< UMVC3
No edit summary |
|||
Line 34: | Line 34: | ||
=== Technology === | === Technology === | ||
[youtube]_IWeWEwKGg4[/youtube] <br> | |||
[http://www.youtube.com/watch?v=cumlIj5tRCY Strong corner resets] <br> | [http://www.youtube.com/watch?v=cumlIj5tRCY Strong corner resets] <br> | ||
[http://www.youtube.com/watch?v=SvzdhL5vKY0 TK'ing Spitfire to mix-up and confirm] <br> | [http://www.youtube.com/watch?v=SvzdhL5vKY0 TK'ing Spitfire to mix-up and confirm] <br> |
Revision as of 17:05, 27 February 2015


Rocket Raccoon
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
Players to Watch
Tonosama, Kusoru, Oreo
Character Vitals
CHARACTER DATA
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
[youtube]_IWeWEwKGg4[/youtube]
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
Normal Moves
Standing Light
l
31,000
rpdfire
Crouching Light
d + l
30,000
low rpdfire
Standing Medium
m
42,000
Crouching Medium
d + m
45,000
low
Standing Heavy
h
60,000
chipdamage
proj
proj
Crouching Heavy
d + h
60,000
chipdamage
proj
proj
Special
s
60,000
launch nocancel
Wild Ripper
f + h
65,000
Jumping Light
air l
33,000
high
Jumping Medium
air m
45,000
Jumping Heavy
air h
60,000
high
Jumping Special
air s
70,000
high chipdamage
aircombofinisher
aircombofinisher
Throws
Forward Throw
f + h
10,000 x 3 + 50,000
throw hardknockdown
Back Throw
b + h
10,000 x 3 + 50,000
throw hardknockdown
Forward Air Throw
air f + h
10,000 x 3 + 50,000
airthrow hardknockdown
Back Air Throw
air b + h
10,000 x 3 + 50,000
airthrow hardknockdown
Special Moves
Spitfire
qcf + atk
40,000
otg proj ;
l version shoots at a downwards angle.
m version shoots straight forward.
h version shoots at an upwards angle.
otg caused only by l version.
l version shoots at a downwards angle.
m version shoots straight forward.
h version shoots at an upwards angle.
otg caused only by l version.
Spitfire Twice
atk after initial
Spitfire blast
Spitfire blast
40,000
otg proj ;
l version shoots at a downwards angle.
m version shoots straight forward.
h version shoots at an upwards angle.
otg caused only by l version.
l version shoots at a downwards angle.
m version shoots straight forward.
h version shoots at an upwards angle.
otg caused only by l version.
Oil Bomb
dp + l
0
Oil Bomb (Explosion)
Use d + h
to shoot Oil Bomb
out of the air
to shoot Oil Bomb
out of the air
70,000
otg proj
Oil Bomb (Flames)
Use h to shoot
Oil Bomb residue
off the ground
Oil Bomb residue
off the ground
10,000 per Hit
otg proj
Mr. Flapper
dp + m
70,000
otg
softknockdown (air only)
groundbounce (air only)
proj
softknockdown (air only)
groundbounce (air only)
proj
Pendulum
dp + h
90,000
softknockdown
wallbounce
wallbounce
Angel Gift
qcb + l
80,000
otg proj ;
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
and count as the proj .
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
and count as the proj .
Claymore
qcb + m
15,000 x 10
proj ;
Plants a trap. When opponent is
near it on the ground, shots
fire from it radpily. The shots count
as the proj .
Plants a trap. When opponent is
near it on the ground, shots
fire from it radpily. The shots count
as the proj .
Grab Bag
qcb + h
56,000
hardknockdown
cptr proj ;
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 .
cptr proj ;
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 .
Hover
in air tap and
hold u
hold u
0
Causes Rocket Raccoon to slowly
descend. Can still move back and
forth using uf and ub .
descend. Can still move back and
forth using uf and ub .
Rocket Skate
atk + s
0
airok ;
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.
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 , d + atk
0
l makes Rocket Raccoon pop up
in front of opponent. m makes Rocket
Raccoon pop up behind opponent. h
makes Rocket Raccoon dig into the
ground where he is and, if h is held,
can be moved back and forth
underground for a limited amount
of time until h is released or
the time runs out and he pops up
where you moved to.
in front of opponent. m makes Rocket
Raccoon pop up behind opponent. h
makes Rocket Raccoon dig into the
ground where he is and, if h is held,
can be moved back and forth
underground for a limited amount
of time until h is released or
the time runs out and he pops up
where you moved to.
Hyper Moves
Rock 'n' Roll
qcf + atk + atk
12,000 x 34 + 100,000
strk softknockdown
proj ;
Mashable. softknockdown
caused by second to last hit.
strk caused by last hit.
proj ;
Mashable. softknockdown
caused by second to last hit.
strk caused by last hit.
Mad Hopper
qcb + atk + atk
220,000
softknockdown ;
Plants a large trap. When opponent
is over it while on the ground, the
spring trap is triggered.
Plants a large trap. When opponent
is over it while on the ground, the
spring trap is triggered.
Rocky Raccoon
dp + atk + atk
370,000
otg hardknockdown ;
Level 3
Level 3
Strategy
Tips and Tricks
- Oil Bomb can be detonated with standing {{#motion: h}} , crouching {{#motion: 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.
- 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.
- Abuse Tunnel Rat {{#motion: 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.
- 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.