BlackRose Posted December 15, 2007 Posted December 15, 2007 Thanx Man I didn't know it had 2 hits. I am training to be an axl player, but this is god awfully hard to me, but I enjoy him, so I'm not giving up. I can do half of his bread and butter combo, the prob is how to SJC into HS, D.... (this one to be exact: run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku)
Digital Watches Posted December 15, 2007 Posted December 15, 2007 Thanx Man I didn't know it had 2 hits. No prob. I am training to be an axl player, but this is god awfully hard to me, but I enjoy him, so I'm not giving up. I can do half of his bread and butter combo, the prob is how to SJC into HS, D.... (this one to be exact: run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku) Deja vu... See here: http://www.dustloop.com/forums/showpost.php?p=193255&postcount=164
BlackRose Posted December 15, 2007 Posted December 15, 2007 ok, so like I said I'm new so forgive me. How do you have both hits w/o JCing? I press up during 2s, and i keep jumping. Please break it down just a bit further, thx for the link tho Edit: Never mind i figured it out, u press down/up while 2s animation then up after, right? And u all are a quiet bunch. I was wondering what is ur hardest combo or probs with axl Digital Watches. I would be encouraged by your horror stories, if ur bored u know? If I'm not suppose to post that here, then sorry.
Digital Watches Posted December 15, 2007 Posted December 15, 2007 ok, so like I said I'm new so forgive me. How do you have both hits w/o JCing? I press up during 2s, and i keep jumping. Please break it down just a bit further, thx for the link tho Edit: Never mind i figured it out, u press down/up while 2s animation then up after, right? And u all are a quiet bunch. I was wondering what is ur hardest combo or probs with axl Digital Watches. I would be encouraged by your horror stories, if ur bored u know? If I'm not suppose to post that here, then sorry. No worries, man. Um... combo horror stories... Well. I guess when I'm really sleepy, I have a hard time with right side DPs, which means no BLoops, which always sucks. Also: The combos I have dropped from Ky's retarded air hitbox would add up to like... enough damage to OHKO Chuck Norris.
Shoto Posted December 15, 2007 Author Posted December 15, 2007 @ Black Rose Exectuion: I usually wait for the first hit of the 2S to connect, and then I start doing the input so that I will input the up command as soon as the second hit connects (and then press H as early as possible so it is already active when you come in reach for it). btw. In some cases you will have to do 29 so that you still jump a little bit forward (same for B-Loops, but there are situation where you have to simply jump up or will miss as well). Little secret: against many normal weight charas you can just hold up after the second hit and will still be able to connect the combo). With this you can test if it is your SJC timing or if you press H to late. Stories: Well I got into Axl with #R (about the time when the change from GC to DL was made) I just came from 3s (which is pretty straightforward considering combos) and even there I didn't do the advanced combo stuff; but I wanted to learn this new game that fascinated me so much for about half a year where all people (especially those who didn't play it) said it was so hard to learn and so complex. So I learned Axls old B-Loop and it took me about 3 month of nearly daily training (1-3 hours) before I was good enough to pull it of rather regulally in matches .. I even got up one hour before my lectures to train a bit because I felt more concentrated^^. So I was a pit pissed when they took away this combo I trained so much in AC :P (and I guess thats the real reason many of us Axl players miss the old harder loop^^).. that was btw. the only reason my #r and Slash B-Loop Guides where so detailed because I made all the mistakes myself and I did the list with exat damage values and all just to force me to practice the loops on all charas :P. And don't ask me about learning the rensen FRC, which was the first FRC I learned in the game (the first on is always hard..). ^..but from my experience I can tell that with every combo you learn it gets easier to learn new combos, not even for Axl, but for all characters / all fighting games ^
Sking Posted December 15, 2007 Posted December 15, 2007 Here's My Story: I start playing gg about mid march of this year because a friend told me to is like playing mvc2 LOL. First I started with testament(and still my favorite character) but with 15 days remaining to a tournament I switch to Axl because his long range and believe it or not I got 10 place of 16 in the tournament . I passed almost 2 or 3 hours a day training the b-loop and when I finally mastered, accent core was released and all those days of training went to hell . I kind of miss the old b-loop but the new one is great. The frc was just like living in hell, not matter how hard I try I never seem to be able to pull it out, but after a month, (yeah an entire month took me ) I mastered the frc. Now I won't switch axl for any other character after all the hard training I went to (unless they put raven or sin in the next one ).
BlackRose Posted December 15, 2007 Posted December 15, 2007 @ Black Rose Exectuion: I usually wait for the first hit of the 2S to connect, and then I start doing the input so that I will input the up command as soon as the second hit connects (and then press H as early as possible so it is already active when you come in reach for it). btw. In some cases you will have to do 29 so that you still jump a little bit forward (same for B-Loops, but there are situation where you have to simply jump up or will miss as well). Little secret: against many normal weight charas you can just hold up after the second hit and will still be able to connect the combo). With this you can test if it is your SJC timing or if you press H to late.^ Wow thanks for the advice. I'm currently training about 4hrs a day and its getting just a bit easier now. @ Black RoseStories: Well I got into Axl with #R (about the time when the change from GC to DL was made) I just came from 3s (which is pretty straightforward considering combos) and even there I didn't do the advanced combo stuff; but I wanted to learn this new game that fascinated me so much for about half a year where all people (especially those who didn't play it) said it was so hard to learn and so complex. So I learned Axls old B-Loop and it took me about 3 month of nearly daily training (1-3 hours) before I was good enough to pull it of rather regulally in matches .. I even got up one hour before my lectures to train a bit because I felt more concentrated^^. So I was a pit pissed when they took away this combo I trained so much in AC :P (and I guess thats the real reason many of us Axl players miss the old harder loop^^).. that was btw. the only reason my #R and Slash B-Loop Guides where so detailed because I made all the mistakes myself and I did the list with exat damage values and all just to force me to practice the loops on all charas :P. And don't ask me about learning the rensen FRC, which was the first FRC I learned in the game (the first on is always hard..). ^..but from my experience I can tell that with every combo you learn it gets easier to learn new combos, not even for Axl, but for all characters / all fighting games ^ Wow that sucks. I got into Axl during Reload, and stumbled upon his catches, I fell in love with them because I have a natural liking to parries(like 3rd Strike, Geese, MB Parry...etc) I have always just been better a timing things I suppose. Anyways, besides his parries, I found his personality awesome in the series. I didn't learn the Reload combos b/c my execution sucked, period. I started the PS2 pad and GG at the same time. I remember, not being able to do a DP to save my life LOL. I've come a long way from there atleast @Sking: I always really enjoy your signature, especially after a dissapointing day @DW or Shoto, this is my first Multi quote, not sure if its done right. Any tips on how to make it better is always appreciated. Question, For training: what settings do any of you typically use for the enemy settings, MAX Recovery? Max Guard? etc.. What is most helpful to you?
Digital Watches Posted December 17, 2007 Posted December 17, 2007 Question, For training: what settings do any of you typically use for the enemy settings, MAX Recovery? Max Guard? etc.. What is most helpful to you? For future reference, this kind of question would be better answered by the people in The Foundation, not that I mind horribly. It really depends on what you're trying. For nearly any combo, you want Lv. 3 Slip recovery or higher, no guard, normal guard meter, Forward/backward teching on frame 0. To practice blockstrings, I'd try playing with all three guard settings (Don't worry about SB) and see what works against what (Axl has a hard time with FD if you're not willing to risk a Raeisageki) To practice tech traps, I like to use random tech, since I prefer mine to be universal, or at least universally safe, but you can also specifically practice things against specific tech types. Usually Neutral tech is the hardest to punish, but I believe it's also slower than Forward or Back Tech.
BlackRose Posted December 18, 2007 Posted December 18, 2007 Ok Guys sorry I have lots of questions, being new and all I'm having a problem with the tk corner bomb loop with Johnny. I cant connect the 2s after i bomb him, is there a extra normal I should be inputing just for Johnny. What usually happens is TK Bomber, 2s,sjc,Hs,D,Bomber, 2s whiff
Digital Watches Posted December 18, 2007 Posted December 18, 2007 Ok Guys sorry I have lots of questions, being new and all I'm having a problem with the tk corner bomb loop with Johnny. I cant connect the 2s after i bomb him, is there a extra normal I should be inputing just for Johnny. What usually happens is TK Bomber, 2s,sjc,Hs,D,Bomber, 2s whiff The j.H in the middle might be fucking you over with gravity.
BlackRose Posted December 19, 2007 Posted December 19, 2007 The j.H in the middle might be fucking you over with gravity. Ok , so is there another way to do it, due to johnny's weight? Because I can do it with lighter weights.
Digital Watches Posted December 19, 2007 Posted December 19, 2007 Ok , so is there another way to do it, due to johnny's weight? Because I can do it with lighter weights. I'd just go for a standard 2-Rep if you're starting with Rensen FRC. If you start with bomber, not only can you do three full reps, but they can all be c.S, j.D reps, which is awesome for damage.
Shoto Posted December 20, 2007 Author Posted December 20, 2007 @ Black Rose Don't put too much emphasis on the TK Bomber in the Middle Loops, at least as long as you don't have the basci stuff down. Not even all Japs do use it in a real match (what I see much more are meaty unblockable setup) and to be honest I only use it on some charas and usually not in a tourney match as I still can't do it reliable (but that is because of lacking practice I'd say :P). So if someone uses them as his BNB may he speak up^^. I'd say try to get the basic two rep loops reliable against all charas and then try the situational stuff. After that, if you have that much time and motivation you can see if you want to learn the harder variants. Doing such stuff in real matches sure gives you a tick more damage and is flashy like hell^^.
Greedy One Posted December 26, 2007 Posted December 26, 2007 I read everything you guys posted about meaty unblockable and still don't get why does the opponent recover sometimes. Here is the link to the video in which Tsubasa did the setup without waiting or anything http://www.youtube.com/watch?v=ETcP7wBcCho.
Shoto Posted December 26, 2007 Author Posted December 26, 2007 Rather simple: There is a certain untechable time that every move has that applies if the opponent has been hit while airborne (note that while sliding a chara is considered airborne as well). Furthermore keep in mind that it is always the untechable time of the last move that applies (except in Dust combos but that’s another story). The only additional factor that has influence on the untechable time is how many hits there have been before in a combo; this means even if there was a juggle combo that went move A, move B, move A, move B etc. after a while it would become recoverable again. Now for the meaty unblockable setup this means you want to hit the character as low to the ground as possible with 63214S as only then you can make sure that its untechable time is still long enough to guarantee that your opponent can’t recover out of it. If you hit him too high the additional time it takes for the chara to touch the ground before he starts sliding is already enough to make the setup techable. This actually doesn’t mean you necessarily have to wait between moves for the setup to be successful. Waiting is just a method to let the character fall a bit so he is deeper to the ground when the 63214S hits him. As you can see Tsubasa did a TK bomber as second rep, not using 2S which would lift Zappa higher in the air again. Furthermore Zappa has a rather broad hitbox which means he usually touches the ground a few frames earlier as more slender charas what makes the setup a bit easier against him [btw.: and then there still is the possibility that the Zappa player could have recovered but just failed to recognize that]. Hope this was clear enough..
Greedy One Posted December 26, 2007 Posted December 26, 2007 Yeah, it's clear now. Somehow I managed to understand the timing. Thank you.
BlackRose Posted December 29, 2007 Posted December 29, 2007 What do you axl players do after scoring a 623P (CH), i know the forum says rensen, but I was wondering what is a good follow up to that, especially on lighter characters.I cant seem to get a good timed combo from the wallbounce. Also, is it possible to hit them before the wallbounce?
Digital Watches Posted December 29, 2007 Posted December 29, 2007 What do you axl players do after scoring a 623P (CH), i know the forum says rensen, but I was wondering what is a good follow up to that, especially on lighter characters.I cant seem to get a good timed combo from the wallbounce. Also, is it possible to hit them before the wallbounce? I don't think it's possible to hit before the wallbounce unless you go for the FB followup, but there's no reason you'd want to. Your combo options from 623P (CH) will often depend on the "camera." The best example I can think of to explain this is Slash Testament. If you've ever seen a combo vid of Testament from Slash, there was probably at least one midscreen GD loop (Probably on a light character like Baiken). This was only possible because it wallbounced the opponent due to the "camera" being more "zoomed in." It's hard to control this, but you can get a sense of it if the situation comes up enough. Anyway, if you get a midscreen wallbounce from it, you should be able to follow up with a normal air combo from 5K, 2S, or 6P, 2S, or c.S, 2S, or 5P, 2S, etc. (Of course, this is also true in the corner) Otherwise, go for either the FB or Rensen (FRC), or just take the knockdown and go for Oki.
Sking Posted December 30, 2007 Posted December 30, 2007 What do you axl players do after scoring a 623P (CH), i know the forum says rensen, but I was wondering what is a good follow up to that, especially on lighter characters.I cant seem to get a good timed combo from the wallbounce. Also, is it possible to hit them before the wallbounce? Well I tend to use this counter a lot more in this days and the fb follow up(I love it) so let me tell you a few options that you have after you get a CH with 623p. 1. If you hit the opponent coming from the air they will bounce a little more higher giving you time to do 2S or 6K or 5P depending on how high and close their were(is that the correct word??) to the wall. 2.If you have tension or they are near the wall you get a b-loop. 3.Doing the fb follow up can lead to a short b-loop if is near the corner. That's all I got for now cause I'm still learning how many things this counter have to offer.
Dark Posted December 30, 2007 Posted December 30, 2007 I am curious what can follow 5p or 6k when i get them on airborne opponent but opponent is too far for following with 2s.
Sking Posted December 30, 2007 Posted December 30, 2007 giving you time to do 2S or 6K or 5P depending on how high and close their are to the wall. 2S works best against light characters, try run a bit to hit them with 2S.
Digital Watches Posted December 30, 2007 Posted December 30, 2007 I am curious what can follow 5p or 6k when i get them on airborne opponent but opponent is too far for following with 2s. Er, nothing really. If you're that far away, just focus on zoning from there.
BlackRose Posted January 3, 2008 Posted January 3, 2008 Hey i just saw a vid where axl hit baiken 24 times in the corner. When I train, the AI will tech out by the 9th hit in my 2s, 6k gatling chain combo. My question is what special properties make that video happen? Here's the link http://www.youtube.com/watch?v=LN7F12TlvVE P.s. Sorry if this is the wrong place cuz its a question about axl, I posted it here.
Digital Watches Posted January 3, 2008 Posted January 3, 2008 Nah, this is a perfect place to make more black combo/forests blazing jokes. (If you're actually wondering, the person that made that combo vid turned teching off. You can tell because the "beat" counter turns black, indicating that they could have teched out. Anyone who would actually get hit by that not only doesn't know how to play, but doesn't know how to press buttons. You can occasionally throw in a few extra 6Ks and 2Ss to get an opponent higher up, but the only reason to do it to the point where it's techable is to bait a bad tech or a nervous burst and go for an airthrow/reset, since both are JCable. Please note that this won't work often, especially against good players.)
BlackRose Posted January 3, 2008 Posted January 3, 2008 I am curious what can follow 5p or 6k when i get them on airborne opponent but opponent is too far for following with 2s. I think there are a few more options: 1. you can continue with a 5p to juggle them close enough for a gatling loop and various follow-ups 2. a rensen with the 8 followup 3. or 2p, then unblockable or timed right just the unblockable 4. oh I like to connect 63214 S (on ground) crossover to get them off me but thats probably not the safest things, depending on distance. 5. 6K(jc) into kokku, but that also might be techable All these suggestions are probably not the safest things to do, but i have made them work depending on the situation. Feel free to correct me if you want
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