Koozebanian Fazoob Posted October 3, 2007 Posted October 3, 2007 Oh I mean air dashing during Dust combos. I hate those combos. -_____-
Digital Watches Posted October 3, 2007 Posted October 3, 2007 Honestly, I prefer starting that combo with 5D, j.D, j.D, j.H, (j.D bomber.) If you can't get away with that, just go for two j.Ds, slight delay, bomber. Not only does it do more damage, but it is a very scary headgame you can play with your opponent. Obviously you'd only be doing this in the corner. After the j.H, if you delay even slightly, there's a very small techable window. Unfortunately for your opponent, the spacing makes it too easy to airthrow them should they decide to tech in this window, scoring you a free corner crossup setup from knockdown. Also, since Axl has airthrow options from a LOT of his combos, I think his corner crossup game is worth mentioning. Most crossup moves, such as 63214S, 63214H, j.623H, and j.63214S, can crossup on wakeup in the corner if timed properly after an airthrow. Of course I'll advocate occasional usage of JI'd 63214S FRC here, but what's more important is the ambiguity that a pre-meaty airdash offers. Given proper timing, it is possible to make a situation that's almost perfectly visually ambiguous, since normals (j.Anything, but probably you'll want to do H or D), unlike specials (Kokuu and bomber), won't cross up after an airdash in the corner unless done in a specific manner (I think it has to do with the airdash ending, thus turning you around, before doing the move.) The point is, if you airdash in, you can set up a very ambiguous crossup, using the especially fast Kokuugeki and j.H. You can also, of course, empty-airdash and throw, or do a low if your opponent is especially slow to react.
Shoto Posted October 5, 2007 Author Posted October 5, 2007 @ GB & DW Can you two post the damage of your ID?^^ My ID combo from the opening post does 187dmg vs. Sol (I could dash and go for another rep but then Sol won't end grounded as he can recover from the final rensen [198dmg in that case]).. to lazy to try all the stuff out^^. If the damage of one of your combos is better and still gets the opponent grounded I will of course switch to that one (even that I hardly land a 5D in a match). @ DW Hm.. I'm a bit sceptical if giving up a combo so early for an airthrow is worth it. If I simply finish the Dust combo my opponent is grounded and I have done full damage. If I allow him to tech as when I air throw him (and don't forget we have throw tech now) I should get less damage out of the whole thing. So the question is if the corner crossup opportunity is worth that, which sure is arguable^^.
Wobberjacky Posted October 11, 2007 Posted October 11, 2007 Stupid question: What does (can recover) after a combo mean? That they can tech after the last hit?
Digital Watches Posted October 12, 2007 Posted October 12, 2007 Stupid question: What does (can recover) after a combo mean? That they can tech after the last hit? Yep. Exactly. It's to distinguish a combo that can't knockdown from one that can.
Shoto Posted October 12, 2007 Author Posted October 12, 2007 I'm no native speaker.. so someone who knows the English terminology tell me if there is a better expression for it
Shoto Posted October 12, 2007 Author Posted October 12, 2007 New info on meaty rashousen: (will update first post as soon as I have played around with it in practice myself^^) Minor note on Axl that I forgot from pg.4: If you end a combo in the corner with S Raieisageki, you can set up a meaty unblockable Rashousen. The best way to set up Rashousen Okizeme is from a (ground) Throw, Axl Bomber, or 2D, all of which go into Rensengeki FRC. A: [c.S -> 2S] JC j.D xx Axl Bomber -> Rensengeki FRC S Raieisageki -> S Raieisageki -> Rashousen. B: (c.S JC j.D xx Axl Bomber) x 2 -> Rensengeki FRC -> delay a bit [Fix] S Raieisageki -> Rashousen. A works well on Millia, Axl, Anji, Slayer, Zappa and Order Sol, but it is difficult to land on Dizzy and Venom. It's definitely the harder of the two options, but it does quite a bit more damage than B. Option B works on all characters, but because you do need to hit the opponent low in the air with the S Raieisageki, you have to delay the S Raieisageki after the Rensengeki FRC. The damage is good, but it's a bit easy to mess up, you could say that's the main flaw.
Digital Watches Posted October 12, 2007 Posted October 12, 2007 That's new? I thought that was what we were talking about all along.
Shoto Posted October 13, 2007 Author Posted October 13, 2007 Do everything as late as possible, or they can tech the Raeisageki slide. Otherwise it works just fine. hm, ok.. didn't get that that you meant for the Raeisageki as well.. my bad
Digital Watches Posted October 13, 2007 Posted October 13, 2007 hm, ok.. didn't get that that you meant for the Raeisageki as well.. my bad No worries, I was just confused.
Digital Watches Posted November 19, 2007 Posted November 19, 2007 Alright, this is another useless thing, but... Been messing around with rensen loop against non-potemkin characters. Specifically, Dizzy, who I've thus far been able to get: 5K, 5P, Rensen (FRC), slight dash, 5H, rensen (FRC), BNB combo. It's hard and my execution sucks, but it looks like you can repeat the 5H-Rensen at least one more time.
Dark Posted November 19, 2007 Posted November 19, 2007 I have trouble air dashing after fb bomber in air combo.Opponent always fall before I hit him with j.D.Is timing there tricky? Also what is best input for SJC after 2S?
Sking Posted November 19, 2007 Posted November 19, 2007 I have trouble air dashing after fb bomber in air combo.Opponent always fall before I hit him with j.D.Is timing there tricky? Nop there's nothing tricky with dashing after fb bomber. Just wait till the bomber animation ends and dash, it's pretty easy. I use to get the same problem when I switch to accent core but with a few hours of practice it will be BnB Also what is best input for SJC after 2S? Since in accent core axl's chains hit twice there's enough time to do a SJC. What I do is just tap 2S and wait the two hits and then do 2,8 fast, you should have no problems doing this since you have enough time to do a SJC thanks to the two hits of the chain. Those thing are really simple and with a few hours of practice you should mastered
Digital Watches Posted November 20, 2007 Posted November 20, 2007 Dashing: FB bomber actually DOESN'T recover right at the end of the animation. You fall a little first, so you have to delay the airdash very slightly. It's very small though. Superjump: The 2S is JCable as soon as the first hit hits, but you want to wait for the second hit, obviously, to do the combo. Since 2S is such a long animation when it hits (meaning two hits of hitstop), you have plenty of time to go to neutral, wait for the second hit, and superjump immediately.
Gravenimage Posted November 20, 2007 Posted November 20, 2007 After a rensen FRC, the follow up is; run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku. However, I cannot for the life of me make it to their falling body in time to catch them with a 6P. How exactly does this work? They just fly back too far to get to them before I can follow up.
Digital Watches Posted November 21, 2007 Posted November 21, 2007 After a rensen FRC, the follow up is; run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku. However, I cannot for the life of me make it to their falling body in time to catch them with a 6P. How exactly does this work? They just fly back too far to get to them before I can follow up. That's ONE followup, you can also do others. There are situations where that particular one won't work.
Kobayashi Posted November 21, 2007 Posted November 21, 2007 DWatches: I defy you to find a situation where my combo after Rensen FRC won't work! xx rensen frc, IAD, j.H, 5S(c.), 2S, air combo. >=|
Greedy One Posted November 21, 2007 Posted November 21, 2007 Confirmed the 3-sectional B-loop after corner throw on Ky, Slayer and Sol. To get a knockdown you should let them fall as low as possible before doing rensen. Was unable to pull it out on Sol yet. Actually, the B-loop alone gets you enough tension in almost any situation to finish with rensen frc - 63214S - unblockable, which looks yummy.
Digital Watches Posted November 21, 2007 Posted November 21, 2007 DWatches: I defy you to find a situation where my combo after Rensen FRC won't work! xx rensen frc, IAD, j.H, 5S(c.), 2S, air combo. >=| Any situation where the opponent is pushed overly far back. But in the meantime, I've actually been working with a similar combo, and it's fun, but very easy to screw up.
Digital Watches Posted November 21, 2007 Posted November 21, 2007 Confirmed the 3-sectional B-loop after corner throw on Ky, Slayer and Sol. To get a knockdown you should let them fall as low as possible before doing rensen. Was unable to pull it out on Sol yet. Actually, the B-loop alone gets you enough tension in almost any situation to finish with rensen frc - 63214S - unblockable, which looks yummy. Aye. Three rep should actually work on anyone in some situations (maybe not ABA), but I'm not a big fan of doing it off of throw. With all of Axl's mixup options, scaling the damage so much seems like a waste, so I'd rather go for some kind of reset if I get a throw combo.
JEKKI Posted November 21, 2007 Posted November 21, 2007 After a rensen FRC, the follow up is; run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku. However, I cannot for the life of me make it to their falling body in time to catch them with a 6P. How exactly does this work? They just fly back too far to get to them before I can follow up.I do something like that, but with one extra move thrown in: FRC, S© 6P, S©, 2S, air combo. you need to catch them deep to pull this off. if you do not catch them deep, omit the second S© and go straight for 2S after 6P. if you run too far and end up running under the opponent, my 6P usually then becomes a 4P (same as 5P) so I do S©, 5P (one hit!), 2S, air combo. I try to avoid the third situation from happening, but it does happen... mostly on light characters
Digital Watches Posted November 21, 2007 Posted November 21, 2007 Wouldn't that scale the damage a bit much? I dunno, I'll test it when I have access to a PS2.
Kobayashi Posted November 21, 2007 Posted November 21, 2007 3 rep B-loop is also possible after 5K, (5S,) 2D, Rensen FRC. Albeit a little tougher than the standard 2-rep loop. EDIT: While I'm here, a ridiculous combo that will net you big cool points from your friends by landing it. Very close, with forward momentum from running: 5K, 2D, Rensen, [FRC], IAD, crossover j.H, FB Bomber, land, 5P, 2S, air combo The IAD isn't technically an instant air dash. You want to do the air dash quickly, but not as low as possible, so that you can crossover. A true IAD will be too low for Axl to crossover.
Dark Posted November 22, 2007 Posted November 22, 2007 D. Watches, thanks you for previous advice about SJC.Now after I do SJC my opponent recovers faster than j.H hit him.Maybe I doing something wrong?
Digital Watches Posted November 22, 2007 Posted November 22, 2007 3 rep B-loop is also possible after 5K, (5S,) 2D, Rensen FRC. Albeit a little tougher than the standard 2-rep loop. I thought that was what I was saying... D. Watches, thanks you for previous advice about SJC.Now after I do SJC my opponent recovers faster than j.H hit him.Maybe I doing something wrong? It's a matter of practice, really, but I tend to push the H immediately when Axl leaves the ground. If it's too hard, do K instead for a while. It's easier and gets about the same results.
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