Intermediate/Advanced Robin Hood Tech + M0th Throw Info
Sept 25, 2015 11:13:21 GMT
Rubbermaid likes this
Post by m0th64 on Sept 25, 2015 11:13:21 GMT
This thread will contain discussion on all of the hidden tech and inputs that Robin Hood has (and believe me, there are a lot).
General Tech
These are the inputs that are not specific to Robin Hood, but that every Robin Hood player should know before reading on.
Crumpet Dash: Perform an air dash and then grab. Robin Hood's Crumpet Dash isn't amazing, but it is usable, and is important to know given how much Robin Hood can get off of a grab. Robin Hood also has limited approaches, so its important to have mastery over the options he does have.
Murtag Drop: One of Robin Hood's better movement options. Perform an air dash, then shield to cancel the endlag on the animation and return to the ground quickly. Robin Hood lacks aerial game, so this tech becomes almost a necessity for moving efficiently.
Swooce: Another crucial movement option for Robin Hood. Perform an air dash, shield to cancel the endlag, then immediately jump out of shield. Robin Hood will transfer the momentum from his air dash into his jump, rocketing him through the air at high speeds while leaving him free to perform an aerial attack or grab. Robin Hood's swooce appears to be slightly more difficult to execute than other characters, but it is his best movement option.
Souper Grab: Preform a grab + another attack input at the same time. Robin Hood will pick the opponent up, then immediately perform the attack. I'll go into more detail about specific benefits and combos this allows for Robin Hood later.
Robin Hood-Specific Tech
Shield-Cancelled Wall Attack: Robin Hood's wall attack is one of the best projectiles in the entire game, and a lot of Robin Hood's tech stems from this attack. For the basic shield-cancel, perform a wall attack, then shield at the exact moment that Robin Hood fires his arrow. Instead of leaping away from the wall like he normally does, Robin Hood will fire an arrow while shielding, then immediately drop straight down. This makes Robin Hood much safer while wall attacking. The timing on this is very precise, as shielding too early will result in no arrow, and shielding too late will result in a window of vulnerability as Robin Hood jumps away from the wall. He cannot shield during the first half of this jump.
Multi Wall Attack: Robin Hood can perform several wall attacks consecutively by jumping or air dashing back to the wall immediately after performing a wall attack, but the input on this is surprisingly touchy as well. This allows for at least three wall attacks on most walls, potentially more if the wall is curved. If the opponent is positioned along the same wall Robin Hood is wall attacking from, Robin Hood will turn to face them before jumping away, then jump parallel to the wall instead of perpendicular. This allows Robin Hood to wall attack repeatedly along the same wall without burning his double jump. An even quicker, though more technical, way to get even more wall attacks out of a single jump is to perform a second wall attack input during the first couple of frames of Robin Hood's jump away animation. Robin Hood will immediately perform a second wall attack on the spot, though this input requires precision to execute. Worth learning for any Robin Hood in order to maximize camping capabilities.
Wall Attack Dash: After performing a wall attack, if Robin Hood immediately air dashes, he will roll through the air instead of doing his normal air dash animation. I'm unsure if this has any practical use, but he can swooce out of this roll just like his normal air dash.
Swooce to Wall Attack: This seems self-explanatory, but it is important to master, as Robin Hood wants to be able to get to and from the wall as quickly as possible.
Ledgehop Wall Attack: This builds off of the shield-cancelled wall attack. If Robin Hood performs a wall attack input while hopping up onto a ledge, he will shoot an arrow out of his ledgehop animation. Afterward, he will normally jump away from the ledge; however, by shield-cancelling the wall attack, Robin Hood can loop his ledgehop animation, allowing for multiple wall attack arrows in quick succession, or for him to wall attack his way up onto the ledge without jumping away. This input is extremely difficult to perform as requires frame-perfect precision and the animation doesn't allow the player to see Robin Hood draw his arrow, but it is extremely effective at faking opponents out and making Robin Hood's movement and attacks in neutral a lot more efficient. Note: Some ledges allow multiple consecutive ledgehop wall attacks without shielding. Experiment with different stages!
Ledge Drop Wall Attack: Robin Hood can run off a ledge, then immediately wall attack just below the lip. Instead of jumping away after the attack, Robin Hood will cancel the jump into a ledgehop and return to the platform quickly. This keeps railings from getting in Robin Hood's way while firing arrows from platforms and generally makes his ledge camping much more efficient. On some stages, like Fat Boy's castle, Robin Hood can actually perform a wall attack without even leaving the platform, and then just run back onto the castle. I'm unsure why the game allows this.
Shield-Cancelled Special: By shielding or rolling on certain fames after firing an arrow with Robin Hood's neutral B, he can cancel the endlag from the attack. This allows for grab followups, as well as just making his arrow game safer.
Souper Anti-Air: By performing a grab and an anti-air at the same time (Z+Y+A or X+Y+A) Robin Hood will throw the opponent straight up and shoot them with an arrow, causing them to land beside Robin Hood in knockdown, filling one letter on the slam meter. This allows for free followups with Wall Attack or an aerial. This is more efficient than Robin Hood's normal throw and is guaranteed after a wall attack at certain spacings, leading to potential 0-death combos.
M0th Throw: By performing a souper jab (Z+A or X+A) Robin Hood will pick the opponent up while buffering the first hit of his jab. He can then continue the combo without its animation while holding the opponent. This allows for several very interesting things. With Robin Hood's AAB combo (meaning the input will be Z+A,A,B), Robin Hood fires three arrows with shieldbreaking properties in different directions at the end. Normally these arrows don't do very much damage, but by souping into the combo, all three arrows will hit simultaneously, resulting in more than two letters on the slam meter being filled at once. M0th throwing into Robin Hood's ABBB allows both the third and fourth hits to confirm reliably, dealing almost two letters worth of damage and sending the opponent into knockdown at the other side of the stage. This is significant because the distance the opponent ends up is exactly the same distance from Robin Hood that his Slam arrows appear, allowing him to guarantee his Slam. This also prevents the shine effect when Robin Hood's Slam meter fills up from reaching the opponent and hitting them out of knockdown, which happens if Robin Hood tries to throw the opponent near himself to fill his Slam meter. M0th throwing also has the added benefit of having larger and more reliable hitboxes than Robin Hood's regular combos.
Normally, the ABBB m0th throw is laggy enough for opponents to mash out before it finishes. However, by pressing Z between the second and third inputs of the combo, Robin Hood can throw the opponent without interrupting the combo and before starting the laggiest portion of the combo. Since flame arrows hit opponents in knockdown, Robin Hood will simply throw the opponent away, then shoot them with a flame arrow. This still fills a third of a Slam meter and still leaves the opponent in knockdown, guaranteeing a followup with Wall Attack or Slam.
From what I can gather, all of Robin Hood's other souper grab options are inferior to the original attacks. His souper B never connects, his wall attack is already his best feature, and his wall dash/dash attacks don't even deal damage when souped.
Sticky Grab: Shield-dropping after Robin Hood's Wall Attack, then grabbing before Robin Hood lands will cause the grab animation to linger for an extended period of time. During this animation Robin Hood can input other attacks, such as a jab or a special. (Discovered by Rubbermaid)
General Tech
These are the inputs that are not specific to Robin Hood, but that every Robin Hood player should know before reading on.
Crumpet Dash: Perform an air dash and then grab. Robin Hood's Crumpet Dash isn't amazing, but it is usable, and is important to know given how much Robin Hood can get off of a grab. Robin Hood also has limited approaches, so its important to have mastery over the options he does have.
Murtag Drop: One of Robin Hood's better movement options. Perform an air dash, then shield to cancel the endlag on the animation and return to the ground quickly. Robin Hood lacks aerial game, so this tech becomes almost a necessity for moving efficiently.
Swooce: Another crucial movement option for Robin Hood. Perform an air dash, shield to cancel the endlag, then immediately jump out of shield. Robin Hood will transfer the momentum from his air dash into his jump, rocketing him through the air at high speeds while leaving him free to perform an aerial attack or grab. Robin Hood's swooce appears to be slightly more difficult to execute than other characters, but it is his best movement option.
Souper Grab: Preform a grab + another attack input at the same time. Robin Hood will pick the opponent up, then immediately perform the attack. I'll go into more detail about specific benefits and combos this allows for Robin Hood later.
Robin Hood-Specific Tech
Shield-Cancelled Wall Attack: Robin Hood's wall attack is one of the best projectiles in the entire game, and a lot of Robin Hood's tech stems from this attack. For the basic shield-cancel, perform a wall attack, then shield at the exact moment that Robin Hood fires his arrow. Instead of leaping away from the wall like he normally does, Robin Hood will fire an arrow while shielding, then immediately drop straight down. This makes Robin Hood much safer while wall attacking. The timing on this is very precise, as shielding too early will result in no arrow, and shielding too late will result in a window of vulnerability as Robin Hood jumps away from the wall. He cannot shield during the first half of this jump.
Multi Wall Attack: Robin Hood can perform several wall attacks consecutively by jumping or air dashing back to the wall immediately after performing a wall attack, but the input on this is surprisingly touchy as well. This allows for at least three wall attacks on most walls, potentially more if the wall is curved. If the opponent is positioned along the same wall Robin Hood is wall attacking from, Robin Hood will turn to face them before jumping away, then jump parallel to the wall instead of perpendicular. This allows Robin Hood to wall attack repeatedly along the same wall without burning his double jump. An even quicker, though more technical, way to get even more wall attacks out of a single jump is to perform a second wall attack input during the first couple of frames of Robin Hood's jump away animation. Robin Hood will immediately perform a second wall attack on the spot, though this input requires precision to execute. Worth learning for any Robin Hood in order to maximize camping capabilities.
Wall Attack Dash: After performing a wall attack, if Robin Hood immediately air dashes, he will roll through the air instead of doing his normal air dash animation. I'm unsure if this has any practical use, but he can swooce out of this roll just like his normal air dash.
Swooce to Wall Attack: This seems self-explanatory, but it is important to master, as Robin Hood wants to be able to get to and from the wall as quickly as possible.
Ledgehop Wall Attack: This builds off of the shield-cancelled wall attack. If Robin Hood performs a wall attack input while hopping up onto a ledge, he will shoot an arrow out of his ledgehop animation. Afterward, he will normally jump away from the ledge; however, by shield-cancelling the wall attack, Robin Hood can loop his ledgehop animation, allowing for multiple wall attack arrows in quick succession, or for him to wall attack his way up onto the ledge without jumping away. This input is extremely difficult to perform as requires frame-perfect precision and the animation doesn't allow the player to see Robin Hood draw his arrow, but it is extremely effective at faking opponents out and making Robin Hood's movement and attacks in neutral a lot more efficient. Note: Some ledges allow multiple consecutive ledgehop wall attacks without shielding. Experiment with different stages!
Ledge Drop Wall Attack: Robin Hood can run off a ledge, then immediately wall attack just below the lip. Instead of jumping away after the attack, Robin Hood will cancel the jump into a ledgehop and return to the platform quickly. This keeps railings from getting in Robin Hood's way while firing arrows from platforms and generally makes his ledge camping much more efficient. On some stages, like Fat Boy's castle, Robin Hood can actually perform a wall attack without even leaving the platform, and then just run back onto the castle. I'm unsure why the game allows this.
Shield-Cancelled Special: By shielding or rolling on certain fames after firing an arrow with Robin Hood's neutral B, he can cancel the endlag from the attack. This allows for grab followups, as well as just making his arrow game safer.
Souper Anti-Air: By performing a grab and an anti-air at the same time (Z+Y+A or X+Y+A) Robin Hood will throw the opponent straight up and shoot them with an arrow, causing them to land beside Robin Hood in knockdown, filling one letter on the slam meter. This allows for free followups with Wall Attack or an aerial. This is more efficient than Robin Hood's normal throw and is guaranteed after a wall attack at certain spacings, leading to potential 0-death combos.
M0th Throw: By performing a souper jab (Z+A or X+A) Robin Hood will pick the opponent up while buffering the first hit of his jab. He can then continue the combo without its animation while holding the opponent. This allows for several very interesting things. With Robin Hood's AAB combo (meaning the input will be Z+A,A,B), Robin Hood fires three arrows with shieldbreaking properties in different directions at the end. Normally these arrows don't do very much damage, but by souping into the combo, all three arrows will hit simultaneously, resulting in more than two letters on the slam meter being filled at once. M0th throwing into Robin Hood's ABBB allows both the third and fourth hits to confirm reliably, dealing almost two letters worth of damage and sending the opponent into knockdown at the other side of the stage. This is significant because the distance the opponent ends up is exactly the same distance from Robin Hood that his Slam arrows appear, allowing him to guarantee his Slam. This also prevents the shine effect when Robin Hood's Slam meter fills up from reaching the opponent and hitting them out of knockdown, which happens if Robin Hood tries to throw the opponent near himself to fill his Slam meter. M0th throwing also has the added benefit of having larger and more reliable hitboxes than Robin Hood's regular combos.
Normally, the ABBB m0th throw is laggy enough for opponents to mash out before it finishes. However, by pressing Z between the second and third inputs of the combo, Robin Hood can throw the opponent without interrupting the combo and before starting the laggiest portion of the combo. Since flame arrows hit opponents in knockdown, Robin Hood will simply throw the opponent away, then shoot them with a flame arrow. This still fills a third of a Slam meter and still leaves the opponent in knockdown, guaranteeing a followup with Wall Attack or Slam.
From what I can gather, all of Robin Hood's other souper grab options are inferior to the original attacks. His souper B never connects, his wall attack is already his best feature, and his wall dash/dash attacks don't even deal damage when souped.
Sticky Grab: Shield-dropping after Robin Hood's Wall Attack, then grabbing before Robin Hood lands will cause the grab animation to linger for an extended period of time. During this animation Robin Hood can input other attacks, such as a jab or a special. (Discovered by Rubbermaid)