Digital Watches Posted October 31, 2008 Posted October 31, 2008 So you don't know... Can you try it ? It's not as if it would take much time, but I don't have any game right now... Alright, alright. Tested on ROBOT KY Rensen (FRC) for long knockdown, Jump, 6H (meaty) link to Benten H-->Bomber-->Kokuu (FRC) (JI didn't take, combo ends here) Note: It took me a TON of trials to make the link even work, because apparently in the corner, the combo pushback will make the second hit of benten H not connect after linking from meaty 6H. So you have to start outside of the corner to even make it that far. Conclusion: SRSLY, not worth it.
Digital Watches Posted October 31, 2008 Posted October 31, 2008 hum, maybe 6+HS -> benten doesn't link ? Er. Of course it does. Otherwise, the combo counter would stop.
Digital Watches Posted October 31, 2008 Posted October 31, 2008 No worries, it was a good thought to try it.
Adelheid Posted November 1, 2008 Posted November 1, 2008 So everyone's pretty much familiar with off of any launcher but particularly anti-air you can spend all your tension on FB bomber, and then if you've gotten them to the corner, bomber. I do this if I'm pretty sure it'll kill people, and I've seen Watches do it once, too. This works on pretty much everyone medium weight and heavier. If a bomber loop isn't possible, this is pretty much the most damaging thing Axl can do. However, this combo has one slight flaw to it... If you misjudge your opponent's life, it does not grant knockdown. By making the combo even more situational, this has been fixed! From midscreen, anything knocking them high, high into the air > j.D, FB Axl Bomber, air dash > j.D, FB Axl Bomber, Axl Bomber (RC), Axl Bomber, Rensengeki > Sensageki. Naturally this does not work if you used tension launching them, so it basically will only work off of anti-air or dust. They must be as high as possible so you can get enough distance between the Axl Bombers... You want to roman cancel the Axl Bomber immediately and then do the second Axl Bomber immediately before hitting the ground, because Axl falls faster after romaning Axl Bomber and you want to get to the ground as quickly as you can so your opponent doesn't fall out of the combo. This doesn't deal quite as much as just doing FB Bomber over and over again > Bomber, but it's very close, only a few points off, and grants knockdown. Additionally, if there's few enough hits in your combo (tested with AA 2S, SJC > j.h, j.D etc, and with 5D > j.D, j.D etc) and you're close enough to the corner to start with (with aa 2S, a little behind your starting position appears to be max, but with 5D you can pretty much be anywhere not backed against a corner yourself) you can do a rep of the bomber loop off of 2S. Essentially this will be possible when your first Bomber is done against the wall. When this is possible, it actually rather significantly outdamages the standard midscreen waste-all-your tension combo. However, the timing is extremely, extremely tight. Damage reference... 2S, SJC > j.h, j.D, FB Bomber, air dash > j.D, FB Bomber, FB Bomber, FB Bomber, Bomber (271 damage, no KD) 2S, SJC > j.h, j.D, FB Bomber, air dash > j.D, FB Bomber, Bomber (RC), Bomber, Rensen > Sensa (265 damage, KD) 2S, SJC > j.h, j.D, FB Bomber, air dash > j.D, FB Bomber, Bomber (RC), Bomber, 2S, JC > j.D, Bomber, Rensen > Sensa (282 damage, KD) All this was tested against Testament and Robo-Ky, so I believe it will work against everyone mid weight or lower, maybe a little lighter. It is in no way practical, but if the stars align it does extremely high damage and knockdown and, more importantly, is absolutely the second-flashiest thing Axl can do. (The first, of course, is getting Housoubako > Shiranami no Homura off mid-blockstring.)
Digital Watches Posted November 1, 2008 Posted November 1, 2008 Um, for future reference, testing things on TE is bad, since he's actually kind of big and fat compared to most characters. It's a good combo though, and I doubt it's that character-specific.
HolyOrderChipp Posted November 2, 2008 Posted November 2, 2008 This is one of the most interesting gameplay threads I've read... About the whole Counter FB thing, have you tested it on an arcade cab? Do you know if it's a console-specific glitch? Here's how I think it works: [F]RCs cancel the frame after the flash, or something. The FB hits during its flash, which is right as the [F]RC occurs. What's the timing on this thing? Do you have to do it the frame the opponent [F]RCs? If it is a 1F window, how the hell is this practical? You can't predict the frame the player will [F]RC. I'm REALLY interested in stuff like this... Maybe if I read enough threads like these, I'll become a good player... A man can dream, right? (Ok, a boy. I'm not 18 yet.)
Digital Watches Posted November 2, 2008 Posted November 2, 2008 Eh. FRCs are often 2- or 3-frame windows, so if you do it as fast as possible, you either get it BEFORE they can cancel, while they cancel, or it wouldn't have worked anyway. Either way, I haven't tested it on a cab, but I'm betting it'll work in the arcade ver.
HolyOrderChipp Posted November 2, 2008 Posted November 2, 2008 But then, within how many frames on either side of the cancel does the FB flash have to be? Which windows give which effect?
Digital Watches Posted November 2, 2008 Posted November 2, 2008 What I'm saying is that if you input the Shiranami as fast as possible, then worst-case scenario, it wouldn't have worked no matter how you timed it, and barring that, you hit them either before or during the cancel. Technically, to get the weird cancel effect, you want to hit the flash on the same frame they cancel, but for all intents and purposes, as early as possible will work regardless (Unless it's like, VV or something and they don't cancel, but that's a different story entirely)
HolyOrderChipp Posted November 2, 2008 Posted November 2, 2008 Ah. So really, the glitch is marginal, but every so often, it works in your favor? If the FB flash is even a frame after the cancel, the opponent can block, right?
Digital Watches Posted November 2, 2008 Posted November 2, 2008 Yep. It's pretty much a "Oh cool, that happened" type thing, rather than a "Oh, he's going to cancel, I bet I could hit him with the glitch" type thing. I'm sure there are a few situations where you could predict your opponent enough to do it on purpose, but for the most part, it's going to just work in your favor once in a while.
HolyOrderChipp Posted November 18, 2008 Posted November 18, 2008 So, I was messing with Axl in training mode late last night, and I discovered... That I can actually do S Benten FRC a good chunk of the time! So excited about this, I had to come up with some combos off it... For midscreen, I have 623S FRC, 6K, 2S, 623H, 623H (113 + knockdown). In the corner, I came up with 623S FRC, j.K, j.D, Bomber, 623H, 623H (147 + knockdown). Now, I know you guys will tell me how scrubby these combos are, and how I should be B-looping in the corner, but, well... I never learned the B-loop. I should do that now. Anyway, I'm going to experiment with FB Bombers to get my opponent to the corner for H Benten combos.
Digital Watches Posted November 18, 2008 Posted November 18, 2008 Yeah, with a Bloop, you could be getting like... 250-300+Knockdown on some characters, at least 210-220+Knockdown or so on everyone off S Benten FRC.
HolyOrderChipp Posted November 19, 2008 Posted November 19, 2008 Holy shit, Bomber loops are awesome. I LOVE the freedom afforded by them. I can combo basically freestyle, like I'm playing Sol, but unlike Sol, I'm dealing huge damage really easily + knockdown. (I'm a scrub at Sidewinder loops.) Now, I'm inconsistent at Benten FRC, but for these corner combos, I'd gladly pay 50%. Still, I need to get it down, both for when I have 25-50%, and for midscreen, where my combos are NOT worth 50%. Or, hell, considering the scrubby combos I pull, I guess they are. 50% for 50 damage + knockdown ain't half bad, considering I get more pressure if I was blocked. P.S. I love Benten FRC. P.P.S. How do you time Rensen FRC? Is there a way to do it visually? Aurally?
Digital Watches Posted November 19, 2008 Posted November 19, 2008 Muscle memory, man. It's always the same.
Silmerion Posted November 19, 2008 Posted November 19, 2008 Just a quick aside: Though Benten ostensibly prorates less, Rensen FRC is going to be your primary launcher. It has a longer range and can thus launch or start pressure from relatively far away and is safer, whether you FRC it or not.
HolyOrderChipp Posted November 19, 2008 Posted November 19, 2008 Yeah, I know it has to be muscle memory, but I've no way to get that muscle memory started. Also, how should I follow up a midscreen Benten FRC? Benten FRC seems to lead to pretty crappy damage midscreen. Should I do j.Stuff, FB Bomber, B-Loop? What if I don't have the tension?
Adelheid Posted November 19, 2008 Posted November 19, 2008 From midscreen, Rensen FRC gives you much more damaging followups than Benten FRC. Just use it.
Digital Watches Posted November 19, 2008 Posted November 19, 2008 From midscreen, Rensen FRC gives you much more damaging followups than Benten FRC. Just use it. Kyu eff tee. Frankly, Benten FRC combos should only be from a hitconfirmed uppercut to beat something (Obviously you can't hitconfirm before you FRC, but the timing is the same on hit and block, and you want to FRC if it's blocked, too) or as a link from something like 3P-f.S or meaty 6H, and then only in (Well, near. Probably about 1/4 of the screen away or less) the corner.
GerVer Posted November 20, 2008 Posted November 20, 2008 Well im back, been out due to problems. Anyway, remember that thing, the unblockable... works, but a shit to pull out. Anyway i learned something out of it that may be usefull. The thing is that knockdown recovery is affected depending if the character was standing or crouching. for example, tested on ky, axls 6HS crosses up a knocked oponent if he was knocked crouching and also affects meatys follow ups and well thats all. I been trying some uses to it. And been working on some cross guard mess up set ups too. Well be leaving now then.
Digital Watches Posted November 20, 2008 Posted November 20, 2008 Er... firstly, I still have no idea what you're talking about with the unblockable, and it still doesn't sound plausible. Could you please elaborate, as it would be very cool if it actually worked. Second, yeah, state when knocked down affects your hitbox as you get up. It's pretty cool, but I think it's nothing new...
Silmerion Posted November 21, 2008 Posted November 21, 2008 I've cooked up some silly combo-video stuff for you all tonight. Tested on Anji: 5K, c.S, 2D, Rensen (FRC), JI Raiei S (FRC), Air dash, Kokuu (FRC), land, 5P, 2S, SJC, j.H, j.D, Kokuu If that first part gets you in the corner, you can of course replace that standard ender with a B-loop of your choosing. Tested on Dizzy: Benten (FRC), j.D, Kokuu (FRC), Air dash, 623D, 623H, B-loop reps, Rensen, 2 I'm writing a response essay to Detroit's pleas for a government bailout, and I'm enjoying it. Is there something wrong with me?:8/:
Horokei Posted November 21, 2008 Posted November 21, 2008 5K, c.S, 2D, Rensen (FRC), JI Raiei S (FRC), Air dash, Kokuu (FRC)... I record it 6 month ago http://files.filefront.com/Horokei+Ax007avi/;10404877;/fileinfo.html but it was beta-version - i use "playback")) Yesterday (LOL) i record it without "playback" Combo looks so cool))
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now