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dontuel

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About dontuel

  • Rank
    Xyth, Brandon
  • Birthday 11/18/1985

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    dontuel85

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  • Location
    Escondido, CA (socal)
  1. dontuel

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

    its fine for oki as long as they dont have a good reversal. 5k is actually easier to do meaty cause it has longer active frames i believe (we talked about this before in a thread in regards to vs. pot) but just be careful not to get too close or you can get thrown.
  2. dontuel

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

    Good stuff, youre looking pretty solid. a few things to work on is combos, there were alot of dropped combos from what i saw or times where you did a combo but you could have done a more damaging combo. also comboing after random hits. there were alot of times where you scored random counters or hits that would lead to knock down and didnt really do anything with them. oki. didnt seem like you did much for oki. it was either robo dash, bazooka -> dust or 5k 5s 5s... try to add in some different block strings/frame traps and throw attempts also use more missiles, i barely saw any!!
  3. dontuel

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

    ive seen this come up a couple times where people talk about how to do combos to save tension. i think its better to do the combo with 5hs frc for a couple reasons. 1) higher damage, any extra little bit of damage you can get could be the difference in the end 2)burst safe, if done right the 5hs frc can be burst safe, where as 5k and 5s are not. 3)it makes the combo easier and also positions you properly so that you get all the hits from the combo, if you do it with 5k 5s, or w/e you push them away from you and you arent getting a running start into your jump which means most of the time youre gonna have to do jk js djs djhs for the combo instead of finishing in j.d, which is bad because of less damage and more heat generated. 4)its also really not that much of a waste of tension, after the combo youre going to land and put down a mat anyways and should get atleast 2 bars before your enemy lands. and really robot gains tension so quickly anyways if youre playing him right you shouldnt be shy about using it up when you have potential for high damage. (just as a side note, ive started using 236236s 236s to end my combos that i cant end with 2s because, especially if their in the corner, you get like 3-4 bars of it back before they even get up into oki so its worth getting the knock down and the damage)
  4. dontuel

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

    thats weird..i just tested it as well and got the same result as you. the cross up does work if they block low.
  5. dontuel

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

    cross up in corner should work after air throw...after the throw just run them into the corner and to the horse right before they get up
  6. dontuel

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

    the only way horse will actually cross is after an air throw in the corner. otherwise its blockable normally. unless youre talking about whiffing a horse as a cross then doing another move which off of throw or 2s i think would put you too far away from the opponent to be useful.
  7. dontuel

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

    i believe its just the timing, do the slash or hs by themselves late enough and it should be untechable. the j.s dj.hs forces the hit to be late because it takes longer. havent tested this but i believe it to be the case. *edit* tested on testament and can knock down with just hs also beyond the longer un tech time its also better to wait longer on a fd j.hs for ID because youre more likely to successfully bait a burst that way *edit #2 cause im bored* random stupid combo: 5p 5p 2hs frc sj.d missile
  8. dontuel

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

    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.
  9. dontuel

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

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

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

    ex hs (lime green)
  11. dontuel

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

    I play robot and am probably going to evo...i think we've played once or twice before though.
  12. dontuel

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

    i disagree with this, just dont FD or be way too far back and you should be able to punish most bursts..you may have to do a very quick small dash though.
  13. dontuel

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

    more gimmicks: on oki respect -> 2s 2hs frc tk FB... end a block string with like 5s© 2p(whiff) -> back dash -> horse or similarly robo dash (blocked) back dash horse' *edit* more gimmicks command throw -> horse (whiff cross) -> sho/command throw
  14. dontuel

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

    #1 the idea is that once you catch them mashing with the sho, they might learn and stop mashing, giving you time to get the tick throw. #2 For the robo dash frc dust the idea is that the robo dash frc freezes them for a sec then the dust takes a little bit of time to come out and they flinch (seriously ive ended a few rounds with this) its definitely a gimmick (which is what we were talking about i think?) so its not going to work all the time and its very escapable but its one more thing for that bag of trick of trying to get that last hit. #3 for IAD after the tk missile its a tick throw and for this one you dont want to throw out the jumping attack because theyre waiting there to block it and all of a sudden you land and throw (of couse as said before this is gimmick and is escapable) also instead of the command throw you could do like 5k or something or dust or w/e you feel like doing to fuck with their heads. *EDIT* this one works better if you do tk missile double jump missile land IAD...
  15. dontuel

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

    gimmicks huh? -after an air combo FB over like youre gonna continue combo and go for the tech throw -for mashers: on oki bazooka -> empty jump -> sho (this catches people trying to mash throw) also once it hits a masher it sets you up for empty jump command throw and empty jump 5k -tk FB j.s (land) 2k 2hs(frc) 5d/command throw (obviously if the tk FB j.s hits just combo into knock down) -robo dash (frc) 5d -tk missile lvl3 (land) IAD (land) command throw (this one takes some spacing) *EDIT* this one works better if you do tk missile double jump missile land IAD... -this one is a classic that most people probably know but its still fun to do once in a while combo -> 2s 2d 236236s(whiff) command throw Im sure i have more but those should atleast get you guys started =p
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