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Dr. Stormlocke

[GGAC] Robo-Ky GUIDE!

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This is an (WORK IN PROGRESS) expansive source of information for Accent Core Robo-Ky. I will be using Ribbon and AKA's #R guides as templates to expedite the process. This thread is also locked, so take any discussion of our favorite Tin-Man to this thread: http://dustloop.com/forums/showthread.php?t=2584

READ THIS! IT MIGHT ANSWER YOUR QUESTION/S RIGHT OFF THE BAT!

AC RK Data Chart: http://dustloop.com/guides/ggac/data/ac/roboky.html

DON'T LIKE READING? WOULD RATHER WATCH? CHECK OUT NAGAO'S EXCELLENT TUTORIAL SERIES ON YOUTUBE! (Thanks to DL Member SolidPlay for arranging this!):

http://www.youtube.com/playlist?list=PLz2ykTpbR8qUQvJmEorIJUfSy6ZR8v1p7

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Table:

1) Intro/Beginner's Guide

2) Normals

3) Specials

4) Combos/Advanced Combos *Will Frequently be Updated*

5) Detailed Strategies

1) Intro

Pros and Cons for Robot:

Pros:

- Pretty good damage when he has meter.

- Is in the top tier for Dizzy/Stun Resistance (mod. of 80 along with ABA and Pot)

- Second highest defense in the game (tied with ABA, Potemkin is first)

- Very heavy, but hitbox is quite small. (Passive ability = your opponent might drop combos)

- Decent poking and lockdown game.

- Ability to generate tension in a variety of ways.

Cons:

- Lack of tension = lack of damage.

- Limited high/low game outside of 5d and TK'd Force Break.

- In the lowest tier for Guts ranking.

- Lack of reliable anti airs. (2HS can be good but...)

- Slow jump and ground acceleration speed.

- Overheating can be a pain. (but not nearly as bad as Slash)

Tension:

While the tension is represented differently in the form of his superbar ' electricity gauge' it works the same regarding FD, DAA, RC/FRC and IK. It is however filled differently and has levels which affect a lot of his special moves.

Level 1 is 0 blocks

Level 2 is 1-4 blocks

Level 3 is 5+ blocks

Tension is generated by the following moves in order of amount:

- Gold Burst

- Using 236236p overdrive gives him 1 block per second until he explodes.

- 66 + p or k or s or h makes him taunt if it hits which gives him tension, up to 6 blocks.

- 63214k, his command throw, steals 0-16% depending on the enemies amount of tension.

- 2D, a mat he lays down, gives him tension while standing on it, up to 3 blocks.

- Each instant block gives him ~0.8 blocks (Can be very, very helpful!)

- Dashing gives him ~1 block/2 seconds

- Jumping forward gives him ~1 block/8 jumps

- Blocking, minuscule.

- Walking, hardly noticeable.

Tension is used by the following moves:

- 623h which shifts into overdrive if used at level 3 and uses 50% or 60% tension if you have more than 5 blocks. If it is RC'ed early it only uses 10%

- Each level 2 or 3 move uses 1 block of tension with the exception stated above, the moves affected by levels are as follows:

- SRK/Uppercut: 623h

- Bazooka(ground): 236s

- Horsie(ground): 214s

- Air Missile: 236s (air)

- Command Grab (whiffed or otherwise). CAN be used with no tension though.

Using RC and FRC restrict tension gain for about ~5 seconds so keep this in mind, especially when using the 236236p overdrive.

Heat:

Besides his tension bar he has a heat gauge, if you reach the end you explode and take 35 damage, you cannot die from this though. (Protip: Try Air Slashbacking this for styleeeee points!: http://www.youtube.com/watch?v=TdoNIFi7VAU )

His heat has 3 levels which are represented by his face, level 2 changes it to red and at level 3 it starts flashing. Robot starts each round at around 30 degrees. When he's above 50 degrees he's at Level 2, and when he's in the blue bars at the bottom of his steam gauge, he's at Level 3 (80%). The levels affect his 6hs Steam attack which has a larger radius and does more damage with each level. Also...

...When Robo is @ or above 80% Heat(Level 3) he has a host of specials and normals that are affected and gain additional properties. Basically, if it's melee based, it's going to have the ability to light your opponent on fire. This can lead to interesting combos, and laughably good pressure strings! (more on this later)

80% Heat Mode Properties:

- Your hits add 6 frames of hitstun to opponent.

- Your hits are untechable/unrecoverable 8 frames longer.

- You have a power modifier of 1.1.

- Your normals do chip damage!

Heat is generated by the following moves in order of amount: (Most to least)

- 6p (If you fire three times, you will be in or very close to Level 3 Heat) [+ 16.2 C, 18 C, 22.5 C]

- J.hs [+ 21 C]

- 236236s super, mash s. [Depends on how many times you hit Slash]

- Lvl 1 Air Missile [+ 18 C]

- Lvl 1 Horsie, Lvl 1 SRK [+13.5 C]

- 2k [+ 7-10.8 C, depends on if/when you cancel]

- 236s Lvl 1-3, 236s (air) Lvl 2-3 [+ 9 C]

- 66 + p or k or s or hs (Robo Dash), Backdash [+4.5 C]

- Blocking Level 1-5 attacks [+0, +0.9, +1.35, +1.62, +1.8C respectively]

Heat is used up and decreased by the following moves in order of amount: (Most to least)

- 236236p overdrive resets any heat very fast during its duration. It is virtually impossible to overheat while in this mode.

- 236dust (air) Force Break: Decreases heat by 18.0 C on frame 7, followed by a decrease of 1.8 C every 6 frames. [Total temperature decrease of 37.8 ]

- Overheat Explosion [-30 C]

- Inputting 236s during the 236236s super will cause Robo-Ky to do a headbutt that releases 27 degrees of heat. If you input the headbutt when RK's heat is between 95-99% it will reduce temperature by 30 degrees.

- 6h Lvl 3 [-18.9 C]

- 6h Lvl 1-2 [-13.5 C]

- Forward dashing

- Not doing anything/walking/jumping

Other:

-Hold p+k when getting knocked down and you will taunt resulting in laying down for about a second longer. Lengthens down time by 58F while taking 0.4% from Robo-Ky's eletricity gauge (superbar), also increases opponent's Tension Gain by 2%. If you are OTG'd you will not be able to use this move.

Beginner's Guide:

:sweatdrop:"There is waaaaaaaay too much info here, can you just give some advice to start off with?"

:eng101: "Sure thing!"

To simplify things here's the 3 basic steps you should start out with. All of them should eventually lead to the most important thing: DAMAGE

1.) Knockdown: This can come from your basic attack combo 2k, into 2s. Anytime you are hitting them, knockdown with 2s if possible.

2.) Gain meter : This comes from throwing down a 2d after a knockdown, or 2d when you've got a good distance from your opponent. You can also gain tension from a connected Robo-Dash (Run for a bit, hit any button besides Dust). His command grab 63214k also takes some tension from them and gives it to you. Finally once you've worked on your defensive skills, you can Instant Block, pretty much a Just Defend like in CVS2. Robo gets 0.8 blocks of tension per IB!

3.) Mixup: After you've knocked them down, and are sitting on a 2d mat, as they are getting up try the following things.

- 236s Ground Bazooka: You'll want to throw this guy out (Level 2 is ok, Level 3 is great) as they are getting up, it gives you more time to try and mixup. Also if it connects...SEE STEP #1, #2...

- 5d: This is an overhead. If it connects tap up and hit J.d, a few hits into this, tap up and hit J.d again. You can try to tack on a missile at the end (air 236s) if you want. Really basic combo and a great one to get comfortable with before moving on to more difficult ones.

- 63214k Command Grab: Steals their tension and gives it to you, also knocks down...

- 66, run, any button besides Dust, Robo-Dash: Will most likely stuff any wakeup attack they throw out, and beats their attempts to stop what they think might be a command grab from you! Gets you meter and knocks down. This move is Steps #1, #2, and #3 in and of itself!

In Closing:

Try these simple pressure/combo strings while learning how to fight as Robo:

A.) 2k, 2s, 2d. (Get this down pat!)

B.) 5k, 5s, 2s, 2d.

C.) 5k, 5k, 5s, 5(far)s, 2d.

D.) 5k, 5s, 2p, Bazooka.

E.) 2k, 6hs Level 2 Steam.

F.) 5k, 5k, 5s, 5(far)s, Horsie.

G.) 5k, 5s, 2p, 2hs.

You'll notice the goal of these strings is to either knockdown (A,B), continue pressure (C,D,E), or punish their attempts to interrupt your strings (F,G). Use Tiger Knee'd Level 3 Air Missiles for additional pressure.

Robo has a diverse amount of options available to him, so it can kind of be intimidating right of the bat to learn all the different levels of his moves, modes and what have you. I suggest just trying to get some experience with the above via matches or training before you move on to things such as his:

- 5hs FRC. (*Mandatory*)

- Force Break Mixup. (Optional)

- 80% Heat Mode. (Optional and not advised unless you have a firm grasp on his main game)

- Detonation/Countdown/Overclock Super. ( Same as above)

Going into training mode and just visually seeing Levels 1-3 of his moves might also help you remember when you can/should use them.

Edited by Dr. Stormlocke

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2) Normals

5p:

- +7 on block. Great as a meaty, whiff, fakeout, burst bait, timing device & lockdown tool.

- Is completely insane in 80% Heat Mode, (more on this later)

- Link into 5k/2k/2s on block for mixup.

- Great move to raise guard gauge.

- Combo into 5s/2s for B&B.

- Can be ducked by smaller/certain characters. (Zappa, Faust)

- Be aware that is is susceptible to Faultless Defense.

5k:

- Hits low

- -4 upon block so don't end a blockstring with it.

- 85% prorate.

- Not half bad for tick throw setup.

- 5 frame startup helps it stuff certain low moves.

- Link into 5p on block if you don't have tension for other lockdown tools such as ground missile or horse

- Chain into itself to hitconfirm or if you have a reason to (ie kill time during Det Mode)

- Combo into 5s for B&B

- Spam it to try and get them to stand up, or just generally annoy them.

5s (close):

- It's not very fast but good for stuffing because of its counterhit capabilities.

- Best move for jumpcancel purposes.

- Chain into 2p, 5s (far) or ground/air missile,for further lockdown/mixup options

- Combo into 2s for B&B

- Combo into Level 3 Horsie for float ~ aircombo.

- Combo into 5d on counterhit

5s (far):

- Spamming it will not bring you any closer to the 'Glory Days' of #R.

- Try to stay at max range with this move while building meter with 2d.

- Most of the time it's safe to chain into 2d on hit/block.

5h:

post-280-139515160167_thumb.jpg

One of his most important normals.

- Really fast normal with 5 frames execution so it's excellent to stuff things.

- FRC point from frame 5-8.

- -17 on block and -5 or so on hit so FRC is necessary either way.

- Staple of most aircombos. See Combos Section.

- Ok to use as anti air at a certain angle.

- Good stagger on counterhit allows you to followup in many ways.

- Use 5hs FRC in pressure strings to keep opponent pinned. Just remember about tension restrictions, if you FRC you won't be getting much tension for a few seconds.

6p:

- Each time you hit p, Robo will fire again, to a max of three times.

- After the second hit the opponent has the option to tech.

- Try alternating your firing patterns/rate of fire to keep opponent guessing.

- Longer range than 5s (far) but longer recovery on whiff so use with caution.

- Generates TONS of heat.

- It's a projectile and can thus cancel others out.

- Upper body invincibility makes it a decent anti air, though it tends to have a pretty large blind spot.

- Use in pressure strings in corner to maintain your heat level so you can continually annoy opponent with Level 2 Steam. (Ex: 5hs FRC Stagger, 6p once to knockdown, 2d)

6h Lvl 1:

- Useless except for cancelling projectiles if you really must.

- Very short amount of stagger on counterhit.

- FRC point between frames 10-12.

6h Lvl 2:

- Decent range and +3 on block so it's good for poking, early anti-air, anti ground dash and lockdown.

- If opponent is cornered, use in conjunction with blocked 2k or 5p for great pressure. If anything staggers (delayed 5hs FRC), 6p once to knockdown/get Heat and keep it going.

- Combo into 2k or 5h if nearby.

- Enough stagger on counterhit at stagger Lvl 2 to combo into 5d or command throw.

- FRC point between frames 13-14.

6h Lvl 3:

- Is -1 on block.

- Even more stagger on counterhit so easier to combo into.

- FRC point between frames 16-17.

5d:

- Is 2 frames faster in AC. Recommended to use in pressure strings occasionally to throw off the pacing of your attack patterns.

- Hits high.

- Easy to see so not really abusable after a certain time.

- Better range than 5s (far) so impossible to punish by many on block at maximum range.

2p:

- 85% prorate

- +3 on block so good for lockdown.

- Chain into 5s/2k on block or hit for mixup/pressure/B&B.

- Useful as a meaty versus characters who can duck under your 5p, (Zappa, Faust)

- Can also be used as a whiff to end pressure strings. Follow up with either 6hs Steam, 6p, or TK Air Missiles.

2k:

- Hits low.

- Prorates 85%.

- -8 on block but still ok for tick throw, just don't use all that often.

- Longest range of all his normals.

- Goes under quite a few moves and projectiles. (Ky's fireballs for one)

- Combo into 2s for B&B.

- Use with Level 2 Steam in corner for pressure and maintaining your Heat level.

2s:

- Hits low.

- Not a projectile.

- -9 on block so be careful.

- Link into 5h frc on block or hit to stuff/continue pressure/B&B.

- Cancel on hit into 2d for mat on knockdown and then okizeme.

- If opponent is blocking ground bazooka, attempt a combo starter with this instead of 2k.

2h:

- Projectile.

- Good for air control and anti air.

- FRC point from frames 19-21.

- Horrible on whiff so don't.

- Not as horrible on block if opponent is grounded.

- Counterhit on grounded opponent makes it untechable for a long time and thus easy to followup with an aircombo (all purpose j.k, j.s, jc, dj.k, dj.d). If it is not a counterhit, you can still hit confirm into FRC then superjump kick, superjump dust, missile if applicable. If opponent is hit in the air however, you usually will not be able to follow up.

- After a blocked 2k, throw out a 2h every once an awhile. The delay can catch people off guard. If they block both the 2k and 2h, try FRC'ing into a 5d! This is sneaky as the explosion from the knee rocket quasi-camouflages your 5d, and many times they'll still be blocking low as a result of you starting the whole process with a 2k!

J.p:

- Throw this move out as your begin a jump, it has range actually, if it connects you can hit confirm into generic aircombo.

- Use it as a whiff if opponent is blocking a Ground Bazooka. Once they are blocking it normal jump toward them and throw out a j.p, then land and utilize a low. Alternatively, do a last second IAD into combo if you think/see they're blocking low too early.

- Useful to followup with j.s in aircombos.

- Combos into every air move including itself so it's good to adjust height in aircombos.

J.k:

- Useful to start aircombos.

- Good to use during his Force Break as an overhead. (Knockdown, Force Break, Steer Down, j.k~whatever)

- Good to combo into j.d.

J.s:

- Your main air move.

- Best to start aircombos on heavy characters with.

- Bounces on counterhit which makes for an easy followup B&B.

- Jc'able so it's good for poking.

- Good to instant airdash in with.

J.h:

- Use after activating a TK'd Force Break to punish backdashes/poke.

- Best for air to air.

- Good to end aircombos with if opponent is too far away for J.d.

- Sends opponent flying and wallsticks on counterhit.

- You can't jumpcancel it, but you can special cancel it (on block or hit) ex: (air missiles, force break)

- Gives a huuuuge amount of Heat, be careful.

J.d:

- Has been nerfed in damage and runaway capabilities.

- Beats out almost any other air normal which comes from above

- Best to end aircombos with unless you are loaded with lvl 2 missiles and near the corner

- Good to use in combination with airdash to escape lockdown.

- If you have your opponent cornered, and after you combo/pressure you know they will tech out, try Superjumping backwards and doing J.d, it's a great way to punish them attempting to get our of the corner.

- Done low enough it can beat out moves like hammerfall but this is not something to rely on

- Leaves guard gauge flashing when fully blocked.

- If opponent blocks this move in its entirety in the air and they are above you, you have a good chance at pulling off an airthrow.

Throw:

- Bounces and knocks down on hit. Causes high bounce on counterhit.

- FRC point from frames 59-60.

- 50% prorate so using tension for a followup is only usually worthwhile when it's fatal.

- Regardless, see the Detailed Strategies section for character specific combos.

Airthrow:

- Wallbounces, allowing follow up. You might want to 2d and pressure instead though.

- Forced proration 50%.

- Causes knockdown on hit.

DAA:

- Causes untechable wallbounce on counterhit and allow for followup without rc'ing near the corner.

- 50% prorate.

Edited by Dr. Stormlocke

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3) Specials

2d:

- Gives a maximum of 3 blocks of tension by standing on it for the whole duration, useable by any character but they only gain like 5% from a whole one except for another Robo-Ky.

- Since Slash the move takes an additional +10 frames =(

- The mat is also slightly in front of Robo-Ky now so it's best to walk onto it, positioning yourself better.

- As stated in the first section, you get tension for running. Soooo if you run onto a mat your tension gain will increase. Also as it's listed later, if you do his Command Grab on a mat you'll net a bunch of tension. Watch your tension gain increase dramatically after a Robo-Dash hit on top of a mat as well.

- Finally remember that after you FRC, RC, Dead Angle, Force Break etc, it will affect your ability to gain tension off of this move. For example after a blocked 5HS FRC, you will only get 1 block and that's if you stay on it for the entire time. HOWEVER, you can use the move to mixup and cancel the recovery of some normals. Just try to remember when it's advantageous to do so.

236s Lvl 1-3/Ground Bazooka:

- Use for lockdown and okizeme.

- Lvl 1 does 3 hits, one hit added with each level

- Combo into knockdown on hit, then 2D.

- See the Detailed Strategies section for more info.

214s Lvl 1-3/Horsie:

post-280-139515160223_thumb.jpg

Level 3 Horsie is a great all-around move now.

- Has some lower body invincibility.

- Moves further and faster with each level.

- Good to occasionally end your pressure strings with to catch people off guard.

- Combo into 5h frc, 6p if tension is available after Lvl 2, combo into 5s, 2s if it hits from close or 5s, 2d if it hits from afar.

- Level 3 has the strange ability to cross people up on wakeup, and go over certain moves...

- ...SOOO if you land a command grab midscreen, and when you have at least 5 blocks, do a Level 3 Horsie immediately to cross them up as they are waking up. You can then surprise them with 5K into 236236s super if you have enough tension! (6 blocks: 1 for horsie, 5 for super)

- Level 3 Horsie floats opponent on HIT!

- If Level 3 hits, combo QUICKLY into 5HS FRC, ~aircombo.

- If you are in Det. Mode, and you land a Level 3 Horsie, immediately do 236236s super and mash on Slash till you explode. This is the move you should be fishing with while in Det. Mode.

623h Lvl 1/SRK:

- ZERO invincible frames. Just pretend you are playing Slash.

- Has an FRC but...you will never have enough tension to do it!

- Adds 13.5 C degrees, but it's not like you should be using this move anyway.

623h Lvl2/SRK:

- Frames 1-7 invincible.

- FRC on frames 22-23.

- This move has auto jump install on it. This means on counterhit you can FRC, JC, J.d, missile. Or make it safe on block, airdash back, try to get a CH with J.s, etc.

623h Lvl3/SRK:

(NOT COMPLETE)

- Frames 1-17 are invincible.

- Is an overdrive and upon hit uses 50% or 60% tension depending on whether more than 50% is available

- Can be followed up after wallbounce if the enemy is airborne long enough, the higher they are the better your chances of follow up.

- Can be RC'ed early causing it to use only 10% tension, this makes the enemy fall slowly and allows for an aircombo followup.

- FRC on frames 23-24.

- Auto jump install still, see Lvl 2.

- If the enemy bursts after the first hit, the burst will be ignored and the last hit will still connect so if the enemy has a burst, it is probably better to not RC it.

- If followup is impossible, use 2d

- If the first hit whiffs and the second hits as a counterhit it renders the fall untechable and allows for followup. You should know it when you see it, they are airborne for awhile.

236s Lvl1 (air)/Air Missiles:

- Air missile

- Usually prompts a "Your missile is limp" joke, and then you get combo'd.

- If your opponent is ever right underneath you, you can attempt to B-52 their ass with this as it falls straight down. Not recommended though.

- Just don't use it.

236s Lvl2 (air)/Air Missiles:

- Homing air missile.

- Least recovery of the 3 lvls, causes slight wallbounce near the corner and thus allows you to combo into itself which makes for a damaging addition/replacement of j.d to finish aircombos.

- Dizzy modifier of 2.0!

- Disappear if RK is hit.

- Wallbounce on counterhit is untechable and allows for relaunch and aircombo.

236s Lvl3 (air)/Air Missiles:

- Missile that does 75 damage, splits into 4 smaller homing missiles after a short distance which do 25 damage each.

- If you hit opponent with this move during frames 9-26 (before quad split) it will wallbounce.

- Mainly used tigerknee'd (2369s) because this prevents the enemy from going underneath.

- Both the big missile and mini-missiles have a chip damage modifier of ×0.1875!

- Excellent for lockdown, raising guard gauge and keepaway.

- Untechable fall duration upon counterhit of main missile shorter than of lvl2 so it's harder to followup against lighter characters.

66 + P or K or S or HS/Robo-Dash:

- Need to be dashing for a good 20 frames before you can activate.

- Guaranteed to completely wreck people who don't know much about RK.

- Invincible forward dash that beats almost everything.

- FRC point window from frame 9-11.

- FRC into command grab to terrify opponent.

- Dizzy modifier of ZERO. =(

- Upon hit Robo-Ky taunts and gains tension during this for a maximum of 60%.

- Wallbounces on counterhit.

- Frames 1-26 of this taunt are invincible as well, letting you gain meter during say, Dizzy's Flame Waves.

- Taunt can be cancelled with FD. You can also special/normal cancel it into a combo or poke as well.

- Technique for FD cancelling on hit - just as the move is hitting, press and hold k+s, then immediately hit 646 while holding those buttons down as fast as you can. You will bust out of the opening frames of the taunt with a primed, fast accelarating dash and can combo easier. This is much less effective than it was in #R as a result of the lower float on hit.

63214k/Command Grab:

- Drastically nerfed.

- Drains up to 16% tension (Down from 50%) from the enemy depending on their tension gauge. You'll get as much as 31% tension added to your bar.

- Number of hits and thus damage depend on enemies tension.

- 60% proration, so save that tension unless you can kill.

- Executing it on a mat will give you better options.

236d (air)/Force Break:

- Allows you to steer Robot in the air for a max of 67 frames.

- Resets air options.

- Cannot be canceled into a jump, airdash or block.

- CAN be Faultless Defense (FD) canceled.

- Initially decreases heat by 18.0 C degrees, and then slowly decreases more heat the longer you fly.

- CAN be canceled into pretty much everything else.

- Can be TK'd for mixup. (Instant J.s/J.k, quick empty jump into a low, fly toward command grab)

- You can end aircombos with this, fly towards, and as opponent techs go for an airthrow. (Note if you started a combo with an airdash this will not be possible.)

- If you let it expire, you will have an airdash at your disposal before you land.

236236s Overdrive, mash slash, + 236s followup headbutt/Punch Spam Super:

- Uses 50% tension.

- RK will begin throwing out punches wildly. For every 5 times you hit Slash, RK will punch 6 times.

- After frame 3 you can input 236s to perform a headbutt attack.

- Your heat gauge will be rising fairly fast if you choose to mash slash.

- At 80% heat the punch spam will begin to ignite the opponent.

- If you are between 95-99% heat and you do the headbutt, it will wallbounce the opponent and do additional damage (95 as opposed to 70!)

- The headbutt removes 27 C degrees from RK normally. If you do it during 95-99% heat it will take 30 C degrees and you will cool off 4 frames faster than if you had done it before 95% heat.

- Eventually you will get pushed away by mashing slash, so know when to end the super with headbutt.

- You can choose not to mash slash and the move will end rather quickly, this is good for mixup. You can run up and attempt a command grab for example.

- If you can put an enemy into juggle state while in Det. Mode, this move is what you want to follow up with. You will not overheat as Det. Mode cools you off, ensuring that the opponent will get hit by your self-destruct. The opponent can also not burst during this, making their demise that much closer unless you are pushed too far away, or mess up.

- If you put your enemy into juggle state with this move, you might want to consider this knockdown option: @ around 80% Heat stop mashing Slash, as soon as the punch spam ends, hit them with a 5p fire punch, dash, 5p fire punch, 5hs. This will knock them down and is sometimes more reliable than going for a headbutt.

236236p Overdrive/Det. Mode, Overclock, Gen-Ky:

- Why I play RK.

- Uses 50% tension.

- RK enters a mode for 10 seconds which makes his dashing much faster (rough estimate is about 15-20% speed increase) and gives him ~10% tension per second.

- After the countdown reaches 0 he explodes which creates an energy field that hits 27 times and does 150 damage upon hit.

- If the enemy is right next to you as you explode, you are + 118 frames on block. Let me say that again, PLUS One Hundred and Eighteen Frames.

- This gives you more than enough time to attempt to mix it up while they are blocking.

- Since Robo-Ky falls down fast after the explosion he's hardly punishable.

- The resulting explosion cancels out most all projectiles if opponent is at range. (Watch out for some projectile supers such as May's Whale as you explode, Eddie's Drill, some others.)

- Robo-Ky takes 53 damage from the explosion himself, it can not kill him however. BUT it can be SLASHBACKED: http://www.youtube.com/watch?v=yeD-TN5GtfA

- Upon explosion all remaining tension is taken from him so Rush That Shit Down (R.T.S.D) while you can.

- FRC and RC halt the tension gain for 5 seconds so should not be used recklessly.

- Level 3 Missiles, followed by a Force Break fly toward them is an almost 100% sure way to get them to at least block the explosion.

pksh + 236236h (Instant Kill):

- Not all that great.

- Keep track of how close to being dizzied your opponent is by his two heavy hitters: Level 2 Missiles and 2hs Knee Rockets. Most of the time if you land a couple Lvl 2 missiles in succession and get a CH knee rocket it will be lights out. You can attempt to dash up while they are airborne, go into IK mode, and quickly follow up right after they land.

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4) Combos

Knockdown into 2D mat:

2k, 2s, 2d

5s, 2p, 5s, 2s, 2d

5k, 5s, 2p, 2k, 2s, 2d

5k (between 2-3x), 5s, 2s, 2d

5k, 5p, 5s, 2s, 2d

5p, 5s, 2s, 2d

5p, 5k, 5s, 2s, 2d

5p, 5p, 5s, 2s, 2d

Ground to air B&B:

For these combos, replace the 2d in the combos above with 5hs FRC instead. This requires a little timing, as soon as the laser of the 2s is gone you can do the 5h, the heavier the enemy is the smaller the window of time for this. As long as 5h connects after 2s it should work.

**HELPFUL ADVICE**

When you are going for multiple 5hs FRC combos try this:

5hs FRC, 66, then let go of the joystick completely momentarily, bust out your next 5hs frc, 66 etc.

By letting go of the joystick completely you are preventing yourself from accidently holding forward while doing a hs, resulting in the dreaded combo killer...STEAM. This is a common mistake if you have just started playing RK.

The most basic and universal examples are:

2k, 2s, 5h frc, (5h frc), running jump j.k, j.s, jumpcancel, j.k, j.d

2k, 2s, 5h frc, (5h frc), running jump j.s, j.p, jc, j.k, j.d

If the enemy is closely in front of you rather than on top during the j.d, you can add an air missile. Adding a Lvl 3 missile is usually worth it since a third of a J.d+ lvl 3 missile does more damage than a full j.d. With Lvl 2 missiles however I would only do it against the corner so to combo multiple Lvl 2 missiles.

Usually the lighter the character, the less attacks you will want to do on the ground because each attack elevates them slightly higher making it difficult to get to their height to fully connect a j.d or even connect an air missile.

This can be partly remedied by letting the first 5h hit the enemy as close to the ground as possible or going straight to j.d from the jump cancel.

On Bridget for example it's better to do:

2k, 2s, 5h frc, run, 5h frc, j.s, jc, j.d

For a heavy character, you will have a much easier time connecting more moves, Robo-Ky for example:

2k, 2s, 5h frc, run, 5h frc, j.s, j.p, j.s, jc, j.d (missile)

Against the heavier characters adding a missile is almost always possible without altering the aircombo.

Likewise, doing only one 5h frc and a running jump into an air combo is harder against the heavier ones, while connecting more ground moves is harder against the light characters since they will tech while higher.

As stated earlier, sometimes due to distance between you and your opponent it is better to end an air combo with J.hs instead. You might be able to tack on a missile afterwards too, depends on if they are cornered, and again their distance/height in relation to you.

Other combo starters include:

- Level 3 Horsie, 5hs FRC, ~aircombo.

- J.s (counterhit) (can be followed up by running jump directly or by doing 5h FRC first)

- Wallstick on J.hs counterhit, Robo-Dash follow up into whatever floats your boat.

- 66 + p,k,s, or hs: combo quickly with 5hs FRC, or running jump using FD buffering as described earlier. Obviously if you wallbounce with this move on counterhit you can do whatever.

- 623 lvl 2 if the first hit whiffs and the second hits as a counter.

- 623 lvl 3 if the enemy is airborne long enough for you to recover, relaunch with 5k, 5s; 5s or 5h FRC.

Ground B&B:

Level 2 Horsie, 5hs FRC, ~whatever

5h frc, run, repeat until no tension and end with 6p/2s

5h frc, run, 5s, 5h frc, run, 5s, 5h frc, 6p (needs to be started close to the enemy, easier against ducking enemies)

By incorporating (2k,) 2s, both can set up air B&B combos.

The basic dust combo is 5d, J.d, J.d, missile. The first j.d should hit around 8-9 times, the second should hit completely. This combo in Accent Core is no longer the most damaging, but it's so easy sometimes it's worth it just to go for it. The verdict has yet to be reached on the best possible universal dust combo, there are many variations.

Also, many character have stupid airborne hitboxes, like Sol. You may find that you'll miss him with a 5h frc because his back is arched while airborne, just do 5s, 5h frc instead or try to hit his feet or head and it should be fine.

[MORE TO COME]

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5) DETAILED STRATEGIES

This post will be huuuuge FYI. It will continue lengthy in-depth info on moves, combos and pressure strings. There's a reason some of this stuff is in the last post.

Okizeme Chart:

After you've knocked down your opponent the following are recommended and safe in regards to how much tension THEY have.

Character         Under 50% Tension       50% + Tension

Sol	      		5P/HS FRC		5P/HS FRC
Ky	    		Bazooka/2K		5P
May		       Bazooka		        Bazooka/5P
Millia		       5P/5K			5P
Eddie		       Bazooka		        5P
Potemkin	       5P			5P
Chipp		       Bazooka		        5P
Faust		       2P/5K/Lv3 Air Missile  2P/Lv3 Air Missile   
Baiken		       5P/5K			   5K
Jam		       2K			   5P
Johnny		      Bazooka		           2K
Axl	               5P/5K			   5P/5K
Anji		       5P/5K			   5P/5K
Venom		       Bazooka		         Bazooka
Testament             Bazooka		        5P
Dizzy   	       Bazooka		         5P/Lv3 Air Missile
Slayer  	       5P/2K			  5P/2K
I-no 		        Bazooka		          5P
Zappa   	      2P			   2P
Bridget 	       Bazooka/5P		5P
Robo Ky		      Bazooka		        Bazooka
ABA		       5P/5K			   5P
Order Sol	      5P			   5P

Throw FRC Combos w/ gauge @ 35%

You might need to Jump Install after the c.S on some of these. After the FRC..follow up with.... (#'s represent damage)

Sol

c.S>J.SPS>J.KD 118

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS(J.KD) 118(126)

Ky

c.S>J.SPS>J.KD 118

c.S>Vertical jump J.SHS>LV2 air missile>air dash J.KD 126

May

c.S>J.SPS>J.KD 118

c.S>2P>c.S>HJ.KSPS>inertia J.PD 121

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS 124

c.S>2P>c.S>HJ.SPS>Lv2 air missile>J.KSHS 130

c.S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 131

Millia

c.S>J.SPS>J.KD 141

c.S>2P>c.S>HJ.KSPS>inertia J.PD 145

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS 143

c.S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 152

Eddie

c.S>J.SPS>J.D 120

5P>c.S>Vertical jump J.S>LV2 air missile>air dash J.KD 128

Potemkin

c.S>J.SPS>J.D 96

5P×2>c.S>HJ.KSPS>inertia J.PD 107

c.S>Vertical jump J.SHS>LV2 air missile>air dash J.KSHS 106

c.S>2P>c.S>HJ.KSHS>Lv2 air missile>J.S>J.SHS 108

Chipp

c.S>J.SPS>J.D 147

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS(J.KD) 154(158)

Faust

c.S>J.SPS>J.D 117

c.S>HJ.KSPS>inertia J.PD 119

5P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 126

Baiken

c.S>J.SPS>J.D 127

c.S>2P>c.S>HJ.KSPS>inertia J.PD 138

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS 139

c.S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 147

Jam

c.S>J.SPS>J.D 118

c.S>2P>c.S>HJ.KSPS>inertia J.PD 122

S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 131

Johnny

c.S>J.SPS>J.KD 118

2P>c.S>HJ.KSHS>Lv2 air missile>J.S>J.S HS(J.HS can whiff) 121

Axl

c.S>J.SPS>J.KD 123

c.S>HJ.KSHS>Lv2 air missile>J.KSHS(J.KD) 124(128)

Anji

c.S>J.SPS>J.KD 123

c.S>Vertical jump J.S>LV2 air missile>air dash J.KD 126

S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 131

Venom

c.S>J.SPS>J.KD 122

c.S>HJ.KSHS>Lv2 air missile>J.KSHS 124

5P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 130

Testament

5P>c.S>J.SPS>J.D 120

c.S>J.SHS>Lv2 air missile>air dash J.KD 124

S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 126

Dizzy

Dash J.SPS>J.KD 120

c.S>J.SPS>J.KD 129

c.S>2P>c.S>HJ.KSPS>inertia J.PD 136

S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 145

Slayer

c.S>J.SPS>J.KD 106

5P>c.S>HJ.KSPS>inertia J.PD 113

c.S>J.SHS>Lv2 air missile>air dash J.SHS 115

5P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 118

I-no

c.S>J.SPS>J.KD 120

c.S>2P>c.S>HJ.KSPS>inertia J.PD 126

5P>c.S>HJ.KSHS>Lv2 air missile>J.KSHS 130

Zappa

c.S>J.SPS>J.KD 118

c.S>J.SHS>Lv2 air missile>air dash J.SHS 119

Bridget

c.S>J.SPS>J.D 120

c.S>2P>c.S>HJ.KSPS>J.D 126

c.S>2P>c.S>HJ.KSHS>Lv2 air missile>J.KHS 132

Robo-Ky

c.S>J.SPS>J.D 98

c.S>2P>c.S>J.S>Lv2 air missile>air dash J.SHS 104

Holy Order Sol

c.S>J.SPS>J.D 106

c.S>J.SPS>J.S>Lv2 air missile 110

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS(J.KD) 114(117)

A.B.A. (LOL, 8x combos on her off throw?)

Bazooka 3HIT>dash J.SP>J.KSHS 83

Bazooka 3HIT>dash J.SP>J.KD 87

Bazooka 3HIT>c.S>HJ.KSPD 91

Dash J.SPS>J.KD 93

c.S>J.SPS>J.D 98

c.S>2P>c.S>HJ.KSPS>inertia J.PD 106

c.S>2P>c.S>HJ.SHS>Lv2 air missile>air dash J.KD 114

c.S>Vertical jump J.S>LV2 air missile>air dash J.KSHS 104

80% Heat Mode:

Most people will simply reap the benefits of 80% heat unknowingly. However, pressuring and combo'ing while in this mode is greatly enhanced. Having your gameplan revolve around 80% heat occasionally, or even semi-often is a refreshing High-Risk/High-Reward style of play. The problem is maintaining your heat level, which requires having a thorough understanding on which moves add heat and in what amount. With that being said, the four moves which you will use the most while in or trying to obtain this mode are:

6p: Your all purpose heat building move. Knowing when to fire once, twice or three times is crucial.
                             
* Adds 16.2 C, 18 C, 22.5 C for each time you fire respectively *

2k: Builds an often ideal amount of steam. Being able to cancel into normals, and or cancel early helps.
                            
 * Adds 7-10.8 C. Amount varies depending on if/when you cancel *

236s(ground): The bazooka adds the same amount of heat at all levels. It's a great tool to use after a knockdown. Get some heat, and figure out your next move while they're blocking.

* Adds 9.0 C at Levels 1-3. Very reliable.*

6hs: What you will use if you fucked up maintaining 80% heat, and/or pressure.
                            
 * Subtracts 18.9 C @ Level 3. Subtracts 13.5 C @ Levels 1-2 *

:sweatdrop: "Ok great, but how do I zerg them in this mode as soon as possible?":

Right as the round starts, 6p three times. Then jump toward them and whiff a J.hs. You'll be good to go. You can also Robo-Dash once or Backdash once and as long as you dash toward them for a bit to get rid of a little heat-buildup you will be safe, though VERY close to overheating. Just be sure not to start blocking a big pressure string, or use another heat adding move. Congratulations! You are now a terrifying Flashing-Red Robot of Igniting Prowess.

:sweatdrop:"Awesome! Soooo what's the easiest way to light people on fire now?"

:eng101: "Simple, your goal is singular":

Poke with 5p (5hs FRC and 5k can work too) until you connect on a grounded opponent!

5p is great as it is, but with the 80% heat mode properties it has wonderful synergy. Against many characters you can simply pressure by doing 5p, dash, 5p x N. Often they will be forced to spend their tension on FD to get you off them, or attempt to weather the storm (zing!) and wait for your heat to get back below 80%.

Once you connect and have a nice reserve of heat, it's cake... if you want it to be. Combo into 5d even or whatever you want, you will have ample time. For those that want to maximize and even EXTEND your time spent in 80% mode, read on:

So you connected with a 5p, and are sitting at a nice 95% heat. You're going to pretty much do the same thing as if they were blocking: 5p, quick dash, 5p until you feel you are getting pushed away, then 6p once for knockdown. You only want to do this when your heat is as close to 80% as possible so that you do not overheat. You can also choose to end your 5p dash combos with 2s if you are close enough, though this doesn't give you any heat, it's a wise choice when you are getting pushed back and are at risk from overheating. Dash back in and pressure with 5p. Let's say you land a 5p vs a crouching opponent, you can combo their ass all the way to the corner. Same exact deal: 5p, dash, 5p x N.

:eng101: "Video time!"

Good damage and not too difficult to pull off:

http://www.youtube.com/watch?v=Jd-2jDhupMM

However once they're in the corner the fun really starts. Dish out your basic 5p spam pressure, if you get a hit, link for as long as you can (harder and shorter on standing, easier and longer on crouching) to 2s knockdown, then 2d for tension. You can bazooka as they're getting up or QUICKLY OTG with 2k to build a nice chunk of heat. 2k OTG will give the opponent the option to tech; if they tech out of the corner, quickly cancel into an airthrow and throw them back into the corner. This is not as hard as it sounds, and usually you can see it coming. If they don't and they neutral tech, you should already be back in their face spamming 5p with a fresh reserve of heat. Just as I stated above in the previous paragraph, you have the option to 5p, into 6p once for knockdown if your heat is closer to 80%. This is nice in the corner as you can 2d afterwards and still have the opponent relatively close to you.

Using the 236236s super can also be great when you have your opponent cornered. Just remember if you don't want to wall bounce them do it early, if you can kill them with that extra damage and/or a follow up go for it. You will lose a good chunk of heat afterwards, however...

If you have 50% tension, 5p loop on a crouching opponent, when your heat is right around 80%, do 236236s Punch Spam super but do not mash Slash, it will hit 6 times and raise your heat, at which point you can run up and continue looping them with 5p as you have just restocked your 'burninating meter'. Tension pending, you can do this for awhile.

Landing the initial 5p can sometimes be difficult. Your best bet is to occasionally poke with 5k into 5p after your second dash in attempt. If you have tension utilize 5hs FRC blocked or otherwise, to gain some more time to dash in. Try alternating the timing in your dash 5p as well/and or using 2p. Many times after the second 5p, you can just empty dash in and Faultless Defense break to try and bait a move. This is especially effective versus characters with reversals/uppercuts, let alone ones that on whiff leave them in CROUCHING STATE! If you've read the section so far, you should know why your opponent landing in this state is good!

Finally, if you ever chain into an aircombo while in 80%+ Heat mode, you can extend your combo with: Force Break x J.s, JC, J.s, J.hs. You can sometimes even do this a few times before your heat is too low.

[MORE TO COME IN THIS SECTION/UPDATES/REVISIONS ETC]

GIMMICKS:

2s knockdown, 2d, 5p whiff as timing device, 236236s (do not mash slash), they get up as super ends, command grab.

Det. Mode:

I will be spending a lot of time on this section, but not to the detriment of the rest of the guide.

When you WANT to activate:

This is one of the most important things to know when using this mode. Certain character matchups it's really effective, and other characters not at all. If using Det. Mode is part of your gameplan, you generally want to always activate in the following circumstances...

A.) Gold Burst: You just got 100% tension & knocked your opponent down. 2d then Activate. This is very intimidating as not only are you faster and primed to explode, you still have 50% tension + 2d to fuel your rush down and pressure.

B.) Connected Robo Dash: Let Robo taunt to get you the tension you need and then activate.

B II.) If you have 100% tension and you land a counterhit Robo-Dash, Activate, then after the wallbounce when they are near you 236236s, mash Slash till you explode. You can do this on a normal hit Robo-Dash but you have to be faster.

Versus specific characters...

Potemkin: Though Slide Head can wreck you, Pot's low mobility, especially in the air, makes him a huge fat target. While he can flick your missiles, it's often very hard to flick a Level 3. The speed increase allows you to stay in his face, while being safe from Pot Busters by utilizing 214s horsies of all different levels. You have good chance of being in his general vicinity when you explode, unless you are lying on the floor from Slide Head.

When you DON'T want to activate:

If your opponent has a serious advantage over you in terms of life, think twice before busting it out. While the damage from exploding cannot kill you, it can make things easier for your opponent. Then again many times, when you're near death you might be able to pull out a clutch win with the move, it all depends. Try to gauge how the match is going.

Versus specific characters...

Eddie: He can reflect missiles, fly away, and use break the law to go under the ground bypassing the explosion entirely.

May: Restive roller gives her enough mobility and time to escape unscathed very often.

Chipp: Teleports and speed. This is not as bad as the the previous two as you can try to keep him in blockstun if you've got the tension.

Det. Mode COMBOS & PRESSURE:

Generally you'll have a couple types of combos/pressure. You will have ones designed to stall by utilitizing many hits till you explode resulting in less damage (from scaling) but an opportunity to reactivate with Robo-Dash while they are getting hit by the explosion, and you have pressure oriented combos designed simply to knockdown/lockdown resulting in massive guard gauge jacking if they block or full damage from Det. Mode explosion if you mix up right before you explode. If they block the explosion you'll have the opportunity to mixup during and afterwards. We will start with the former.

Combo into Explosion:

25-100% Tension: 5hs frc, 5k, 5k, 5k, dash, repeat.

You can do this one to kill a good amount of the clock and it's generally not too hard.

0-100% Tension: 5d, longest dust combo possible. This is character specific. I will compile a list eventually here. A good one to try on various characters is:

5d, ^(tap up), J.d (8-9 hits), Dj, J.k, J.s, J.p, J.k, J.s, J.p, Tj, J.k, J.d.

If you launch them around 1 second, just do J.s, double jump, J.s. Occasionally they will have the option to tech if you don't land a hit and start your second jump after you make them airborne with 5d and explode so be careful.

60% Tension: Level 3 horsie, 236236s super, mash Slash till you explode. As stated earlier this is what you want to try and land in Accent Core now. Because of the floating property on hit with a Level 3, you put your opponent in juggle state and prevent them from bursting via Punch Spam until you explode. Since Det. Mode cools you off there's no fear of overheating during it. This specific setup is one of two that are very important now.

75% Tension: 2s, 5hs frc, 236236s super, mash Slash till you explode. Similar to the one above except the way to combo into Punch Spam super is different.

70-100% Tension: Command Grab, RC, 236236s, mash Slash till you explode. Same deal as the previous two, but it's dependent on how much meter you yoink from your opponent obviously.

While they are getting hit by explosion you need to consider your two options:

A.) Can you kill them with additional hits, despite massive scaling? If you think you can, your best bet is two 2hs knee rockets to tack on that extra damage. If they are in the air, try a J.d.

B.) If your opponent has a lot of life left: 2d, backdash, backdash, start dashing, Robo-Dash, get tension/re-activate Det. Mode.

Pressure into Blocked Explosion:

**NOT COMPLETE**

- Stay at full screen range, launch volleys of Level 3 air missiles. Don't be predictable. Launch a missile, land, 2d, jump, launch 2 missiles land etc. Don't always shoot 2 sets of missiles as the opponent might try to run under them and counter. When the Det. Mode clock is @ around 2 seconds, activate your Force Break and follow a set of Level 3 missiles toward them and explode. You can be extra tricky here and Force Break fly into an immediate 2k, if you have good cover from your Air Missiles in front of you. This can be very hard for your opponent to react to.

They're blocking the Explosion in the air:

- Since 2hs takes a good chunk of tension to FD, this is your best bet. You can do some nice damage utilizing this. Watch their super and launch the knee rocket accordingly.

- You can also lay down a mat, move to one side, whiff a normal or jumping move, land, and then as they fall down from blocking, switch sides and mix them up. Not normally worth it though.

They're blocking the Explosion on the ground:

- Jump straight up, (empty jump), land, 5k/2k into knockdown or whatever.

- Jump straight up, last second airdash toward, J.s, J.hs, ~ whatever, 2d.

- 2d, pressure and/or wait, run up command grab: Takes a little bit to get the timing down.

- 5k (1-3 times), 5d: If you pressure a bit before doing this you can take off upwards of 75% life sometimes because of guard gauge. If your dust connects and knocks them into the explosion, you'll want to cancel into another J.d faster than you normally would. Best damage option, but smart players will be looking for you to throw out that 5d.

Other Notes:

You can Burst Cancel the Det. Mode explosion to rush down some more, or setup up stuff.

Level 3 Bazooka:

Every time you get a knockdown, lay a mat and throw this baby out. Based on the distance you were when you knocked them down, you'll either want to run up and immediately do the move, or do a slight dash, 5p as a timing device, and throw one out.

Here are 5 good strategies to employ if they block one, specifically a Level 3:

A.) Run up as bazooka disappears and command grab. You can also try throwing down a 2d before the command grab as well.

If you've done this once already, substitute a Robo-Dash for the Command Grab! Or even Robo-Dash, FRC, Command Grab! (Note: This setup arguably works even better with a well spaced Level 2 Bazooka, since it doesn't last as long your run up into Command Grab or Robo-Dash can come out faster.)

B.) Running jump, J.p (whiff) low air dash, J.s, J.hs, land, 5p, 2s, 2d.

C.) Running jump, J.p (whiff), empty jump land, 5k/2k into viable combo of your choice.

If they block the 5k after you land from your empty jump, and have tension to spare, try quickly using your Force-Break to go into an instant overhead with J.s!

D.) Run up and attempt starting a combo with 2s (no scaling!) into 5hs FRC, 5hs FRC, aircombo.

E.) As you are doing your Level 3 Bazooka, hold up (8), as soon as you see Robot is off the ground, activate your Force Break and follow the projectile as low to the ground as possible. This is a 50/50 for your opponent. As your Force Break nears them you can use J.k and hit them, or land and go into 5k/2s. Either hit will lead you to combo/knockdown.

Versus many players you will see them take this time to Dead Angle the bazooka toward the end when you are near them. You can use Bazooka-Forcebreak Fly as a way to bait this, utilizing the moves high mobility.

Force Break:

Giving yourself two airdashes: Airdash in with J.s, J.hs. If they are blocked, cancel into Force Break, pilot up and back from their location for a split second (7 or 9), FD cancel the Force Break, 66. You will be back up in their face again.

Burst Points:

These are the common points when your opponent will burst, how you capitalize on it is up to you:

J.s counterhit: after the bounce, or the first hit of the subsequent follow up attempt.

2k, 2s, 5hs FRC x 2: right after the first FRC. If not, many times they will burst after the second 5hs FRC.

5hs stagger: as you run in.

6hs Steam stagger: as you run in.

236s Bazooka: after the third hit or so as you're running in.

Knockdown, Dash in/Robo-Dash: When you're right next to them.

[MORE WILL BE FILLED IN LATER]

Edited by Dr. Stormlocke

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