I'm sick of every character having meaningful openings while I can either dash back into an attack, dash forward into one, jump into one or grow testicle and attack but get caught anyway
There's a powerful tech that exists for this actually that it doesn't seem you're aware of. When I originally watched this video, I didn't know about it either. If we forgo anticipating a burst, bounds check, flip earthquake (so that you miss), into step (onto the opponent). I think what happens with this interaction, is that missing the earthquake will delay the opponents actionability on the ground, so that they have no choice but to stand at a specific time. You start the step before the opponent can act (they are busy standing up) and when they are actionable they will see that the step will interrupt anything they do, so they must block low. The robot becomes actionable just before finishing the step and sees that the opponent has blocked, and chooses to bounds check AGAIN. Repeat this process. If the opponent doesn't block, simply finish the step so that it hits them and start a combo. You can even choose to bounds check again to restart this hell. If the opponent has enough burst to whiff cancel the block, the mind game sets in. When you see the block and go for a bounds check, your opponent can whiff cancel and beat the bounds check by doing a punch/pommel/tome or some other trickery. If you anticipate this, sticking to the step will beat the whiff cancel outright. However, if they don't whiff cancel, your attack will be blocked and you will be put into neutral. If I learn that I got this wrong, I'll let you know. But I'm writing this right after I learned it, so go confirm this for yourself.
You're right, I wasn't aware. I tried to find resources for Robot before I made the video and it seemed like there wasn't much of anything aside from the Mizuumi wiki page, which was largely incomplete. There was a single guide on the Steam community page, but it was just a two-line joke about using Kill Process. I assume there's a discord or something for the game, but the official one doesn't have any discussion channels or anything. It's just for news about game updates (at least, as far as I saw). I'd be interested if there's any resources/communities you might know. Does the flipped Earthquake dodge the Burst? If so that's interesting, I'll have to look into it. If it does pull you far enough away out of the corner, then catching Dodge attempts might be a bit easier as well. In my experimentation, I found that there are a few things you can do to set up the right step timing. You could even spend the meter on Magnet, and the timing would be the exact same- you're just vulnerable to Burst. I suppose I assumed earthquake would work the same. Also, I never thought to do Bounds Check again after the step to reset the scenario. Seems obvious in hindsight- its funny how easy it is to just miss stuff like that. We got Happy Chaos wallslump setups now haha.
I tested it- the flipped Earthquake will still get hit by Burst after Bounds Check. If they don't have Burst, it goes like this: The opponent has a turn to getup, dodge or hold after you Earthquake. You will be left very plus, letting you react to the option they chose the next turn. Step if they Getup or Hold, or a punish on the Dodge. If they Getup or Hold, they will have a turn before the step lands to "react" but if they commit to anything you can punish guaranteed the next turn, so they should just wait. Then it becomes a 50/50 mixup. So this setup is better if they don't have burst, as you don't have to try and cover multiple options at once. But if they do have burst, I think it's better to always block.
@@bunchalunchmeat You'll have to get me some kind of contact information so I can send you a link for this because youtube won't let me post it here and I can't seem to message your youtube directly. Also, I think you are too concerned about blocking bursts. It's common for me to bait blocks when I have burst to get people to ruin their own offensive play, and the longer they keep going for block, the more valuable it is for me to hold onto burst and never use it since they drop combos for me. I think its perfectly acceptable to lose your combo to a burst just to ensure that they won't have it for a while. If they burst you in the corner, it just means you need to hit another bounds check and your set up will be unstoppable the 2nd time.
@@YomiLearn It's definitely fine to just "take" the burst, and I get what you're saying. But the entire point of this setup is that IF they burst you get huge damage, and even if they don't you still get good Oki. In cases where you don't have a firm setup after the burst (such as mid combo) I totally agree with you, but in this case I think it's justified to just always block if they have it. If they don't, you can go for the alternative. But the returns on "failed" burst-baits here are so good, it feels like a no-brainer to me. I'd prefer a reliable setup over a somewhat risky gamble with high reward in this scenario specifically. But yeah, losing the game because you guess wrong on a burst bait sucks.
This is why I appreciate that this game isn’t crazy popular yet. I’ve already forgotten most of what I just watched, but since most other players haven’t even seen this video, that’s okay. I can still go online and have a good time. If the game was popular, this kinda thing would be considered common knowledge that you gotta know and execute perfectly if you ever wanna play online without getting beaten senseless and openly mocked for not playing the game correctly.
If the opponent stays on the ground during that turn they will be hit On The Ground (OTG) and continue the combo, but that requires them to SEE the step/drive incoming and STILL deciding to stay on the ground
ninja main's nightmares be like:
I'm sick of every character having meaningful openings while I can either dash back into an attack, dash forward into one, jump into one or grow testicle and attack but get caught anyway
There's a powerful tech that exists for this actually that it doesn't seem you're aware of. When I originally watched this video, I didn't know about it either.
If we forgo anticipating a burst,
bounds check, flip earthquake (so that you miss), into step (onto the opponent).
I think what happens with this interaction, is that missing the earthquake will delay the opponents actionability on the ground, so that they have no choice but to stand at a specific time.
You start the step before the opponent can act (they are busy standing up) and when they are actionable they will see that the step will interrupt anything they do, so they must block low.
The robot becomes actionable just before finishing the step and sees that the opponent has blocked, and chooses to bounds check AGAIN. Repeat this process.
If the opponent doesn't block, simply finish the step so that it hits them and start a combo. You can even choose to bounds check again to restart this hell.
If the opponent has enough burst to whiff cancel the block, the mind game sets in.
When you see the block and go for a bounds check, your opponent can whiff cancel and beat the bounds check by doing a punch/pommel/tome or some other trickery. If you anticipate this, sticking to the step will beat the whiff cancel outright. However, if they don't whiff cancel, your attack will be blocked and you will be put into neutral.
If I learn that I got this wrong, I'll let you know. But I'm writing this right after I learned it, so go confirm this for yourself.
You're right, I wasn't aware. I tried to find resources for Robot before I made the video and it seemed like there wasn't much of anything aside from the Mizuumi wiki page, which was largely incomplete. There was a single guide on the Steam community page, but it was just a two-line joke about using Kill Process. I assume there's a discord or something for the game, but the official one doesn't have any discussion channels or anything. It's just for news about game updates (at least, as far as I saw). I'd be interested if there's any resources/communities you might know.
Does the flipped Earthquake dodge the Burst? If so that's interesting, I'll have to look into it. If it does pull you far enough away out of the corner, then catching Dodge attempts might be a bit easier as well. In my experimentation, I found that there are a few things you can do to set up the right step timing. You could even spend the meter on Magnet, and the timing would be the exact same- you're just vulnerable to Burst. I suppose I assumed earthquake would work the same.
Also, I never thought to do Bounds Check again after the step to reset the scenario. Seems obvious in hindsight- its funny how easy it is to just miss stuff like that. We got Happy Chaos wallslump setups now haha.
I tested it- the flipped Earthquake will still get hit by Burst after Bounds Check. If they don't have Burst, it goes like this: The opponent has a turn to getup, dodge or hold after you Earthquake. You will be left very plus, letting you react to the option they chose the next turn. Step if they Getup or Hold, or a punish on the Dodge. If they Getup or Hold, they will have a turn before the step lands to "react" but if they commit to anything you can punish guaranteed the next turn, so they should just wait. Then it becomes a 50/50 mixup.
So this setup is better if they don't have burst, as you don't have to try and cover multiple options at once. But if they do have burst, I think it's better to always block.
@@bunchalunchmeat You'll have to get me some kind of contact information so I can send you a link for this because youtube won't let me post it here and I can't seem to message your youtube directly.
Also, I think you are too concerned about blocking bursts. It's common for me to bait blocks when I have burst to get people to ruin their own offensive play, and the longer they keep going for block, the more valuable it is for me to hold onto burst and never use it since they drop combos for me.
I think its perfectly acceptable to lose your combo to a burst just to ensure that they won't have it for a while. If they burst you in the corner, it just means you need to hit another bounds check and your set up will be unstoppable the 2nd time.
@@YomiLearn It's definitely fine to just "take" the burst, and I get what you're saying. But the entire point of this setup is that IF they burst you get huge damage, and even if they don't you still get good Oki. In cases where you don't have a firm setup after the burst (such as mid combo) I totally agree with you, but in this case I think it's justified to just always block if they have it. If they don't, you can go for the alternative. But the returns on "failed" burst-baits here are so good, it feels like a no-brainer to me. I'd prefer a reliable setup over a somewhat risky gamble with high reward in this scenario specifically.
But yeah, losing the game because you guess wrong on a burst bait sucks.
If they block low, im pretty sure you have to continue the step. If you go into bounds check, the opponent can whiff cancel and they'll get initative.
This is why I appreciate that this game isn’t crazy popular yet. I’ve already forgotten most of what I just watched, but since most other players haven’t even seen this video, that’s okay. I can still go online and have a good time. If the game was popular, this kinda thing would be considered common knowledge that you gotta know and execute perfectly if you ever wanna play online without getting beaten senseless and openly mocked for not playing the game correctly.
0:19
me when the kindergartener hits me and calls me stupid:
Excellent video; few patches down the line and this is even more of an effective strategy now that earthquake can set up a combo now OTG
good video man
Good stuff
Excellent vid, instructional and entertaining. Curb stomp software downloaded! Cheers :)
Really great!
Phenomenal! Now I just need to reverse engineer this to get out of the situation. xD
Thank you man
Not sure why the Glossary link is incomplete in the description, so here: glossary.infil.net/?t=Option%20Select
What's the combo at 1:35?
too bad they made it so that long range bounds checks put you farther away now, so you can't combo... :(
I don’t understand - How can STEP and DRIVE combo, but also hit one turn late? That doesn’t seem to make sense
If the opponent stays on the ground during that turn they will be hit On The Ground (OTG) and continue the combo, but that requires them to SEE the step/drive incoming and STILL deciding to stay on the ground