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Dr. Stormlocke

[GGAC] Robo-Ky: Talky-Talky Goes Here!

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I had a new casuals session lately, but only had time to upload one match, there will be more later:

vs SL

http://www.youtube.com/watch?v=Wcf6vSkwS5o

Mostly improving my comboing abilities lately. I probably need to practice some blockstrings, since I think keeping pressure on safely and accurately is my main weakness. Currently I feel like my blockstrings are too short and I spend a lot of the match getting lucky in frequent counter attempts.

Also, for those of you who are searching for good robo vids, I've been compiling RO matches I enjoyed over the past few months, and it's at least 5 page long playlist:

http://www.youtube.com/view_play_list?p=7994082070A27565

There are probably some duplicate entries since some videos get uploaded several times to youtube, and my memory is bad.

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I had a new casuals session lately, but only had time to upload one match, there will be more later:

vs SL

http://www.youtube.com/watch?v=Wcf6vSkwS5o

Good stuff man. Tell your friend who plays Slayer that he absolutely needs to do more 2hs Batcloud. I think I saw it maybe once, tops. That move can really shutdown Robo-Ky, but you should practice getting around it in order to up your game in that matchup. Spacing Robo's 5(f)s is key.

Thanks for the playlist too.

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New batch of vids!

RO vs RO mirror! my opponent is returning from a long absence from GG, so the match isn't as epic as it could have been, but hopefully there's a good deal to learn about in terms of which of Robo's moves beat his other moves.

http://www.youtube.com/watch?v=fEuHrnxD3IU

vs MI

Millia is a nasty fight, and a matchup I'm not completely familiar with. As always, pointers are appreciated.

http://www.youtube.com/watch?v=7L6SfWsRY6U

http://www.youtube.com/watch?v=I9jY1A2SDBw

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In round 4 or the 2nd match, Dogura does a dust combo composed entirely of missiles. I still haven't figured out how it works; does anyone know?

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I meant how he does a TK missile to start, and then his homing jump continues so he can finish off the dizzy combo. Only way I can think of is it he super jump-installed his dust...?

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nah you just homing jump missile (which will start the impossible dust) then you double jump and do missile X n

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http://www.youtube.com/user/GGXXVenom

There are some matches of 小丁 (uses the #R red color) posted there....

Wow, really solid robo! His defense is very impressive, and he's even slashbacking.

He knows when he's got a combo, and when he doesn't, which is what I'm beginning to think is what's missing from my game; I need to stop trying to chase after random hits that won't combo.

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JackG found an air cross-up with robot last night. Just sux it has to start from counter hit 2HS. *sigh*

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Hopefully I'm posting this in the right place. I'm going to a tourny soon, and I'm wondering what sort of changes might be good for my style. I'd like to hear, from another perspective, what some flaws are. I'm gonna upload matches between me and some local players soon, but for right now I just have a few matches between me and Ryock.

-Match Group 1-

http://www.youtube.com/watch?v=cnNJg4rOrlc&feature=channel_page

-Match Group 2-

http://www.youtube.com/watch?v=iZ13H0Oto64&feature=channel_page

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watched your first one. you need to work better on your heat management. its no good blowing up all the time. to help with that use 2k less. that move can get you hurt especially trying to use it defensively. i didnt see you do a regular air combo. dont think you connected too many times but you did get a lvl 3 horse once and instead of 5hs frc... you did 5k sho. work on your basic combos if you dont have them down. think about using bazooka for oki sometimes instead of just 5p. also you stand to close with your 5p alot of the time, im surprised you werent getting reversal thrown. also it didnt look like you were timing the oki 5p right and you could have easily been reversal supered. also i dont think i really ever saw you with much tension. lvl3 is where its at. its where all his good moves and good damage comes from. think about saving up for lvl3 stuff instead of blowing lvl 2 as soon as you have it. hope this helps. sorry for any spelling/grammatical errors if there are any which im sure there are. feel free to ask me questions if i was unclear.

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what dontuel said about bazooka oki is a must; even level 2 bazooka is good pressure, and gives you time to at least lay another mat to gain some tension, which is sometimes worth losing the initiative in a match. you were losing a lot of the footsies and I think that's because your spacing and movement needs a little work. learn when you are close enough to land far slash, and when you are farther try to TK missile, or just lay a mat and block. I can't say I blame you though, may is a hard character to fight because her jumps arc so weird. the opponent was also messing with you by jumping repeatedly, if you jump and start out with j.p you can catch a lot of people out of the air if you don't think your reactions are good enough to straight up air throw.

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Don't mash buttons at every opportunity, sometimes it's better just to block. Especially with Robo, where a couple of IBs can get you to level3 in no time. Against an opponent who likes to take to the sky so much, zone more with knee rocket.

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is there any way to combo after lv2 dp false on hit without being on fire? nevermind 1) its not worth it... you can only get like a j.s j.hs afterwords 2) it seems like you can only do it if you only hit with the 2nd hit and not both hits

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Yeah, I appreciate the input. Any input at all is thanked. About the knee rockets, I just find that most things with May will stuff it out, so 9/10 times I get punished for using it.

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sup peoples after a few months break (playing SF4) im starting to get back into this game....didnt realize how fast this game is until i went from SF4 back to this!!!

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Question about teching... How come D > FD cancel jump > S > HS is untechable for the entire time whereas D > FD cancel jump > S or HS is techable before the enemy hits the ground?

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Question about teching...

How come D > FD cancel jump > S > HS is untechable for the entire time whereas D > FD cancel jump > S or HS is techable before the enemy hits the ground?

http://www.dustloop.com/ggac/tech/id.html

Should explain the basic idea. It really should go into detail on the double jump version of Impossible Dusts, as that's the one that will usually yield the most damage (certain characters like Robo-Ky and Slayer don't really need it).

5D, homing jump cancel j.S, dj (go to neutral, don't hold 7/8/9) dj.S/dj.HS, land, combo. If you've done it correctly you'll do an impossible dust.

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Yeah, but my question is why does S > H makes it untechable whereas S or H by themselves still allows them to tech near the end, or at least that's how it works for me the way I time my hits.

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