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M.Song

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About M.Song

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    Titanium Member
  • Birthday 11/23/1987

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  1. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    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
  2. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    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
  3. M.Song

    [June 26-28] CEO 2015 Fighting Game Championships

    would anyone going be interested in love max casuals on saturday or sunday?
  4. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    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
  5. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    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
  6. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    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
  7. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    just found out that throw -> punching super isn't bridget only it also works on aba and kliff this time i went through and tested everyone using the macro glitch its really easy on aba, pretty difficult on bridget and really hard on kliff
  8. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    i was also linked https://www.youtube.com/watch?v=dzCaF77qsf0 and then there is a part 14 probably a few other parts he's in as well to me it feels like he's just doing stuff and not getting punished for what he's doing edit: ok watched most of the matches in the vid stormlocke posted... he's really just doing stuff and they are not punishing him for it like he's doing like 1/2 screen lvl 3 pony and they are just getting hit by it for no reason that move loses to like everyone's 6p i mean i'm seeing great confirms, execution, and combo creativity from gaku, but it feels to me like his opponents are not making optimal plays, way more combo drops and just getting hit by stuff that really doesn't seem like it should have i just seem to remember videos from earlier in the year when he just wasn't able to do as well just because his opponents were playing a lot better
  9. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    so my initial plan is to just keep these as short clips for each situation and once we've got everything worked out, then maybe it can be edited into one long video or something
  10. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    i have some time off work... would it be cool if i made clips for each of these situations and you tell me if this is what it looks like in your setups and what not?
  11. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    i am a dumbass and just realized the other day you can do tk dp with 9236
  12. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    you can connect two lvl 3 missiles but i've never connected 3 before usually when i connect the lvl 3 missiles its either using the impossible dust properties or i immediately jump cancel and shoot another missile it may be possible to loop multiple lvl 3 missiles but i'm not entirely sure how if it can be done its because off lvl 3 missiles, the opponent has different bounce arc off the wall and then the differences between lvl 2 missiles and lvl 3 missiles lvl 2 has shorter start up, shorter recovery and a longer untechable window as for ending with dp or air missile i'm not entirely sure what is the optimal move myself both moves leave you with large landing recovery, but the air dp does a little bit more damage than missile and it has a larger attack hitbox so you can end your air combo with j.d air dp, and if you were to do a missile after j.d instead, you'd have to cut the number of hits off j.d to make sure to be at the correct height but if you meant which is better in terms of spacing, then i have no idea
  13. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    in the corner you can do missile loops... that's technically an impossible dust combo its hard looping lvl 3 missiles tho you want to shoot the first missile then double jump then missile loop lvl 2 missiles if possible if you are 80+ heat, you have way more options, because of the extra hit stun stuff you can impossible dust by doing fd and 5p and if you have like 80 meter or so, you can do a few reps of pony loop as for midscreen id combos under regular heat, i never go for them because there don't seem to be enough benefits of doing them over a regular dust combo
  14. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    ok i didn't know about the 2s c.s thing, but after testing it out, it seems to work only if you were really close after doing 2s and i couldn't get it to connect on all of the cast... didn't really to really thorough testing on everyone since i'm really bad and i still can't sji even after playing this game for as long as i have, after the 2s explosion i was doing sj j.k j.s j.p j.d air dp after doing it with the c.s, same combo, i'd get less hits off with j.d (cuz i can't sji to adjust my height properly) i was only getting like 8-12 more damage with the c.s so my question is... after you get the c.s sji, what is the combo you prefer to go for?
  15. M.Song

    [GGAC+R] Robo-Ky Changes and Discussion!

    in terms of how roboky got nerfed, some of this may just be the way i view the character, but i honestly feel that with everything out there along with him not getting changes to deal with all the other char's changes he got hit pretty hard so starting with the obvious one, 5d this one is straight up a nerf.. 4f slower, easier to block on reaction and makes it so you are unable to combo into it as easily with 80+ heat then there is the input change on the fb while the move itself got buffed, the fact that they changed the input on it means he lost access to instant fb -> air missile while this wasn't seen in regular gameplay, it means its more difficult to do a very specific combo he had before next are how system changes in my opinion screwed over roboky gold burst no longer giving knockdown unless its a counterhit sure people might say oh do you want to eat unblockable after unblockable from eddie after a gold burst? but really... when you eat a gold burst, you kind of deserved whatever comes next. and against everyone else roboky has better options from knockdown than most of the rest of the cast, but he really can't capitalize off a burst tech as well as most of the other cast due to poor air to ground normals and the fact that on the ground, he doesn't have good normals to use to force his way in also the extra life thing every char got extra life, but most of the other chars do more damage than in AC to make up for it the other chars that got general damage nerfs were really the super hard hitters in AC and so even if they lost damage, they can still easily kill in 3 combos outside of lvl 3 heat, roboky doesn't really have any new fancy combo options that do more damage than before, so you can view that as an overall damage nerf character changes that i think are nerfs counterhit pony: lvl 3 counterhit.... the wallbounce is so much worse than the pop up from before. there are so many ranges where you literally can't get any follow up after the wall bounce and the options you get are kinda situational, considering the AC one had pretty universal followups and really big damage lvl 2 i guess is a buff... but good luck hitting with a lvl 2 pony, much less getting a counterhit with the move... i think since +R came out on console i've gotten only one counterhit lvl 2 pony.. and its not like you get very good damage afterwords 2s in 80 heat i think this is worse for him than before while there are times i appreciate the extra damage when i have 0 meter, there are more times when i end up overheating because i used the move while its true that it is my own fault for overheating, why would you take away the only normal that gives knockdown to a character and when i have full meter i can get more damage off a regular 2s anyway than the super high bounce that is forced on you with the heat i really hate this change and it really screws with my play style... which is why i view this as a nerf 2hs similar to 2s, but the benefits are actually decent, so its not as bad but losing the ability to control airspace with 2hs when you are high heat sucks, at least it doesn't disappear when you do overheat on its way down command throw: i hate what they did to the move i think i might be in the minority here when i say this, but the move sucks now i hate the new trajectory they are thrown at and the damage nerf was too extreme there is literally no reason to be afraid of this move anymore due to fact that the damage is so bad and they only have a mediocre mixup to worry about and yeah it doesn't help that pretty much every matchup is now a bad matchup for him but that's due to the fact that he really didn't have that many good matchups in AC, then all the chars who were even/good with him got new tools that are really hard for roboky to deal with and then all the chars that beat him before in AC didn't get nerfed to the point where the matchup is even or even close to it take from this post what you will i am really bitter about what happened to roboky in +R and i think he's a really bad character
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