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Dr. Stormlocke

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About Dr. Stormlocke

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    Exploding Robot

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    Dr Stormlocke

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    Skynet HQ
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    Dr Stormlocke
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    Dr_Stormlocke

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  1. Dr. Stormlocke

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

    I don't have a lot of experience with this matchup in +R. But I played AC for years vs Hellmonkey. It's a very boring matchup and we didn't particularly like playing it, haha. You make missiles. She makes carpets. You go for command grab when you can get a read. I try and space bazooka oki so if she bellyflops out I can connect with 2hs or Level 2 CH missile. It's a little different sort of situation in +R though. IB as always, FD as needed. (Though this is universal advice.) Yeah, sorry it's not much more indepth than that. As I said, boring.
  2. Dr. Stormlocke

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

    I agree M. Song, I was surprised his Level 3 Horses weren't getting stuffed on reaction. Still a lot of cool tricks in there though. Some stuff I want to X-Copy, some of it is simple: -Knockdown, Bazooka Oki, Run up next to them, 2d while they're blocking, Level 3 Horse as they're done blocking bazooka. You can alternate this with command grab instead of Horse at the end. -Bazooka connecting vs jumping opponent in the air? Run up and 6p once. -Ending some aerial combos with Level 1 J.SRK for the heat gain. -Don't remember if it was in these recent vids, but TK Level 3 SRK while in Level 3 Heat mode on opponents wakeup, into Level 3 SRK super. Good if opponent has a burst. Doesn't work on all characters tho. -Blocked 2k, blocked 2hs FRC, TK Level 3 SRK FRC, j.hs~whatever. I used to do blocked 2hs FRC into 5d, but this is the new hotness. I just don't like how inconsistent FRCing and comboing with TK SRK can be. Sometimes you're underneath them, sometimes you're on the other side, sometimes they're too high, sometimes you've RC'd instead so your tension and options are limited, etc etc.
  3. Dr. Stormlocke

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

    Almost an hour of GAKU goodness: http://youtu.be/OM_S0VIWJNo Really great stuff. You guys will probably pick up a few new tricks for high-heat mode!
  4. Dr. Stormlocke

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

    Yeah, it was on the Brokentier stream/Twitch, Nov. 5th. Just be advised it was netplay, and we did encounter some lag. Regardless, the setups work offline just as well. I started playing Koogy about 15 minutes in. http://www.twitch.tv/brokentier/b/585448749
  5. Dr. Stormlocke

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

    Here is a quick video of some of the Command Grab setups I have been discussing with you guys, vs Koogy on the Brokentier stream: http://youtu.be/30YATUntY9k He grabbed my Burst a few seconds later, haha. I also really like Command Grab, empty jump over their body j.p, land, 2k, 2s, 2d. I would alternate with Command Grab, empty jump over their body j.p, as you are falling Aerial L2 or L3 SRK.
  6. Dr. Stormlocke

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

    Awesome, sure! I'll be editing in more over the next few days. Certain setups, due to how specific the spacing is, tend to lead into others well.
  7. Dr. Stormlocke

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

    Hey guys! I've been playing a bit lately and have had even more success with my command grab mixups. Some new ones I have incorporated: Command grab, running empty j.p over their body, land, 2k, 2s, 2d. Command grab, hesitate and let their body fall, running j.p whiff over them as they are waking up, Level 2 or 3 air SRK* (*RC, hesitate, 5©s, SJ aircombo if you connect with air SRK. Optional.) I want to make a flow chart, but generally here are the three factors for optimizing his "vortex" if you will: If they have a burst, how much tension they have, how much tension YOU have. Post command grab, opponent has no burst, opponent has 25%+ or so tension, you have Level 2 tension: Backdash, Level 2 horse, land in front of them, command grab. Post command grab, opponent has no burst, opponent has a questionable amount of tension to steal, you have Level 2 tension: Either of the two setups at the top of this post. 5p whiff/timing device, run, Level 2 horse. (Like many setups, this works best once you have conditioned them. In this case, try backdash, Level 2 horse, command grab before attempting this punish setup.) Post command grab, opponent has no burst, opponent has 25% or more tension still, you have level 3 tension: Backdash, Level 3 horse crossup whiff as they are waking up, command grab. Let their body hit the ground, immediate 2d, 236236s punch spam super, do not mash slash, command grab. Let their body hit the ground, immediate 2d, 236236s punch spam super, do not mash slash, Level 3 SRK super. (This one is ridiculous, and is a good round ender. It's also a good one to dump your tension on once you have landed a few command grabs in a row, because the opponent is so antsy they usually will throw something out.) Post command grab, opponent has no burst, opponent has a questionable amount of tension to steal, you have Level 3 tension: Level 3 horse crossup whiff, land, 5d. Level 3 horse crossup whiff, land, 2k, 2s, 2d. Level 3 horse crossup whiff, land, Level 3 horse back at them. (Good if you think they will mash, or stick something out. More effective if you've conditioned them with something like [command grab, backdash, level 3 horse crossup whiff, land, command grab] already.) Backdash/5p whiff timing device, run, Level 3 horse. (By delaying your Level 3 horse you will many times confuse your opponent. To make it even better, you can legit crossup and HIT with luck and/or expert timing.) Post command grab, opponent has a burst, opponent has any level of tension, you have Level 3 tension: Running empty j.p over their body, land, 5k, Level 3 SRK super. (This is my go to burst bait/or punish ideally. Many times your opponent will burst upon your 5k connecting. Your Level 3 SRK super will give zero fucks, go right through it, and nail them.) Edits to follow. I'm at work. =)
  8. Dr. Stormlocke

    [AC+] PSN Match Finder/GG Thread

    I'll be on for the next couple hours. Hope to get some games on vs you guys!
  9. Dr. Stormlocke

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

    To answer your query, heat mode gives you the following buffs: - 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! That's it. Robo's 5p is great even w/o high heat mode, but you'll see a lot of people fishing with it in high heat mode. I think this tends to confuse people, who incorrectly assume there is a buff in the blockstun. You ARE doing chip damage on block though, which can be handy. As far as your heatmode strategies are concerned, good luck, share if you'd like. I generally dump high heat mode via 5p~Level 3 Steam loops. Doom 2hs knee rockets are not very good, but 2s launching in high heat is great, just have to be careful not to use j.hs in the subsequent aircombo. And yes, it is rather dead here. Can't really tell you why.
  10. Dr. Stormlocke

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

    These have really been panning out. I have a few other setups that I alternate with now: Midscreen'ish command grab (more than 3 hits), backdash, Level 2 horse, land in front of them, command grab. Midscreen'ish command grab (more than 3 hits), as soon as they land, 2d, immediate Punch Spam super & don't mash Slash, command grab. --on subsequent attempts, mash Slash for Punch Spam super. This will stuff many attempts at what they think is another command grab.
  11. Dr. Stormlocke

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

    Some command grab setups that I've been having luck with, that you guys might want to experiment with: Midscreen command grab, backdash, Level 3 Horse over their body, command grab. (Command grab is throw invulnerable now, so that's fun.) Midscreen command grab, backdash, Level 3 Horse over their body, Level 3 SRK/Super. (Fast startup stuffs mash atttempts to beat what they perceive is another command grab attempt. Also stuffs poorly timed throw attempts.) Midscreen command grab, Level 3 Horse over their body, Level 3 Horse/5d. (By not backdashing after the command grab, and instead crossing over with Level 3 Horse asap, you have more time to setup things on the other side.) It's important to note that it is possible to get thrown. Also obviously if you need the damage, you are sacrificing the unburstable Punch Spam Super followup. Sometime the above setups really pay off tho.
  12. Dr. Stormlocke

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

    I need to practice and utilize this more often. I'm going to hopefully get the +R matchup subforum threads going soon. Anyone have any experience on recent matchups they'd like to chime in on? I've been playing against a lot of Testaments. Some of his new/modified normals took some getting used to, along with his warp. Potemkin is definitely still hard for me, but I don't feel like I've lost the round when I am knocked down now. Any new strings or setups that have been effective for you guys? I'm a big fan of Punch Spam super juggle vs opponent who is cornered, let them drop, mat, run up TK SRK on their wakeup~whatever. Many rounds have been ended this way. Also have been doing mid screen command grab, horsie over their body, run up TK SRK on their wakeup. Still looking for a halfway decent setup with 80% heat Knee Rockets. It's still a round ending Hail Mary at best.
  13. Dr. Stormlocke

    [AC+] XBL Match Finder/GG Thread

    I'll be on for a few hours, starting soon. Hope to get some games in vs y'all.
  14. Dr. Stormlocke

    [AC+] XBL Match Finder/GG Thread

    GGs to all of you who I have played against recently! Too much 5hs FRC'ing, feels like my hand has arthritis. I'm fucking old. See you guys back online in a few days, haha.
  15. Dr. Stormlocke

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

    I've been playing for a few days now, and honestly I couldn't be happier. I understand where you are coming from RE: his command grab, but I think there are so many other benefits, at least when applied to my playstyle: *c.5s into 6p gatling* I think this is really great. Now we have the option to push further to the corner, or utilize effectively while in the corner. M. Song I know we've spoken in the past about how you don't like Robo's air combos because they have the option to tech, and generally you favor building tension and keeping your opponent locked down. I too am annoyed when I dump all my tension and the opponent then techs in mid-air, while I am meterless. The great thing about this gatling, highlighted by the fantastic Nagao vids, is how this can be capitalized on in the corner: 2k, 2s, 5hs (FRC), run, c.5s, 6p, run, c.5s, 6p, c.5s, 6p, 2d. The following actually takes so long, that by the time you put down a mat, tension restrictions are gone and the combo paid for itself in superbar! Not only that, the opponent remains cornered, and you are gaining meter right next to them! You can also set the loop up in corner via non-CH Robo-Dash, FD, run up. EDIT: Sadly this might be character specific. #of reps in loop, etc. *TK SRK* Yes, it is susceptible to FD, but this badboy is a late game finisher! While many of you don't use Det. Mode, the tension building aspect of the super has great synergy for a last second corner TK SRK, ~ missile loop. I've ended rounds quite a few times, not even using Det. Mode, just by banking on this. It is just another great mixup tool that the opponent has to respect. *Forcebreak* This is so insanely fast now. I want to record a shitty cellphone camera video sometime soon of the myriad of gimmicks that are possible now. You can get away with truly retarded stuff because of the earlier cancel capabilities of this move. *80%+/Level 3 Heat 2s* In high heat mode if you land a 2k,~2s you can confirm into an aircombo. For ZERO tension. This is good, period. I realize managing your heat is a pain in the ass, but this buff is definitely welcomed. *Command Grab* As stated, damage nerf is unfortunate. In my playstyle however, landing this means I am almost assured a Punch Spam super juggle until I explode from Det. Mode. No more having to RC the end of the command grab and go into Punch Spam! Wahoo! I will say however I am a little underwhelmed by 80%+/Level 3 Heat 2hs Knee Rockets. Generally, you will use one, then immediately need to cool off with 6hs. This leads to a fairly predictable pattern that is easy to punish/evade etc. I have won a few rounds with these though, and it's always hilarious. More later. Happy Roboting!
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