What's new

Robocop Kombat league matches.

CountHyuga

Old man Hyuga.
Looking for some tips. Somewhere in the middle I get bodied hard by sub zero and scorpion. I do not want people to watch the whole thing, of course. Thanks in advance.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
  • You gotta stop doing that terrible 12 string that ends with the low; I literally can't remember the input because it's a useless string.
  • 121 is one of the easier strings to confirm out of, but I saw so much missed damage due to not confirming 121 into flamethrower. I see you doing 12~flamethrower a lot, but I can't think of any reason to ever not do the full 121~flamethrower. Easier to confirm, more damage, and no downside that I'm aware of.
  • I also see you only poking with d1, when his d3 or d4 would have been a much better choice. Other times, you went for a poke when it was your turn when you could have just as easily gone for f32, f212, or b32.
  • I'm certainly guilty of this as well, but I see a lot of mashing when your opponent knows you're negative, like after a blocked f212.
  • I didn't see you utilizing his amazing forward and backward dashes at all. His dashes are like one of the two things he's got going for him, so definitely need to see more of that and fewer jump-in kicks.
  • You gotta head into the lab and get those kombos down. I'm 21 minutes in and you've yet to finish a single kombo, despite ample opportunity.
  • You gotta head into the lab and learn your optimal punishes. You left a painful amount of damage on the table by not properly punishing your opponents' mistakes.
  • I don't think I saw any staggers. His staggers aren't great, but still worth incorportating into your gameplan to keep your opponents on their toes.
  • Watch the clock and see what is the longest amount of time you go without pressing a button. Since I've started watching for it, the longest I've seen is 2 seconds, not counting time spent getting juggled or stuck in block-stun. Play some games and have fun seeing how high you can get that number. Can you go 20 seconds without poking or jumping and still win the match? Watch tournament matches and you'll see top players just sit and block for extremely long periods of time. Practice that patience! Like that Noob player in your first round against them. (Around 22:45 you finally show some patience with about a 3-second stint with no jumping or attacking.)
  • Ease up: you seem to be nonstop trying to brawl with your opponents, trying to get in and open them up. Again, RoboCop has excellent walk speeds and possibly the best dashes in the game; use thos strengths and let your opponent tighten their own noose.
  • You're getting blown up trying to punish with 121 instead of f32.
  • You're canceling into Flamethrower on block instead of confirming into it. Remember, f32 has a safe ender that catches a lot of people, even though it's a high. You can also just do f32 and it's only -6 on block. f22 is only -10. On hit, they leave you +8 and +9 respectively, so no need to risk going into unsafe Flamethrower on block.
  • I'm 29 minutes in and don't think I've seen a single b3, which is a decent whiff punisher and stagger.
  • I didn't see any d4~bf1 shenanigans. It's safe against the majority of the kast from not quite max range, and it can be quite strong in many matchups, especially if you have CG equipped, since they have to guess between d4~bf2, d4~bf2.amp, d4~db4, d4-dash-f32, d4-dash-CG, d4-d4, d4-backdash, any many other possibilities. It's still vulnerable to jump-ins, but used correctly it can be a pretty powerful tactic.
Phew, that's a lot to go through. I'd say things to work on are footsies, proper punishes, and resisting that itchy trigger finger. Hope that helps!

[edit] One point I just remembered is that you can use Hop instead of Jump for your OCP Charge feints. I get you want to make your normal jumps difficult to react to, but you should really experiment with the hop feints and try to incorporate them into your gameplay. From safe distances, it becomes a guess for your opponent between hop~charge, hop-land-bf1, hop-land-whatever, making it more difficult for them to approach.

You can also still use OCP Charge after whiffing an air normal. So, you can do a very early j1 and then cancel into OCP Charge if you want to.
 
Last edited:

CountHyuga

Old man Hyuga.
123 was 12 flamethrower every time. I thought d4 was more of mid range annoy button than a close range poke. I am actually pretty worried that people get in on me, that is why I move a lot. I don't use a lot of b3 because for how good it is, it is also painstakingly slow. I don't think I can use his dashes very well. I am often afraid of going in.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
123 was 12 flamethrower every time. I thought d4 was more of mid range annoy button than a close range poke. I am actually pretty worried that people get in on me, that is why I move a lot. I don't use a lot of b3 because for how good it is, it is also painstakingly slow. I don't think I can use his dashes very well. I am often afraid of going in.
That's another good reason to use 121~flamethrower instead.

d1 is his poke if you're basically touching your opponent. d3 is your poke for just about anything else. d4 is more of a harassment tool, though b3 is almost always a better option, since they basically have the same range. The major benefit to d4 is that you can cancel it into Low Shot and remain almost completely safe on block (I think only Kang and Sub can punish it, and it's still a tight punish). But b3 kombos into low shot, flamethower, and cobra cannon. b3~cannon basically turns cobra cannon into a 17-frame low instead of a 30-frame mid, and is totally safe on block if they aren't able to get under the 2nd or 3rd hits.

b3 is only 2 frames slower than d4 and has basically identical range. Because he kind of shimmies forward, it's not too tough to backdash and whiff-punish with b3.