M.Song Report post Posted December 12, 2014 a little late, but to all the roboky players I met at NEC it was great meeting and talking with all you guys NFTR: i think i totally insulted the color you pick with you there and i felt kind of bad about that after knowing Share this post Link to post Share on other sites
Spark Report post Posted December 12, 2014 Assuming they don't FRC you can actually punish the tatami mat with the punch super. Share this post Link to post Share on other sites
NoFuture Report post Posted December 14, 2014 NFTR: i think i totally insulted the color you pick with you there and i felt kind of bad about that after knowing yea nice meeting you! If you insulted it either I dont remember or didnt care, dont worry about it :p. Im near impossible to offend. i meant to ask you about wake up punch super though, i saw you do it a lot and wasnt really sure why Share this post Link to post Share on other sites
M.Song Report post Posted December 14, 2014 its pretty good against slower meaty attacks and it covers good horizontal distances i may be wrong about it, but i feel like it hits a little further away than a lvl 3 dp also i used to fight dizzy quite frequently in accent core and i think that was one of the best way to deal with fish (dunno about +r fish) its just something i took from that matchup and use it in every other fight... cuz i'm not entirely sure what to do for a lot of the +r fights i'll list what i think the pros/cons are pros: -on hit, you can reset/control your heat and you have a really good idea of where they will be after the knockdown... sometimes after landing a lvl 3 dp -> super i have no idea if they will land in front or behind me. also when they land behind me after a dp super i'm not sure how to follow up with that -on block its a lot safer than landing a dp, although at the cost of way more meter -because roboky immediately moves forward as he starts the super, you can avoid certain jump ins and if you don't mash slash you can potentially get a throw when they land (although this rarely happens and you have to really know your hitboxes for this to be useful) -its a super, so that will break super armor on moves unlike doing the dp on wakeup -on hit it only takes 50% meter unlike dp -> super which takes 60% cons - it takes 50% meter for a move that is only invincible on 1 frame.... it gets owned by a lot of things really i feel like that's the only con, but i mean... its pretty bad to get owned by a 5p when you choose punching super as a reversal i use the move as a reversal way more than i should, but as a reversal its definitely got really good situational uses Share this post Link to post Share on other sites
M.Song Report post Posted March 3, 2015 so this might have been known already, but i just found out on counterhit of the 2nd hit of 2s (high heat) they can't tech at all so you can do some cool combos you even have enough time to start with a robodash not sure how practical this is seeing how difficult it is to get that hit tho Share this post Link to post Share on other sites
M.Song Report post Posted June 27, 2015 https://youtu.be/fmS3nXglKpk https://youtu.be/i1qdsLiOLK0 characters i got it to work on: axl, dizzy, slayer, anji, johnny, hos, venom, testament, potemkin, justice ways to get around this: stand block crouching reasons for doing this: you love to troll you like to lose this can work midscreen but if you do it off of those two starters you have to run before doing the dp otherwise they get pushed too far out because of the extra pushback from otg what i want to know is what this works on hos and not sol Share this post Link to post Share on other sites
M.Song Report post Posted June 30, 2015 https://www.youtube.com/watch?v=WvlYIV3wqWs&feature=youtu.be i always wanted to make one of those #R and XX styled combo video combos... full meter for full life i knew of one in vanilla ac on dizzy but this looks a lot flashier Share this post Link to post Share on other sites