I'm hoping to take a more active role in discussions about this game to further my own understanding of it. Glad to see you guys are active.
Did any of you catch my offline play on Neomaxico? You can catch the archive at
twitch.tv/neomaxico
I'm hoping for a critique. Currently my team is King/Andy/Robert so that I can grasp the fundamentals and apply them across all 3 characters more or less the same. I already know I need work on Andy and Robert's HD combos, though I would like suggestions for what their HD combos should be in general.
I think my experience with SF makes playing King really intuitive for me. I'm pretty sure she'll be first on my tournament team. Totally open to switching the others, so right now I'm learning more characters to see what playstyles I like. Probably going to learn Hwa next, I hear he's GDLK.
tl;dr
first post, hi guys, critique my play plz, keep the scene alive
Welcome to DC Juicebox! I've been curious about how your crossover from the SF series has been going. I'll definitely give your matches a watch. No doubt you'll learn this game in no time!
Interestingly enough I also play Abel, AND main King

. I'm finding success in running King on point as well. The issue is that so many characters use meter on 2nd/3rd position better than King does, and I think her neutral game is her real strength. Basic zoning and corner pressure builds meter faster than most people realize, and she needs minimal bar to turn a corner hit into good damage. Her option tree really expands once you become familiar with her corner lockdown game.
(i.e.: [corner] st.D (or cr.Bx2, st.B) df+D, hcb+B, dp+B [DC] qcf+BD, qcf+Bx2, cr.C (385 dmg+ Reset, 1 Bar 50% Drive)
But anyways, on the topic on HD combos for Robert:
Robert's midscreen HD combos are spacing dependant and can get pretty tricky, so I recommend learning his corner combos first. It will help get you familiarized with timing common DCs and make executing all of his combos easier later on. Here's a great HD combo to start with:
Robert, 2 Bar + HD Mode
[Corner] cl.C, f+B (or cr.B, cr.A, f+B):
[HD activate] cl.C, f+B, dp+D (2 hits) [DC] air qcb+D, [*delay* dp+C [DC] qcf+P, dp+A (DC) qcb+D (whiff)]x2, dp+C [DC] f,b,f+K OR xx qcf,hcb+BD aka NeoMax
No bar ender - DP [DC] f,b,f+K = 650 damage
2 Bar ender - DP xx NeoMax = 820 damage
*The delay before the dp+C is imperative. It makes it so your opponent drops low enough for the fireball to hit after DCing the dp+C. Also, DP xx NeoMax can be input as
