CKTAOWYomabuddy

MBAACC C-Roa TonberryMage tutorial notes

May 5th, 2016
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  1. C Roa
  2.  
  3. Lightning basics
  4.  
  5. - Every lightning charge with 22A increases the damage of 22C.
  6. - With 1-3 charges, the recovery on 22C is dramatically decreased.
  7. - 22C(0) CH keeps opponent grounded.
  8. - With 1+ charge 22C CH launches a grounded opponent.
  9. - The reduced recovery granted by at least one charge allows for more advanced combos.
  10. - 4+ charges makes 22C an untechable launcher.
  11. - At 6 charges only 22C also circuit breaks.
  12. - 7+ charges makes 22C an air unblockable homing launcher.
  13. - While 22C(6) launches the opponent, they don't go as high as they do at 4, 5, 7 and 9.
  14. - 22B fills up the lightning gauge by 3 but 22C works differently than if you charge with 22A. 6 charges still circuit breaks but no longer untechable. 9 charges home but not air unblockable.
  15. - Charging twice with 22B and 22A causes 22C to be an untechable launcher.
  16. - Charged air orbs are air unblockable.
  17. - 2147[A] 214[B] 214[C] for 3 charged orbs.
  18.  
  19. Combos
  20.  
  21. Midscreen
  22. - 2A 5B 2B 5C 2C 6C j.BC dj.ABC AT
  23. Baby combo
  24.  
  25. - 2A 5B 2B 2C 214[A] 22C 214A(!) 214[A] 22C 214[B]
  26. Easy lightning loop.
  27.  
  28. - 2A 5B 2B 5C 2C 236A 214A 22C 214A(!) 214a 22C 214A(!) 214B 22C 214C 22A
  29. Standard lightning loop. Need to have no A orb set.
  30.  
  31. - 2A 5B 2B 2C 236A 22A 5C(1) 22C 2A 2C 6C j.BC j.ABC j.623C
  32. Max damage
  33.  
  34. - 2A 5B 236A 214B(!) 66 214C(!) 214B 22C 2A 6C 214B(!) 214B 22C 214B(!) 214B 22C 214B(!) 214B 22c 214C 22A
  35. Requires 2 orbs, one charge, if opponent doesn't block after midscreen combo.
  36.  
  37. - 2A 5B 236A 214B(!) 66 214C(!) 214[A] 22C 2A 6C 214A(!) 214[A] 22C 214A(!) 214[B] 22C 214[C] 22A
  38.  
  39. - 236A (blocked) 214B 22C(0) CH 66A 2A 5B 2C 236A 22A 5C 214B(!) 214B 22C 2A 6C 214B(!) 214B 22C lightning loop
  40. 22C(0) counter hit combo
  41.  
  42. - Air throw 2A 6C j.BC j.ABC AT
  43. Basic gold air throw combo
  44.  
  45. - Air throw 2A 2C 236A 214A 22C 214A(!) 214B 22C 214C 22A
  46. Harder combo with better knockdown
  47.  
  48. - 2A 5B 2B 5C 2C 6C 236C 66 IAD j.C 22C 214B 22A
  49. Full screen corner carry combo. Requires 100 meter.
  50.  
  51. - 2A 5B 2B 5C 2C 6C 236A 66 236C 66 2C 236C 214B 22C 22A
  52. Double 236C combo
  53.  
  54. - 2A 5B 2B 5C 6C 236A 214B 236C 2C 236A 214A 22C 214A(!) 214A 22C 214C 22A
  55. Corner 236C combo. Requires 100 meter.
  56.  
  57. - 2A 5B 2B 5C 6C 236A 214B 236C 2C 236A 22A 5A j,BC214B(!) 22C 2C 236A 214B 22C 214B(!) 214B 22C 214C 22A
  58. High damage corner 236C combo. Requires 100 meter.
  59.  
  60. - 2A 5B 2B 5C 6C 236A 214B 236C 2C 2A (whiff) HEAT.
  61. safe heat combo. Requires 200 meter.
  62.  
  63. - 2A 5B 2B 5C 2C IAD j.A (whiff) 236C 66 2C 236A 214B 22C 214C 22A
  64. Side switch combo. Requires 100 meter.
  65.  
  66. - 2A 5B 2B 5C 6C 2C 236A 214B 22C 41236C
  67. Arc drive combo. Use AD on first OTG for optimal damage. Requires Max/HEAT
  68.  
  69. - 2A 5B 2C 5B 6C 2C AAD 2C 6C j.ABC dj.BC j.623B
  70. Another Arc Drive combo. Requires Blood Heat.
  71.  
  72. - 2A 5B 2B 5C 2C 6C 214B(!) 214B 22C 2A 6C j.BC214B(!) 22C 214[B] 236C 2C 236A 214C 22C 214A 22A
  73. Requires 1 orb 1 charge. Corner.
  74.  
  75. - 2A 5B 2B 5C(1) 236A 22A 2A 5B 2B 5C 2C 236A 22A 2A 6C 214B(!) 22A 22C 214[B] 2C 6C j.BC dj.ABC214B(!) 22C 214[B]236C 2C 5C 22C 214C 22A.
  76. Requires 1 charged orb and 1 charge. Corner
  77.  
  78. - 2A 5B 2B 2C 236A 22A 5C(1) 22C 214[B]2C 6C j.DB dj.ABC214B(!) 22C 214[C] 236C 66 2C 236A 214B 22C 214A 22A
  79. Requires 3 charges.
  80.  
  81. - 2A 5B 2B 5C 2C 5A 6C 22C 214[C] 2C 6C j.BC j.ABC214C(!) 22C 214[C] 236C 66 2C 236A 214B 22C 214A 22A
  82. Requires 4 charges.
  83.  
  84. - 2A 5B 2B 5C 2C 6C 214B(!) 214B 22C 2A 6C 214B(!) 214B 22C lightning loop
  85. Meterless single orb single charge combo.
  86.  
  87. - 2A 5B 2B 5C(1) 236A 22A 2A 5B 2B 5C 2C 236A 22A 5A 6C 214B(!) 22A 22C 214[B] 22A 2A 6C 214B(!) 214[B] 22C 2A 6C 214B(!) charged lightning loop
  88. Meterless single charged orb single charge combo.
  89.  
  90. - 2A 5B 2B 5C 2B 5A 6C 22C 214[B] 2A 6C j.BC dj.BC214B(!) 22C 214[C] 236C 66 2C 236A 214B 22C 214A 22A
  91. 6 charge combo.
  92.  
  93. - 2A 5B 2B 5C 2C 5A 6C 214B(!) 214B 22C 2A 6C 214B(!) 214C(!) 214B 2A 6C JB JC J214B(!) 22C 214[B] 236C 2C 5A 6C 214B(!) 214[B] 22C 214[C] 22A
  94. Requires 2 orbs and 1 charge.
  95.  
  96. - 2A 5B 2B 5C 2C 5A 6C 214A(!) 214A 22C 2A 6C 214A(!) 214B(!) 214B 22C 2A 6C 214B(!) 214C(!) 214B 22C 2A 6C 214B(!) 214B 22C 214[C] 236C 2C 5A 6C 214C(!) 214B(!) 214B 22C 2A 6C 214B(!) 214B 22C 214C 22A.
  97. Requires 3 uncharged orbs and 1 charge.
  98.  
  99. - 2A 5B 2B 5C 2C 5A 6C 214C(!)(uncharged) 214C 22C 2A 6C 214C(!) 214B(!) 214[A] 22C 2A 6C 214A(!) 214[A] 22C charged lightning loop
  100. Requires one uncharged orb, one charged orb, one charge.
  101.  
  102. - Full screen 22C(7) 66 236C IAD JC land JB JC JABC Airthrow.
  103.  
  104. - 1/2 screen 22C(7) 66 2C 6C JB JC JABC J623C.
  105.  
  106. - low air TK charged orb hit 66 236C 66 IAD JC 22C 214B 22A.
  107.  
  108. - TK orb hit 66 JA JAB airthrow.
  109.  
  110. - 236C 66 236C 66 IAD JC 22C 214A 22A
  111.  
  112. Okizeme
  113.  
  114. In part 2, the majority of the combos ended in an uncharged orb 22a for ease. However, all knockdowns, even vs Hime give enough time for 214[x] 22a.
  115.  
  116. Post 236c in corner you have enough time to do 2c 2147[a] 214[b]
  117.  
  118. After lightning loop, IAD orb activation crosses up their inputs messing with wakeup DP. Note: this can be blocked in all 4 directions.
  119.  
  120. Instead of doing the last rep of lightning loop, you can do OTG 22c to get an easy deep jC.
  121. This option is safe to many wakeup reversals.
  122. The length of the combo does not affect Roa safejumps.
  123. An immediate 2E input upon landing will give you 2b on block and dodge if they wakeup heat.
  124. Some reversals will always hit you if you commit to a jC (eg H-Arc 22C, H-Sion DP). This can be remedied by finishing lightning loop and doing sj9 but you have time the superjump.
  125. There are a number of easier options.
  126. - Jump orb activate.
  127. - Pushing yourself further away and activating an orb. The trade allows you to tech in time to hit all 3 tech directions w/236c.
  128. - Instant air backdash orb activate.
  129. 22c OTG empty jump 2a is also safe to these wakeup reversals.
  130. Some characters wake up too slowly to use the 22c OTG safejump on (eg Kouma, Warc).
  131. Against Warc, do 668 jC after lightning loop.
  132. Against other characters that get up slowly, do sj8 jC after lightning loop.
  133. Ries only safejump, requires special timing: corner 236c dash 2c tk 214[b] 7 jC
  134.  
  135. All the safejumps also safe against H/F shield counter and wakeup bunker. While you are at an advantage, you cannot punish these options after blocking.
  136. All safejumps fail against C-Moon ex shield.
  137.  
  138. You can discourage shield and bunker with...
  139. - Late airdash jC
  140. - Land 2B
  141. - Land throw
  142.  
  143. 22c and 668 safejumps give a deep jC that allows you to go for fuzzy with dj9 jC orb activation. You can continue the combo by jumping after you reach the ground.
  144. Against Wara only, you can land then j9 jC and still hit him fuzzy.
  145.  
  146. The wallslam from 236c pulls your opponent out of the corner, which gives C-Roa some strong mixup opportunities. (236C, 2C 236A 214A 22C, dash IAD whiff normal 2A)
  147. What side you land on when you IAD is determined by how far you dashed (farther dash = not crossup)
  148. (236C, 2C jump cancel double jump float sandoori garbage)
  149. (2C 214[A] 236C, 2C 2147[B], horizontal orb activate, dodge goes through or not depending on spacing)
  150. (236A 214A 236C, 2C 22A, jump 9, dodge, airdash orb activate left right THAT SAYS LOL NO FAK U TO CROSS UP PROTECTION, only leads to air throw) Don't airdash over once they're used to the crossup
  151. (236A 214A 236C dash 2C (cross under)2147[B] airdash hori orb activate for crossup vs just land jC vs double jump dodge jC, activate ground orb lightning loops for crossup)
  152. (American reset: during lightning loops, instead of 236A 214A 22C do 236A 214A 22A 22C because lol)
  153. Remember, every time you end a combo in airthrow there's a baby that's not crying because of you.
  154.  
  155.  
  156. Pressure
  157.  
  158. Basic 5A/2A stagger
  159. 2a stagger 2b
  160. With the threat of stagger 2b established, you can stop at 2a to reset your pressure
  161. 5a whiff cancel can also be used to keep opponents honest
  162. Again, once they respect you can stop at 5a whiff and do other things
  163. Excluding 6c, all his normals can be cancelled late into another normal to catch mashing
  164. jC airdash jB is airtight
  165. Once the opponent respects stagger pressure, you can cancel into 22a and continue pressure. Note: unsafe off of normals.
  166. 22c(0) 2a cannot be mashed
  167. 22c(1+) 2b is airtight. This can be used to beat people mashing dp in blockstun.
  168. From most distances, orb activation dash 2a is airtight.
  169. The gap between tk orb activation and IAD jb cannot be mashed
  170. Charged orb activation 22a 2a leaves a small gap that cannot be mashed
  171. TK charged orb activation IAD jB is airtight
  172. 236a 22a 2a cannot be mashed
  173. 236a CH is long enough that you can continue a combo after 22a.
  174. 236a 214x 236c 2a leaves a very small gap
  175. 236a 214x 22c is a blockstring that lets you safely set up an orb.
  176. 2c 236[a] catches most long range pokes
  177. The pushback leaves you safe from most DPs.
  178. ...but some characters have good answers to this [specific kinds of reversals/fast EX's].
  179. Most of these actions lose to a partially charged 236a.
  180. With the threat of orb activation available, you can use 236[a] to set up another orb.
  181. You can stay constantly in their face while taking minimal risks.
  182. Because his pressure is so strong the opponent is forced to take bad risks or they will be guard crushed.
  183. Use 5a6ee to beat H-Moon bunker.
  184. 2aa 5d 5b can be used to option select heat.
  185. Whenever you leave a gap, make sure to option select H/F moon shield counter with 2a 71 5b.
  186. IAD orb activation is a good answer to anti-air 5d.
  187. Long airdash jB/jC is also a good answer.
  188. Besides the fact that shield prorates combos heavily, making it always more advantageous for the attacker, whiffed shields also reduce guard quality.
  189. 44 2c can be used to bait out people mashing DP in blockstun.
  190. It can also catch people flinching.
  191. Midscreen - you can push your opponent away to safely tk an orb.
  192. Even if you don't use 236c to corner carry you can push your opponent to the corner after lightning loop.
  193. Have fun breaking guards! There's also jp C-Roa going ham linked in the description. [Link - https://www.youtube.com/watch?v=Xd3L8bTKuxE#t=12m12s ]
  194.  
  195. Mixups
  196.  
  197. Midscreen all tech directions post throw can be punished with 236c. It also OTG's.
  198. 2c tracks all tech directions in corner
  199. No tech OTG: 2c 2aaa 5b 5c(1) 5a 2a 236c
  200. Walk back 5b also punishes all tech directions. You get better damage if they tech but weaker otg(5b2aaa 236c) if they don't.
  201. Neutral and back tech is very risky if you have orbs out
  202. Once they're afraid to tech, you can do throw orb activation. You get more damage this way for less meter.
  203. Max damage off no tech is very respectable
  204. Using throw orb activation gets GREEDY MASHERS to tech even if the resulting combo kills them
  205. Fuzzy can be done in pressure with dash IAD backwards jC j9 jC
  206. j9 jC j214B(!) land delay jBC j214C(!) land 22C 2C 6C jBC jABC j623C
  207. Jump airdodge can be used midscreen to cross opponents up.
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