What if peacock's L item drop had SDE H item tracking but couldn't be held? It would be the go to option for zoning patterns but wouldn't take away the utility of the other versions.
In addition, Sniper shot can beat glide anywhere on reaction. Glide takes 48f to recover from the smallest possible glide, and sniper shot is 19f before superflash. If you can react faster than 29f you can snipe her as soon as you see her glide.
It's the most optimal way to play her now.
Like Peacock, Robo has to rely on keeping her opponent out and keeping them out with assists which is keep away. Her buffs gave her more tools to keep the opponent away. For example, she can jump, do beam + assist, double jump and do another beam based on where the opponent now is.@MegamanDS
Like peacock she has to rely on keeping her opponent out and using assists for mixup, because that's better than actual legit zoning?
@MegamanDSThe association of zoning with projectiles has also resulted in comparisons to "spamming". A major point to remember in avoiding confusion of the two is that spamming relies on the same tactics without any form of adaptability, i.e. constantly throwing projectiles during the whole match; zoning, on the other hand, relies on varied tactics, maintaining pressure, and the ability to adapt to the given situation and the opponent's moves".
Not sure if you've seen me play or my previous posts on the matter, but I am 100% for reverting the changes back. I also don't like 'keep away' or 'zoning' with robo but you have to remember, that's what Mike intended the character to be. Liam just so happens to play robo the way she was meant to be so these changes happened to help his style rather than other play styles.@MegamanDS
I'm just trying to understand why robo players chose to give this up for something mediocre. You can never argue with me that her screen control is better than peacock's since she can have 4 things out at once so i don't see an amazing keepaway game with robo.
Not sure if you've seen me play or my previous posts on the matter, but I am 100% for reverting the changes back. I also don't like 'keep away' or 'zoning' with robo but you have to remember, that's what Mike intended the character to be. Liam just so happens to play robo the way she was meant to be so these changes happened to help his style rather than other play styles.
What the hell are you talking about @Adeveis??? Robo can do the same thing she did in that video + more???? I'm hella confused, and to me it sounds like PME just hasn't adjusted to the character yet and you both are ready to make complaints before utilizing her tools.
You want to know what feeling helpless actually feels like then try playing Robo against me in the retail version and see how long you can keep me out with her old moveset.
Ya either I'm not understanding what you're saying or you're not understanding what I'm saying.I don't see it but thank you for this very useful information.
Pretty sure I said or at the very least hinted at these tactics being pretty meh. Well I'm saying it now at least. Ima be a bit more clear and go on to say it seemed way better when she could lock you in that same spot and pressure you.
Are you? Because from what you type, it seems like you don't. Especially when you say things like below.
Correct me if I am wrong but I'm pretty sure Testament was one of the inspirations for Robo. I don't see how changing her away from this playstyle is what mike wants. What do I know though.
TRIGGERED@dekillsage second best skullgirls player?
You may have missed it, but there was discussion earlier in the thread in the vein of "Robo should lose some of her offensive pressure and rushdown in exchange for better Zoning". Some people want her to be a heavy zoner to diversify the cast.
@Masqman In my time labbing Squigly I've found she's a very well designed character. I've always admired it.
Never ever have I found an optimal full solo Squigly combo which lets you retain both charges and obtain a true sliding knockdown/crumple while also getting daisy pusher damage. The closest you get is ending in chord > daisy and charging kick there. This also throws away a lot of your daisy damage, so it's hard to call this 'choosing both damage and knockdown.' It is, but you're compromising a lot.
If I want good daisy damage, I lose chord/kick charge early in my combo.
No problem, charge it back after daisy.. and lose otg. Bye knockdown.
Okay, skip that, save otg, do knockdown to get a charge, lets uh.. no arpeggio.. right
Chord into liver mor- oh yeah stagger is gone. Charged punch moves don't give sliding/crumple..
Welp. Not even an SBO juggle can fix this now. I chose damage, not knockdown.
tldr: get an assist. Anyways.. Squigly chooses between pure high damage/knockdown and what resources she gets/can have. Saving charges by holding the special's button messes with this really nice balance she has, IMO. She can compromise or circumvent with assist, but the compromise is just that. She will not get early daisy in a combo and also get knockdown, both charges, and advantage from the knockdown all by herself. If I get this buff, I can save my kick charge and do regular chord > daisy > no otg combo > charged arp. High damage into knockdown, I earn back kick charge, I kept punch charge, and my assist call is free for whatever else now.
EDIT: I could save otg after daisy and do an SBO juggle for charged arp, but thats another meter. She has to spend another resource, it's unavoidable!
Friendly reminder that Peacock can keep it on lock even if she's a zoner thanks to item drop vortexes and throw's knockdown. She has a fast overhead with IAD j.LK.
Robo not having overheads with djc is dumb because usually it's jump j.MP djc backwards crossup j.mp/j.hk . She can't convert instant overhead j.lp without assist. She doesn't have a vortex (she can't use Eliza spiral because her dash is too fast/walk too slow) (j.hk reset can be jabbed out from the air) and s.HK is easy to react to. Her playstyle offensively is so linear that there's no place to come up with many resets outside of c.mk crossunder or a djc mixup.
Thats not free and to be an annoying character Robo needs meter to DHC out too. Her assists are a third of what make her annoying.
I dunno. I mean, if you weren't planning on charging the item, wouldn't you just use L literally all the time? It feels like that would make people autopilot even harder with Peacock. It might be better but I don't think it would be as fun.
No you can cancel her dash with cr.lp which makes it ambiguous as i dont know what. Can air throw ground throw left right and loop into a head.@SonicFox5000 Options off of Spiral:
Stay same side -> Throw, low, or instant j.LP (usually always unconvertible and you just used your assist so you don't recover assist to convert)
Dash underneath -> be a bit too far for c.LK or throw to connect
Wavedash -> c.LK, throw, super jump (after pressing down, jumping will give you a superjump)
^Problem is that you can see the dash robo does and it's easy to tell if she crosses under.
Spiral is one of the most amazing assists for robo
On Band -for some reason-if you do chord(precharge)xxDaisy(precharge) you still have time to hit him before he falls with the face to the ground (so in otg state) with a c.mk, the result is the crouching hitstun animation, the same thing as hitting him right away without charging. From there you get your high damage with Serio arp.@Masqman
EDIT: I could save otg after daisy and do an SBO juggle for charged arp, but thats another meter.
You posted a video of PME playing run away for like 90% of the game and then say her gameplan isn't to do just that? Please.
I can beat every Robo Fortune player in the world, it doesn't matter who it is. If I played PME and he tried to rush me down he would die just as fast then as he would now. I can prove that, I've done it before.
You're telling me her rush down is worse when she can still run at me in half a second and double jump cancel on my head if she wanted too. You're telling me she can't do good pressure when she has stagger strings -> mine. You're telling me she's weak on defense when she has every tool in the book to get out of pressure via read or via pbgc. You're telling me she's worse when she's clearly better.
The way you play Robo Fortune is to be as annoying as possible. Being able to zone is an extension of that idea, being able to move as fast as she does is an extension of that idea. Her damage output is low (even though it really isn't), but she can spend a bar to put you in a knockdown state for free and go back to doing whatever is best for her to do at the time.
I've played Sonic with the new Robo, and he did the same exact shit he used to do without any complaints, and he had more set ups and it was more difficult to hit him. The complaining never ends from you guys.
Ya either I'm not understanding what you're saying or you're not understanding what I'm saying.
Robo is now better for keep away and zoning given her new tools. She is now worse for rushing down. I thought I was agreeing with you but you seem to be arguing with me.
With the right assists, the way Liam plays her, it's her most optimal gameplay. Maybe I should ask since you seemed to disagree with that... What do YOU think is her most optimal playstyle NOW in beta if it isn't zoning?
I played a first to 30 with PME in the beta and the changes to robo are definitely noticeable. My overall opinion is that she is worse. Her keep away is slightly better but not too big to really make a difference (That could however be in part to two of my characters getting tools to better help out against beams). She got completely gutted in her offense i feel. In retail Robo can use her zoning to move me to a spot she wants me to be then start her offense with her really fast dash and her frame advantage forcing me to deal with double jump pressure. However, in beta it feels she has no pressure up close at all. You can use heads to make up for her loss in plus frames but she really isn't scary to block so i don't feel pressured at all. She's forced into keep away which just makes her easier to beat since she can't really fight back when you get in on her. Her reversals are better but they are just as easy to deal with as M bang if not easier. I feel like I'm fighting a character who really can't do anything. You robo players chose mvc3 hsien-ko over ggac+r testament.
That's because he suggested the majority of these changes though (???)
But I have though (??)
She's not supposed to keep anybody out in retail (????)
On Band -for some reason-if you do chord(precharge)xxDaisy(precharge) you still have time to hit him before he falls with the face to the ground (so in otg state) with a c.mk, the result is the crouching hitstun animation, the same thing as hitting him right away without charging. From there you get your high damage with Serio arp.
I think by reducing the recovery animation of a successful Daisy (think of beta's Band lk A-train) would give her time to finish charging and keep the otg.
????
LOL.
Two sides of the same coin.
Have you???
Here's where the problem lies, and what I realized over the past 2 days: She's still trying to keepaway almost the same way as she does in retail. And that means that she can't keep them out for much longer than she can in retail, which means it feels like she still tries to make you move where she wants you to.
Hella late but peacock is vulnerable for at least(?) 3 frames before she actually gets any invincibility from teleport.
I don't want to speak for PME, but the way I read his post, I don't think he's suggesting otherwise. I read it as like, Robo's projectiles aren't something you can use as a strategy in and of themselves, because her keep away isn't strong enough for that. You use them as a means to an end: forcing them into a position where you have an advantage. The issue being that the end sucks so it doesn't matter how good the means are.
I know. The problem I have with it is if you block the the bomb it leaves you in stun so you can't get at those 3 frames even if you chicken block. And a trade leads to a combo or advantage for her.
Zoning and keepaway is squares and rectangles, actually
But that's exactly my point. She plays the same, only better, and that's the problem. She's still fishing for a hit to go into... v
Which means less damage, same amount of heads, and you chose to stay close now(?). But okay, now what's stopping me from downbacking, reacting to overheads, tech throws (that needs the right assist to convert midscreen, or a bar) and watch you burn both heads that you just got to potentially frame trap with s.HP > Mine.
DHCs have no hitstop, you can counter super. My first thought to anti-air is not L Danger lmao. The 3 frame reduction on the startup of s.HP definitely helped, but the major boost in that button getting better was a by-product from the head special changes.
She had a better damage output to do better by herself when fighting against their full team with probably half the time left. So again, she needs a team behind her