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Dr. Stormlocke

[GGAC] Robo-Ky Matchups!

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***PLEASE USE THE SUB FORUM FOR MATCHUP DISCUSSION NOW***

First I'd like to thank Buri Mod //Jais for coming up with the ideal Matchup Thread layout. I am reusing it for my own nefarious Robo purposes. And thanks to Dustloop member shtkn for the awesome sprites.

Each subsequent post in this thread will be info on a specific character. The posts will be detailed with the following bullets:

Matchup Statistics: Numerical representation of the matchup, out of a possible 10 total points. A terrible matchup would be 9-1, an even one 5-5, etc. I will occasionally chime in and share my opinion on some specific matchups.

Openers: their usual opening moves and how to counter win by first move.

Okizeme: From Japanese chart recommending what move to use as your opponent is waking up, based on their tension. If timed correctly, the listed move is safe.

Punishes: Ways to punish their unsafe moves.

Counters: How to score a counter-hit.

Anti airing: More ways to anti air specific moves.

Zoning: What characters have a hard time dealing with.

Their game plan: Enemy strats.

Strategy: Your strats.

Char specific details: Ideal combos and pressure against their character.

Feel free to post now that I have all the characters added.

Let us begin!

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A.B.A

Matchup Statistics

Japanese Ranking: 4-6 in A.B.A's favor.

Openers:

Okizeme: Opponent's tension is below 50% = 5p/5k

Opponent's tension is @ or above 50% = 5p

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy: Get used to Instant Blocking, preferably on a 2d mat. Spend meter on Dead Angles to count toward her knockdown if you have to. Just play super defensive utilizing Robo's great IB rate along with his good damage modifier.

Char specific details: Because of her super late wakeup/getup, you'll have to adjust your 236s Bazooka okizeme/pressure accordingly!

Knockdown control:

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Anji

Matchup Statistics

Japanese Ranking: 6-4 in Robo's favor.

Openers:

Okizeme: Opponent's tension is below 50% = 5p/5k

Opponent's tension is @ or above 50% = 5p/5k

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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Axl

Matchup Statistics

Japanese Ranking: 4.5-5.5 in Axl's favor.

Openers:

Okizeme: Opponent's tension is below 50% = 5p/5k

Opponent's tension is @ or above 50% = 5p/5k

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan: A smart Axl player is going to use his long reach to prevent you from making 236s Air Missiles. Don't be predictable with them, only use them after a knockdown, or when the opponent is blocking something else like your 236s Bazooka.

Strategy: Instant Block and save up tension for Level 3 Horsie. This will be your go to move in this matchup. Robo-Dash every once and awhile if you can get enough speed going to wreck long range pokes if you've got a good read on your opponent. Try and bait his counters with 5p and 2p.

Char specific details:

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Baiken

Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Okizeme: Opponent's tension is below 50% = 5p/5k

Opponent's tension is @ or above 50% = 5K

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy: You make missiles, she'll make carpets. Every once in awhile one of you will attempt to rush the other one down, pretty boring matchup. Poke with 2p and 5p to try and bait counters, and get a read on her and attempt a command grab.

Char specific details:

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Chipp

Matchup Statistics

Japanese Ranking: 5-5 even match.

The Good Doctor's Word: I'll have to disagree on this one, 4.5-5.5 IMO. Robo's 2d and 2k straight up lose to Chipps sweep. Also, since Slash where they added +10 frames of recovery on Robo's 2d, it's not even safe to do a BLOCKED 2k, 2s, 2d vs Chipp's sweep. Many times any block string into bazooka will get you swept as well. Due to Chipp's agility, speed and teleports, spamming missiles also isn't as effective as you'd think, even though they can potentially end the game for Chipp on counterhit. This matchup did get better since Slash for one reason though: Invincibilty on his Level 2 and 3 SRKs. Just try to IB and land one of these bad boys for a grip of life.

Openers:

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = 5p

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy: Nezu has been Slashbacking Chipp's Terriyaki/Bonzai attacks and then immediately going into Robo's 236236s Punch Spam super. It takes a lot of life off Chipp.

Char specific details:

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Dizzy

Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Openers:

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = 5p/Lv3 Air Missile

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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Eddie

Matchup Statistics

Japanese Ranking: 4.0-6.0 in Eddie's favor.

Openers:

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = 5p

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy: Get adept at Instant Blocking little eddie strings. Try to train yourself to look for openings where you can Level 3 SRK. Level 3 SRK, RC, 5k can sometimes also stop a Shadow string.

Char specific details: It's possible to do a pretty sweet 80% Heat mode combo on Eddie. If you have a significant chunk of heat, and around 75-100% tension try:

214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.

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Faust

Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Punishes:

Okizeme: Opponent's tension is below 50% = 2p/5k/Lv3 Air Missile

Opponent's tension is @ or above 50% = 2p/Lv3 Air Missile

Counters: 2hs Knee Rocket Faust's Scalpel Pull to score a good followup.

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details: Can crouch under one of your best pokes, 5p! You'll have to rely on 5hs FRC or 2p more.

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I-No

Matchup Statistics

Japanese Ranking: 6-4 in Robo's favor.

Openers:

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = 5p

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy: Get proficient at Instant Blocking her notes, as they will supply you with a nice chunk of tension.

Char specific details:

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Jam

Matchup Statistics

Japanese Ranking: 4.5-5.5 in Jam's favor.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan: If they have tension, just expect Puffball Force Break. This is the best mentality to have against Jam.

Strategy: Jam likes to take to the air a lot, so greet her with 2hs knee rockets! Don't throw them out too often as her Force Break can make quick work of you unless you FRC the move.

Char specific details:

Member Submitted Info:

Originally posted by: Chojin

ANTI-FB BURST RUSH STRATS:

Her FB is difficult (if not impossible) for Robo to beat. If it's timed correctly, it can (and will) beat or trade with 2K (which I think is total crap, but whatever). The only hope you have of consistently beating it is hitting it with DP, which probably won't happen since you'll be too far away most of the time. Therefore, your best bet is to play it safe.

When I'm getting hit with random FB burst rush, this is generally what I'm being hit out of:

1) f.S

2) 2K

3) horsie (sometimes)

So, FB burst rush > your best pokes. Therefore, you don't want to throw out these pokes too often (midscreen, anyways). Lvl 3 missiles work OK, since you can jump and FD right after you shoot them (if necessary). Again, you can't be predictable with them or you're dead.

When Jam has enough tension for FB burst rush, try to stay out of mid-range, which is where you're most vulnerable (this is where Robo's slow pokes hurt him the most against Jam). If you're at the other end of the screen or in her face, you stand a much better chance of avoiding or beating the FB. 2K actually does a pretty good job of beating the startup of burst rush, so don't be afraid to use that.

http://www.youtube.com/watch?v=_BasfXaouzg Nezu does a pretty good job here of avoiding the FB. Also, take note of his use of 2H (FRC) to bait a punish from Kazu.

GENERAL STRATS:

1) Always bazooka her on wakeup. You should do it relatively close when she has < 50% tension (since bazooka will avoid her DP everywhere except at max range) and from near max range when she has >= 50% since missile will often beat her dash super and you'll be out of range of the column super.

2) 2K, 2S, 2D is NOT safe. Jam gets a free 2D after this (I don't think IBing the 2S is necessary). Make full use of her 2K flowchart: mix up the following so you don't get predictable:

i) 2K, 2S, 2D

ii) 2K, 2S, 5H FRC

iii) 2K, delay 2S, etc

iv) 2K, recover, etc

v) etc etc etc

Don't forget that 2K tends to hit very meaty against Jam due to her thin lower-body standing hitbox. This makes your throw very effective after an empty 2K.

3) Don't be afraid to turtle at the other end of the screen and throw out missiles, lay mats, etc. You're relatively safe from long range; mid-range is the problem.

4) 5P is your go-to poke. It recovers quickly enough that you will be safe from random FB and iad drop-kick.

5) Command throw can be difficult against her since her 2P is retardedly fast (timed correctly out of blockstun, it WILL beat your command throw) and she has a fast jump. Make sure to mix it up with normals (I like using 5H FRC) in order to bait this and jumps.

6) 5P is also your best anti-air. It stands a good chance of beating IAD mixups, leading to a painful combo. Use 2H sparingly as it *will* get your FBed. However, you can use this to your advantage by intentionally using 2H in a dangerous spot, FRC it, and immediately 2K; this setup will beat out the inevitable burst rush or dash-in combo.

7) Learn how to deal with 6H. You can beat it with lvl 3 DP or slash-back and 5H. Jam can be very predictable with this move, so use this to your advantage.

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Johnny

Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning: Don't get too comfy spamming Missiles. Johnny's 6k is the be all end all of anti missile moves, will wreck your ass, and then you lose a good chunk of life. Launch 1 volley of air missiles at a time, and zone in tandem with 2hs.

Their game plan:

Strategy:

Char specific details: You'll usually have to throw in a 5s after you've connected with two 5hs FRC, in order to air combo. Alternatively, you can try immediately going into a J.s after a 5hs FRC.

It's possible to do a pretty sweet 80% Heat mode combo on Johnny. If you have a significant chunk of heat, and around 75-100% tension try:

214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.

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[ATTACH]278[/ATTACH] Ky

Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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[ATTACH]279[/ATTACH] May

Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Openers:

Punishes: Go out of your way to block her 3k and then destroy her with a combo of your choosing.

Counters: 6p horizontal dolphins on reaction until May starts jumping off them via Force Break.

Anti-airing: Be careful with 2hs as her jumping angles will sometimes render this move unusable. Same goes with SRK, if she's knocked you down, she can double jump straight up to bait it and then punish you.

Zoning:

Their game plan:

Strategy: Refrain from using Robo's 2k, as Mays' 5k clearly stuffs it out. Also learn to block her 5k as you're waking up, as most May player's will use this as it's her generic okizeme. DON'T TRY TO THROW IT! FD, or IB~punish.

Char specific details:

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[ATTACH]280[/ATTACH] Millia

Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Punishes:

Counters:

Anti-airing: 2hs is not as effective if the Millia player has a hairpin at her disposable. If she airdashes in and tosses a pin it will trade with your knee rocket and she will be able to continue her momentum.

Zoning:

Their game plan:

Strategy: 5hs CAN BE effective versus her. I have success with it. Millia should have the tools to punish you correctly if you are cornered or become too predictable. It beats TK Badmoon attempts against you as you're waking up, her 6k, her roll, tick throws, some discs, and also doubles as the throw button.

Char specific details: She can crouch under your 5p, but will still be put in blockstun from it if she blocks. Odd.

It can also be possible for her to roll under your missiles, so be cautious.

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[ATTACH]281[/ATTACH] (Holy) Order-Sol

Matchup Statistics

Japanese Ranking: 4.5-5.5 in Hos' favor.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

Member Submitted Info:

Originally posted by: Chojin

This match is super annoying.

The three biggest problems Robo has against OS are:

1) Robo Ky lacks a safe, reliable anti-air move, and OS has probably the best air to ground game of any character. OS will jump in at you with j.H, and there's really nothing you can do about it. 6P will lose to j.H with CH every time, so don't bother with it. Your only hope is to get an early 2H, but that's really risky.

2) OS is much, much faster in Robo in every way. You are more or less totally boned after blocking anything, since his 2S will beat any retaliatory move you might want to do. You'll be hard pressed to do *anything* after a blocked Rock It (OS will beat anything you try with 2S) or a bandit revolver (OS will probably do j.P to avoid the throw and you can't do anything about it).

You'll have to get used to staying in the corner, because OS will put you there often and there's nothing you can do to prevent it.

Your best tools to use against him are:

1) IB. Do it at much as possible because you'll be guarding most of the match.

2) Meaty 5P or mid-range lvl 3 bazooka on oki. Always do lvl 3 bazooka if you have the tension (lvl 2 can work too, but the distancing is trickier). Otherwise, use a meaty 5P; it will avoid his DP every time, after which you can jump and aircombo or DP to CH the charge cancel and do a big combo.

3) 2H. It's risky, but it works unusually well against OS because of his wide air hitbox. The worst he can do to you on the ground is a short combo ending with 2D, which isn't all that bad, all things considered.

4) DP (+ super). Again, it's risky, but you have to play risky if you want to win this match. You can IB + DP in a number of spots, like block string into Rock It.

You *are* going to get hit a lot in this match, but that's OK, since OS does crap damage (mostly) and Robo takes damage like a champ. You'll probably do fine as long as you concentrate on avoiding his big damage setups:

1) Gun blaze, combo

2) Corner throw

3) Impossible dust combo

4) CH FB

His damage from lows is *awful*, so preferentially block high and watch for the throw (that is, block low in neutral situations so you don't eat a FB, but if you're put into a high/low/throw guessing game, guard against the high/throw more than the low). It's better that you keep getting hit with 2K combos for almost nothing than 200 damage off of the impossible dust or throw. Also, do *not* throw out moves after blocking something unless you are *positive* that you will beat whatever OS does. He has advantage off of almost everything, so he can hit you with CH FB, no problem, and that leads to pain. Your best option is to keep blocking or jump away (1F jump if you can).

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[ATTACH]282[/ATTACH] Potemkin

Matchup Statistics

Japanese Ranking: 5-5 even match.

The Good Doctor's Word: Pretty strong disagreement here. 4-6, or at the very least 4.5-5.5 in Pot's favor IMO. The matchup has changed in one new way... 6p hitting up to 3 times now serves as one of the few effective ways to counter Hammerfall. Knockdown into Horsie is a good way to bait wakeup Pot Busters but it won't work forever. You pretty much have to stick with 2hs Knee Rockets because of Pot's low air-mobility.

Even though it's been listed before here is why the matchup is a problem:

2d = Slide Head

Missiles = Flick

Bazooka = Flick/Judge Gauntlet

Robo Dash = Backdash Buster

Openers: You can use 6p* (*shoot x2-3) or 2hs. The problem however though is..

Megafist > 6p, Hammerfall > 2hs.

But..

6p* > Hammerfall, 2hs > Megafist.

If you want to risk it, go for it. I usually just backdash.

Punishes: If you ever give Pot the option to tech in the air, 9 times outta 10 he'll try to use J.d to get back on the ground. If you anticipate this, you can Gold Burst it.

Counters:

Anti-airing: 2hs knee rockets. Lots and lots of these mofos.

Zoning: 236s (air) Level 3 missiles. These are harder for Pot to flick, they do good chip damage, and they can keep him at bay.

Their game plan: See Doc's Word section.

Strategy: 2hs knee rocket any air tech attempt from Potemkin, as nine times out of 10, they will air tech and immediately J.d to get back on the ground. 236236p Det. Mode speeds you up and can help the matchup.

Char specific details:

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[ATTACH]283[/ATTACH] Robo-Ky

Mirror Match!

Matchup Statistics

Japanese Ranking: 1010101010 *ERROR*

The Good Doctor's Word: The race of men shall fall.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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[ATTACH]284[/ATTACH] Slayer

Matchup Statistics

Japanese Ranking: 5-5 even match.

The Good Doctor's Word: Slight disagreement here, probably 4.5-5.5 or so. Slayer's Purple Bat Cloud O' Doom (2hs) will make short work of your 2k, and BDC moves can give you and your projectiles some trouble. Not all that bad though.

Koogy's Word: Slayer has batty cloud. Robo has no batties. ROBO DIES.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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[ATTACH]285[/ATTACH] Sol

Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan: They can punish Bazooka Okizeme with Grand Viper as they are waking up. Adjust your gameplan accordingly making use of Backdash, 5p, or 5hs FRC whiffing.

Strategy: Besides doing unsafe strings that Volcanic Viper will punish, try to avoid getting inside his sweep range as well. Sol's 2d can shut down some of your pressure tools.

Char specific details:

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[ATTACH]286[/ATTACH] Testament

Matchup Statistics

Japanese Ranking: 4.5-5.5 in Testament's favor.

Openers: Most of the time just backdash. Testament can do 5d as soon as the round starts to stuff/dodge most of your pokes.

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy: If the Testament player is Front EXE Beast happy, you can try to bait and punish by doing the following: 5k, 5k, 5k (until you are pushed away), jump toward (hold 9 or 7), J.s, They do Front EXE Beast, Counterhit, ~whatever.

You want to use Robo-Dash to steamroll through trees and nets. The thing that helps me the most in this matchup, is IB'ing his FRC barney strings and knowing when to throw out a 5hs FRC. Say for example Testament dashes in, throws out a low, pressures into behind barney, FRCs, and begins dashing toward you.. if you time it you can nail him with a 5hs as he's dashing in. Once you do this enough, usually the Testament player will begin dashing into warrant(his counter), so be wary of this. It goes for most matchups, but just try and be patient while you are instant blocking.

Char specific details: You are able to do the same very damaging, not too difficult 80% Heat mode combo on him, just like on Eddie. If you have a significant chunk of heat, and around 75-100% tension try:

214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.

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[ATTACH]287[/ATTACH] Venom

Matchup Statistics

Japanese Ranking: 4.5-5.5 in Venom's favor.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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[ATTACH]288[/ATTACH] YO-YO Buri/Bridget. (I'm naming him this so my alphabetizing remains intact :sweatdrop:)

Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Openers:

Punishes:

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details: Can crouch under your 5p. His delayed wakeup also might mess with your Bazooka okizeme timing.

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[ATTACH]289[/ATTACH] Zappa

Matchup Statistics

Japanese Ranking: 6-4 in Zappa's favor.

Openers:

Punishes: Try to use 2s after Instant Blocking, instead of 2k, 2s.

Counters:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details: He can crouch under your 5p. He can also run under your missiles, horsies.

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I think the potemkin match up is harder then listed. I been fighting Jan and the shyt he learned, well basically makes it harder then it is for normal potemkin players. Det mode and 6p is by far one of the best things you can actually do and bait robo dash throws arent bad either cause you can FD dash cancel into meaty 5p if he back dash (or 3horsie). Never 2k after he does a hammer fall cancel during his combos cause you will eat a potemkin buster (just better to jump, if you in heat mode, you could j.S,FB , J.s, J.hs., land doing knock down or dust combo). Well I have more info but still unsure of details. Hope this helps.

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