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When's Melty on Steam?
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Topics - PacStrife

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1
Michael Roa Valdamjong / FULL Roa
« on: September 28, 2009, 10:12:52 AM »
-FULL Roa Guide-

So I have been playing F-Roa as my main pretty much since the game came out and I have made this thread to hold all the information about him that myself and others have gathered.  Throughout this guide I will be talking about move properties, combos, oki, setups, etc.  However, lots of good information has been posted in the thread thus far and it would be best if you could check out what others have contributed as well.  If you have any questions, feel free to ask and someone will be here to help you out (hopefully in a timely manner!).  OK enough from me, let's DO IT!

Move List and Properties

Normals:
A – standard standing jab.  Does hit crouching opponents.
B – hits mid moves Roa forward a bit.  I mostly use this in combos or frame traps off of 2a.
C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.
6C – Long arm strike, great range and moves forward.
2A – hits low. fast, but short range
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.
2C – a short slide.  Hits low.  Can combo a 6C after for an air combo.  Catches after air counter hits pretty well.
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*

j.A – quick hand jab, fast with poor range, decent for a quick air-to-air
j.B – good range kick that hits slightly above Roa
j.C – Roa attempts storm’s jump fierce.  This is a great air normal, if a bit slow.  Can be charged for more range/stun/damage.  Can hit as a cross up if charged.  Beats a lot of things once fully charged.
*All jumping attacks must be blocked high*


Specials:
236A/B/C – An upward ground slash
-   All versions are air-unblockable.
-   A and B versions can be canceled by any EX move or Arc Drive.
-   B version can be held for a command dash that can cross up through a grounded opponent.  Also, somewhat useful for continuing pressure.
-   C version hits twice, wall bounces, and can be combo’d after in the corner.
-   All versions jump cancel-able on hit.

623A/B/C – Dragon punch.  Goes off the ground at a 45 degree angle.
-   A version is air-unblockable with no invincibility.
-   B version is air-BLOCKABLE with some invincibility.
-   C version is air-unblockable only on the last hit,  Has the most invincibility I believe.
-   All DPs end in an untechable knockdown.


214A/B/C – Lightning bolt strikes in a vertical column in front of Roa.
-   A and B version do the same amount of damage.
-   A version hits close, but not directly in front of Roa, B hits a little further out.
-   Lightning floats on grounded hit and is an untechable knockdown on air hit.
-   C version is air-unblockable, invincible, and punishable on block.
-   A and B versions can both be air blocked.
-   C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.


236A/B/C (in air) – Electricity surrounds Roa in the air.
-   All versions air-blockable with some utility as anti air.
-   All versions can be canceled before the hit by landing on the ground.
-   All versions are safe on block.
-   A version gives advantage if TK’ed close to the ground.
-   A and C versions allow for a follow up combo with float on counter hit.
-   B versions hits three times and cannot be combo’d after
-   C version hits with a greater range then A or B.
-   C version has invincibility on start-up.
-   C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)
-   All versions can hit on both sides allowing for cross ups.
-   On block the move has some short of vacuum effect.


41236C (Arc Drive) – Quick horizontal lightning bolt crosses the screen.
-   This move is Very fast and has VERY long range.
-   Can be used to punish any tech from a ground throw.
-   Easily combo-able from basic strings.
-   Air-unblockable
-   Deceptively large vertical hitbox.

Throw – Roa has a very solid ground throw.
-   In the corner can connect a 2A > A > 6C to air combo
-   Teachable throw, but all techs are punishable from mid-screen.
-   Arc drive and dash 214 B lightning punish back techs.
-   Closer techs punished by dashing 2B or 214 A or B lightning
-   His air throw resets the game to neutral with a knock down, but no advantage.


Basic Bread and Butter Combos *dmg based off of crescent v-sion

1)  2A > B > 2B > C > 6C > 214A > 6C > 214A  (2.7-3.7k)
-   ends in untechable knockdown.
-   depending on range both hits of standing C might not hit (just go from one hit of standing C to 6C).
-   allows for an OTG follow up.
-   get different oki options depending on if you let standing C hit once or twice.

2)  2A > B > 2B > C > 6C > 214A > 6C > 623B  (2.9-4k)
-   ends in untechable knockdown.
-   other 623 attacks can be substituted for the 623B

3)  2A > B > 2B > C > 6C > 214A > 236A > j.B > j.C  > jc. j.B > j.C > Air Throw/236C  (3.6-5k)
-   ends in neutral state with no advantage on the opponent if ended in air throw
-   possible air tech punish if you finish with an air 236 move with lightning super.
-   236C ender only does SLIGHTLY more than just a normal air throw.

4)  2A > B > 2B > C > 6C > 236A > 41236C  (3.5-4.8k)
-   This one is not worth the meter and leaves no real advantage after the knockdown.
-   You'll see why it's not worth the meter when I get through posting damage amounts for these combos.

5)  Air counter hit > catch with normal of choice [B, C(1-hit), 6C, 2C, 236A] or 41236C.  (2.5k-3.5k)
* normals followed with DP, lightning, or air combo of choice.
-   The catch of choice is going to be the 2C > 6C > etc.

6)  Corner throw > 2A > A > 6C > j.B > j.C > jc. j.B > j.C > Air Throw/236C  (2.4-3.4k)
-   The player has a real choice here on whether or not to do this combo as Roa is more then capable of punishing any tech attempts for more damage. 
-OTG string does about 1.5k damage


Oki or Knockdown that is the Question!

As you may have noticed F-Roa is capable of scoring a strong knockdown from his basic BnB combos with his 214A/B enders.  This knockdown is great, but comes at a price.  That price is usually somewhere between 700~1200 points of damage.  That is significant FREE damage to lose for just getting to mix-up/continue pressure.  Now I'm not trying to suggest that I think going for oki is always a bad thing, but you need to use balance and understand the situation you are in currently to make the right choice.  Here are some things to consider when making your combo choice:

   - Do you need to maintain the advantage? (life lead, meter, time limit)
   - What does your opponents character want? (to zone/keep away, rushdown, etc.)
   - How well does your opponent (and their character) deal with F-Roa's zoning and pressure?
   - Keep in mind character specific combos, where 6C won't hit after a 214a launch, will take off even less damage.  (Nero, Warc...)

Also, let me make one thing clear.  After a combo ending in air throw or j.236x you are now at NEUTRAL.  This means attempting to maintain the advantage through regular means won't work and will probably cost you a match (aka trying to dash 214 lightening after an air throw can get you killed).  You do get space though and get to charge meter or start your own zoning game.


Oki Setups

#1  214 ender -> safe jump j.[C]

For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished.  F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up.  If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage.  You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?).  The one way for characters to beat this is to reversal parry your jump c.  Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries.  If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.

#2  214 ender -> IAD falling j.236a

This is an interesting setup that plays off the properties of j.236a.  Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move).  This setup does a couple pretty cool things,
1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 
2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land.
3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 
4) if you hit you get to follow up with an air combo for 2.5-3.5k
5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.
*B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable
All in all I'm really liking this setup right now.  Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well.  The trick is to vary the timing and use this one sparingly mixed with other IAD setups.

#3  214 ender -> IAD j.B (wiff) -> land 2a/2b

This one is just a basic IAD setup.  If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous.  Obviously, this one can play off the IAD j.236a trap as well.

#4  214 ender -> 236[ B] (ground cross-up)

If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents.  Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not.  This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it.  Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B.  Cool stuff.

#5  any ender -> meaty normals

This is about as simple as it gets.  However, given the properties of F-Roa's grounded B normals, he is quite good at this one.  Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block.  This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all.  Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!


*So I think I am going to add one more section to this thing about little tricks and basically his more gimmicky stuff oh and maybe a video section?.  I'll probably finish it up sometime this weekend so look forward to it guys!*

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