UMVC3/Rocket Raccoon: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Spitfire (M) + <br> Spitfire Twice (M) | direct front | 40,000 + <br> 40,000 | proj | Rock 'n' Roll
   | Spitfire (M) + <br> Spitfire Twice (M) | {{direct}} {{front}} | 40,000 + <br> 40,000 | {{proj}} | Rock 'n' Roll
   | Pendulum | direct front | 90,000 | softknockdown <br> wallbounce | Rock 'n' Roll
   | Pendulum | {{direct}} {{front}} | 90,000 | {{softknockdown}} <br> {{wallbounce}} | Rock 'n' Roll
   | Claymore | direct front | 15,000 x 10 | proj | Rock 'n' Roll
   | Claymore | {{direct}} {{front}} | 15,000 x 10 | {{proj}} | Rock 'n' Roll
}}
}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 31,000 | rpdfire }}
{{MoveListRow | Standing Light | {{l}} | 31,000 | {{rpdfire}} }}
{{MoveListRow | Crouching Light | d + l | 30,000 | low rpdfire }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 30,000 | {{low}} {{rpdfire}} }}
{{MoveListRow | Standing Medium | m | 42,000 |  }}
{{MoveListRow | Standing Medium | {{m}} | 42,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 45,000 | low }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 45,000 | {{low}} }}
{{MoveListRow | Standing Heavy | h | 60,000 | chipdamage <br> proj }}
{{MoveListRow | Standing Heavy | {{h}} | 60,000 | {{chipdamage}} <br> {{proj}} }}
{{MoveListRow | Crouching Heavy | d + h | 60,000 | chipdamage <br> proj }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 60,000 | {{chipdamage}} <br> {{proj}} }}
{{MoveListRow | Special | s | 60,000 | launch nocancel }}
{{MoveListRow | Special | {{s}} | 60,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Wild Ripper | f + h | 65,000 |  }}
{{MoveListRow | Wild Ripper | {{f}} + {{h}} | 65,000 |  }}
{{MoveListRow | Jumping Light | air l | 33,000 | high }}
{{MoveListRow | Jumping Light | air {{l}} | 33,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air m | 45,000 |  }}
{{MoveListRow | Jumping Medium | air {{m}} | 45,000 |  }}
{{MoveListRow | Jumping Heavy | air h | 60,000 | high }}
{{MoveListRow | Jumping Heavy | air {{h}} | 60,000 | {{high}} }}
{{MoveListRow | Jumping Special | air s | 70,000 | high chipdamage <br> aircombofinisher }}
{{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{chipdamage}} <br> {{aircombofinisher}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 10,000 x 3 + 50,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 10,000 x 3 + 50,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 10,000 x 3 + 50,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 10,000 x 3 + 50,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 10,000 x 3 + 50,000 | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 10,000 x 3 + 50,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 10,000 x 3 + 50,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 10,000 x 3 + 50,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Spitfire | qcf + atk | 40,000 | otg proj ; <br> l version shoots at a downwards angle. <br> m version shoots straight forward. <br>  h version shoots at an upwards angle. <br> otg caused only by l version. }}
{{MoveListRow | Spitfire | {{qcf}} + {{atk}} | 40,000 | {{otg}} {{proj}} ; <br> {{l}} version shoots at a downwards angle. <br> {{m}} version shoots straight forward. <br>  {{h}} version shoots at an upwards angle. <br> {{otg}} caused only by {{l}} version. }}
{{MoveListRow | Spitfire Twice | atk after initial <br> Spitfire blast | 40,000 | otg proj ; <br> l version shoots at a downwards angle. <br> m version shoots straight forward. <br> h version shoots at an upwards angle. <br> otg caused only by l version. }}
{{MoveListRow | Spitfire Twice | {{atk}} after initial <br> Spitfire blast | 40,000 | {{otg}} {{proj}} ; <br> {{l}} version shoots at a downwards angle. <br> {{m}} version shoots straight forward. <br> {{h}} version shoots at an upwards angle. <br> {{otg}} caused only by {{l}} version. }}
{{MoveListRow | Oil Bomb | dp + l | 0 |  }}
{{MoveListRow | Oil Bomb | {{dp}} + {{l}} | 0 |  }}
{{MoveListRow | Oil Bomb (Explosion) | Use d + h <br> to shoot Oil Bomb <br> out of the air | 70,000 | otg proj }}
{{MoveListRow | Oil Bomb (Explosion) | Use {{d}} + {{h}} <br> to shoot Oil Bomb <br> out of the air | 70,000 | {{otg}} {{proj}} }}
{{MoveListRow | Oil Bomb (Flames) | Use h to shoot <br> Oil Bomb residue <br> off the ground | 10,000 per Hit |  otg proj }}
{{MoveListRow | Oil Bomb (Flames) | Use {{h}} to shoot <br> Oil Bomb residue <br> off the ground | 10,000 per Hit |  {{otg}} {{proj}} }}
{{MoveListRow | Mr. Flapper | dp + m | 70,000 | otg <br> softknockdown (air only) <br> groundbounce (air only) <br> proj }}
{{MoveListRow | Mr. Flapper | {{dp}} + {{m}} | 70,000 | {{otg}} <br> {{softknockdown}} (air only) <br> {{groundbounce}} (air only) <br> {{proj}} }}
{{MoveListRow | Pendulum | dp + h | 90,000 | softknockdown <br> wallbounce }}
{{MoveListRow | Pendulum | {{dp}} + {{h}} | 90,000 | {{softknockdown}} <br> {{wallbounce}} }}
{{MoveListRow | Angel Gift | qcb + l | 80,000 | otg proj ; <br> Plants a trap.  When opponent is <br> over it while on the ground, it <br> triggers rocks that drop from the sky. <br> The rocks cause the otg <br> and count as the proj . proj hits high }}
{{MoveListRow | Angel Gift | {{qcb}} + {{l}} | 80,000 | {{otg}} {{proj}} ; <br> Plants a trap.  When opponent is <br> over it while on the ground, it <br> triggers rocks that drop from the sky. <br> The rocks cause the {{otg}} <br> and count as the {{proj}} . {{proj}} hits {{high}} }}
{{MoveListRow | Claymore | qcb + m | 15,000 x 10 | proj ; <br> Plants a trap.  When opponent is <br> near it on the ground, shots <br> fire from it radpily.  The shots count <br> as the proj . }}
{{MoveListRow | Claymore | {{qcb}} + {{m}} | 15,000 x 10 | {{proj}} ; <br> Plants a trap.  When opponent is <br> near it on the ground, shots <br> fire from it radpily.  The shots count <br> as the {{proj}} . }}
{{MoveListRow | Grab Bag | qcb + h | 56,000 | hardknockdown <br> cptr proj ; <br> Plants a trap.  When opponent walks <br> over it, opponent gets caught in a net <br> in the air. The laser trigger before <br> the net counts as the proj . }}
{{MoveListRow | Grab Bag | {{qcb}} + {{h}} | 56,000 | {{hardknockdown}} <br> {{cptr}} {{proj}} ; <br> Plants a trap.  When opponent walks <br> over it, opponent gets caught in a net <br> in the air. The laser trigger before <br> the net counts as the {{proj}} . }}
{{MoveListRow | Hover | in air tap and <br> hold u | 0 | Causes Rocket Raccoon to slowly <br> descend.  Can still move back and <br> forth using uf and ub . }}
{{MoveListRow | Hover | in air tap and <br> hold {{u}} | 0 | Causes Rocket Raccoon to slowly <br> descend.  Can still move back and <br> forth using {{uf}} and {{ub}} . }}
{{MoveListRow | Rocket Skate | atk + s | 0 | airok ; <br> When performed on the ground, <br> can canel into another Rocket Skate. <br> When performed in the air, however, <br> you are limited to only one per jump. }}
{{MoveListRow | Rocket Skate | {{atk}} + {{s}} | 0 | {{airok}} ; <br> When performed on the ground, <br> can canel into another Rocket Skate. <br> When performed in the air, however, <br> you are limited to only one per jump. }}
{{MoveListRow | Tunnel Rat | d , d + atk | 0 | l makes Rocket Raccoon pop up <br> in front&nbsp;of opponent.  m makes Rocket <br> Raccoon pop up behind opponent.  h <br> makes Rocket Raccoon dig into the <br> ground where he is and, if h is held, <br> can be moved back and forth <br> underground for a limited amount <br> of time until h is released or <br> the time runs out and he pops up <br> where you moved to. }}
{{MoveListRow | Tunnel Rat | {{d}} , {{d}} + {{atk}} | 0 | {{l}} makes Rocket Raccoon pop up <br> in front&nbsp;of opponent.  {{m}} makes Rocket <br> Raccoon pop up behind opponent.  {{h}} <br> makes Rocket Raccoon dig into the <br> ground where he is and, if {{h}} is held, <br> can be moved back and forth <br> underground for a limited amount <br> of time until {{h}} is released or <br> the time runs out and he pops up <br> where you moved to. }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Rock 'n' Roll | qcf + atk + atk | 12,000 x 34 + 100,000 | strk softknockdown <br> proj ; <br> Mashable. softknockdown <br> caused by second to last hit. <br> strk caused by last hit. }}
{{MoveListRow | Rock 'n' Roll | {{qcf}} + {{atk}} + {{atk}} | 12,000 x 34 + 100,000 | {{strk}} {{softknockdown}} <br> {{proj}} ; <br> Mashable. {{softknockdown}} <br> caused by second to last hit. <br> {{strk}} caused by last hit. }}
{{MoveListRow | Mad Hopper | qcb + atk + atk | 220,000 | softknockdown ; <br> Plants a large trap. When opponent <br> is over it while on the ground, the <br> spring trap is triggered. }}
{{MoveListRow | Mad Hopper | {{qcb}} + {{atk}} + {{atk}} | 220,000 | {{softknockdown}} ; <br> Plants a large trap. When opponent <br> is over it while on the ground, the <br> spring trap is triggered. }}
{{MoveListRow | Rocky Raccoon | dp + atk + atk | 370,000 | otg hardknockdown ; <br> Level 3 | level3 }}
{{MoveListRow | Rocky Raccoon | {{dp}} + {{atk}} + {{atk}} | 370,000 | {{otg}} {{hardknockdown}} ; <br> Level 3 | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}


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=== Tips and Tricks ===
=== Tips and Tricks ===


* Oil Bomb can be detonated with standing {{#motion: h}} , crouching {{#motion: h}} , or even Spitfire.
* Oil Bomb can be detonated with standing {{ h}} , crouching {{ h}} , or even Spitfire.
* By using his float command ({{#motion: u}} in the air), you can nullify all momentum he currently has. Use this at the start of a jump to perform an insanely tiny short hop that can be used to land an instant overhead attack on any character in the cast! This can also be used to "spam" his jumping {{#motion: s}} attack, his grenade toss, for mixups and chip damage.
* By using his float command ({{ u}} in the air), you can nullify all momentum he currently has. Use this at the start of a jump to perform an insanely tiny short hop that can be used to land an instant overhead attack on any character in the cast! This can also be used to "spam" his jumping {{ s}} attack, his grenade toss, for mixups and chip damage.
* Raccoon's jumping {{#motion: m}} also nullifies existing momentum and takes it over in his own sort of air dash. Combining these two techniques can make Rocket Raccoon virtually unblockable at close range.
* Raccoon's jumping {{ m}} also nullifies existing momentum and takes it over in his own sort of air dash. Combining these two techniques can make Rocket Raccoon virtually unblockable at close range.
* Abuse Tunnel Rat {{#motion: h}} in short durations as a dodge technique.
* Abuse Tunnel Rat {{ h}} in short durations as a dodge technique.
* Tunnel Rat {{#motion: h}} is Hyper cancelable. There are many situations where you can use Tunnel Rat {{#motion: h}} to dodge an attack, then immediately Hyper Cancel into his Level 3 Rocky Raccoon Hyper for a big punish.
* Tunnel Rat {{ h}} is Hyper cancelable. There are many situations where you can use Tunnel Rat {{ h}} to dodge an attack, then immediately Hyper Cancel into his Level 3 Rocky Raccoon Hyper for a big punish.
* Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups.
* Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups.
* Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing.
* Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing.
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== Strategy vs. Rocket Raccoon ==
== Strategy vs. Rocket Raccoon ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]

Revision as of 23:15, 8 December 2020

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Rocket Raccoon

Umvc3 rocketraccoon face.jpg



In a nutshell

At first glance, this fuzzy little mammal may seem like strictly a keep-away character. However, his speed, mobility, size, and arsenal of tricks lead to a very complicated, yet versatile character who uses not only trap specials but also has the ability to use his unique array of normals to cause frame traps and mixups to those caught unaware. By abusing his size, mobility, speed, and trickery, Raccoon can be a menace to anyone, not just your trash can.

Alternate Colors

RR colors.jpg

Players to Watch

Tonosama, Kusoru, Oreo, Irongod

Character Vitals

CHARACTER DATA
Health:
750k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
15 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

Video Walkthrough


Combos


Technology


Strong corner resets
TK'ing Spitfire to mix-up and confirm

Team Synergy


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Spitfire (M) +
Spitfire Twice (M)
Direct.png Front.png
40,000 +
40,000
Proj.png
Rock 'n' Roll
Beta2.png Claymore
Direct.png Front.png
15,000 x 10
Proj.png
Rock 'n' Roll
Gamma2.png Pendulum
Direct.png Front.png
90,000
Softknockdown.png
Wallbounce.png
Rock 'n' Roll

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
31,000
Rpdfire.png
Crouching Light
D.png + L.png
30,000
Low.png Rpdfire.png
Standing Medium
M.png
42,000
Crouching Medium
D.png + M.png
45,000
Low.png
Standing Heavy
H.png
60,000
Chipdamage.png
Proj.png
Crouching Heavy
D.png + H.png
60,000
Chipdamage.png
Proj.png
Special
S.png
60,000
Launch.png Nocancel.png
Wild Ripper
F.png + H.png
65,000
Jumping Light
air L.png
33,000
High.png
Jumping Medium
air M.png
45,000
Jumping Heavy
air H.png
60,000
High.png
Jumping Special
air S.png
70,000
High.png Chipdamage.png
Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
10,000 x 3 + 50,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
10,000 x 3 + 50,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
10,000 x 3 + 50,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
10,000 x 3 + 50,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Spitfire
Qcf.png + Atk.png
40,000
Otg.png Proj.png ;
L.png version shoots at a downwards angle.
M.png version shoots straight forward.
H.png version shoots at an upwards angle.
Otg.png caused only by L.png version.
Spitfire Twice
Atk.png after initial
Spitfire blast
40,000
Otg.png Proj.png ;
L.png version shoots at a downwards angle.
M.png version shoots straight forward.
H.png version shoots at an upwards angle.
Otg.png caused only by L.png version.
Oil Bomb
Dp.png + L.png
0
Oil Bomb (Explosion)
Use D.png + H.png
to shoot Oil Bomb
out of the air
70,000
Otg.png Proj.png
Oil Bomb (Flames)
Use H.png to shoot
Oil Bomb residue
off the ground
10,000 per Hit
Otg.png Proj.png
Mr. Flapper
Dp.png + M.png
70,000
Otg.png
Softknockdown.png (air only)
Groundbounce.png (air only)
Proj.png
Pendulum
Dp.png + H.png
90,000
Softknockdown.png
Wallbounce.png
Angel Gift
Qcb.png + L.png
80,000
Otg.png Proj.png ;
Plants a trap. When opponent is
over it while on the ground, it
triggers rocks that drop from the sky.
The rocks cause the Otg.png
and count as the Proj.png . Proj.png hits High.png
Claymore
Qcb.png + M.png
15,000 x 10
Proj.png ;
Plants a trap. When opponent is
near it on the ground, shots
fire from it radpily. The shots count
as the Proj.png .
Grab Bag
Qcb.png + H.png
56,000
Hardknockdown.png
Cptr.png Proj.png ;
Plants a trap. When opponent walks
over it, opponent gets caught in a net
in the air. The laser trigger before
the net counts as the Proj.png .
Hover
in air tap and
hold U.png
0
Causes Rocket Raccoon to slowly
descend. Can still move back and
forth using Uf.png and Ub.png .
Rocket Skate
Atk.png + S.png
0
Airok.png ;
When performed on the ground,
can canel into another Rocket Skate.
When performed in the air, however,
you are limited to only one per jump.
Tunnel Rat
D.png , D.png + Atk.png
0
L.png makes Rocket Raccoon pop up
in front of opponent. M.png makes Rocket
Raccoon pop up behind opponent. H.png
makes Rocket Raccoon dig into the
ground where he is and, if H.png is held,
can be moved back and forth
underground for a limited amount
of time until H.png is released or
the time runs out and he pops up
where you moved to.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Rock 'n' Roll
Qcf.png + Atk.png + Atk.png
12,000 x 34 + 100,000
Strk.png Softknockdown.png
Proj.png ;
Mashable. Softknockdown.png
caused by second to last hit.
Strk.png caused by last hit.
Mad Hopper
Qcb.png + Atk.png + Atk.png
220,000
Softknockdown.png ;
Plants a large trap. When opponent
is over it while on the ground, the
spring trap is triggered.
Rocky Raccoon
Dp.png + Atk.png + Atk.png
370,000
Otg.png Hardknockdown.png ;
Level 3

Strategy

Tips and Tricks

  • Oil Bomb can be detonated with standing H.png , crouching H.png , or even Spitfire.
  • By using his float command (U.png in the air), you can nullify all momentum he currently has. Use this at the start of a jump to perform an insanely tiny short hop that can be used to land an instant overhead attack on any character in the cast! This can also be used to "spam" his jumping S.png attack, his grenade toss, for mixups and chip damage.
  • Raccoon's jumping M.png also nullifies existing momentum and takes it over in his own sort of air dash. Combining these two techniques can make Rocket Raccoon virtually unblockable at close range.
  • Abuse Tunnel Rat H.png in short durations as a dodge technique.
  • Tunnel Rat H.png is Hyper cancelable. There are many situations where you can use Tunnel Rat H.png to dodge an attack, then immediately Hyper Cancel into his Level 3 Rocky Raccoon Hyper for a big punish.
  • Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups.
  • Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing.
  • Due to Raccoon's speed and recovery time, you can combo out of Rocky Raccoon rather easily with his Rock 'n' Roll Hyper, or even some melee attacks, especially if you use Rocket Skates to give chase. Spend the time to see when he recovers, and what all you can use to make any combo a game ender.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Rocket Raccoon