal with this. natural reaction is to SV which gets stuffed bad. seem like reversal GB or TR are still best options?
  • blocking bazooka: risk 50/50 into dust or KD. if i'm not feeling quick, i'll just block high and take the knockdown since robo's dust is so dangerous

pressuring robo (aka "the part where i fall apart"):

  • running in just doesn't work here because robo will zone me with 5S or horsie and i will cry
  • jump-in j.H works great until robo sees through it and does DP+super. sometimes i bait it, sometimes i don't. the risk makes me not wanna try at all!
  • 2H. sometimes i bait it, sometimes i don't (when i IAD). what's the MO for punishing this?
  • pressure strings can be interrupted with 5H or DP+super(!) after CC and running back in. what pressure string should i be using for robo (and perhaps everyone else?)
  • 6H when heated :[

the flow of this fight for me is that i pray to the CH gods and make my real damage off of fafnir. otherwise i am just plain afraid of getting close to robo and applying too much pressure. i can't keep robo from getting tension or heat (which feels just as dangerous with 6H). all in all, i feel like i'm really walking on eggshells here

any advice would be warmly received :]

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my only advice on this matchup (ive played it a good bit) bait his 5HS and DP his DP is pretty damn fast but if you can bait it hes in a world of trouble same with 5HS it comes out quick but its terribly unsafe (needs a frc to make it safe) on oki situations block his 5P game, SV will be baited with 5P all you have to look out for from robo is dust and command grab his command grab range is kinda whack but yeah its not that big his DP should be like ky's where you can bait it with 2D and he will go right thru you open and you get free hits if your rushing try doing empty jumps or double jumps i usually do j.p x 3-4 j.c falling j.h use the j.p to bait a AA and then get your j.h on

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his DP should be like ky's where you can bait it with 2D and he will go right thru you open

Unfortunately, your leg will be chopped to bits if you try this.

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Yah... You needa come back down and fight Xigg if you think that. I thought that and Xigg hurt me.. He hurt me bad... Q.Q I have a hard time in this fight as well but its cause I'm not that good. What I have noticed is that our "hop" -> j.H gets mad stuffed by a knee rocket (I think crouching heavy?) and it hurts, so be careful with that. Also, your 2D is a great poke, just make sure you CC it... BRP FRC works well with proper pressure tho.

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I think one step towards success is more charge cancel. Make your blockstrings longer by using CC, use a lot of safe pokes that are out of DP range, but mostly learn some CC combos. You already kinda figured out that you can use lvl 1 rock-it pretty safely in pressure. One random thing to note is that when you get your j.ppppp > whatever ~ 2D blockstring, it makes me REALLY want to try instant blocking on purpose. Basically, I can't do anything about that particular thing yet, so throw it at me until I pull some Japanese shit out of my ass and break it.

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I like to 6P on Robo's wakeup if he has 50% or more and I suspect the uppercut is coming. The Robo I played locally (ShibuyaX) loved to do uppercut when he had meter since he saw it as a sure thing (if it hits, big damage, if blocked, just RC). Against that, you have to bait it like no tomorrow. You can set up safe jumps to bait his upper on wakeup like anyone else, but the timing is extremely difficult due to the speed of the move (3 frames). Mostly, just be patient in this fight. Anti-air 2HS can be a pain, but he has to do it a little early against HOS's jump, so you can bait it and punish with something big if he doesn't have meter to FRC. Fafnir works very well for this purpose. Gunblaze avoids horsie, but it's a big risk to take so only do it if you're certain. If the Robo is mashing out 5HS during your pressure to stop you, stick occasional instant j.P into your pressure. If you see the 5HS whiff (no FRC), come down with j.HS for a punish combo. If nothing, be prepared to FD in case he tries to uppercut you, then punish his upper. With conditioning, he probably won't try to counter your jumps in this situation, which leaves you free to pressure again after making him block your jumping attack.

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5p and bazooka oki can both be reversal gb'd. He has to give up tighter oki to bait it in both instances. Most of the time you'll be within fafnir range, which he has to respect thoroughly. Sure, 5s(f) beats it, but you ch so much stuff with fafnir there that his options are severely limited. If he's dp'ing you during your pressure then you need to keep it simple. Frame trap with faster moves and bait dp. Going with the occasional Gatling to 6p works well if they start trying to dp frame traps. This fight feels really straight forward honestly. Don't get aa'd, bait dp when he has 50%, win. Robo ky's ability to keep you out is really limited.

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I'd pay for a list of everything that you can reversal GB, like the BBU list in the slayer forums, that shit would be awesome.

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lol i just played mike song like all day today heh yeah fuck the 2D thing i dunno what i was thinking cuz mike song DPs like every 5 seconds well lol nah hes good lol but yeah 5S and 2S work wonders in this matchup watch out when your jumping in when he does slide cuz he can cross your j.h up and grab you also 2H will get you if your predictable with your jump ins too i ive been tending to use 2H at max range on oki and it seems to stuff everything and make dp whiff a fair amount 6P is kinda eh sometimes robo at lv3 has a really really good DP watchout for stagger into command throw haha i personally like using sol vs robo instead of using hos heh 5HS is too good

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What're the optimal combos for midscreen gunblaze, midscreen CH fafnir into running c.S, and Lvl3 BRP on robo-ky? I'm having trouble getting the JI combos to connect because of his high weight and fucked up air hitbox.

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