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Posted

You FRC the Kokkugeki with the Axl Bomber dp motion and the above 3 buttons to get the instant input. Damage should be quite decent for a midscreen knockdown combo. Can someone verify the damage compare to using FB Bomber, airdash j.D, Kokkugeki for the ender?

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Posted

You FRC the Kokkugeki with the Axl Bomber dp motion and the above 3 buttons to get the instant input. Damage should be quite decent for a midscreen knockdown combo. Can someone verify the damage compare to using FB Bomber, airdash j.D, Kokkugeki for the ender?

That's probably not what you want to compare it to. It has more similarities to a knockdown variation, either with FB bomber+Airdash into mini-bloop or perhaps a 623H variation, at least as far as utility is concerned.

Posted

OK so I got k,s,2d or s,hs,2d into resen FRC 66, 6HS 5k, c.S 2s, sj.HS,sj.D 63214s works on everyone. PLus I've gotten the frc at the end into air dash - j(Or SJ)D,bomber to work! Its not easy though.

Posted

OK so I got

k,s,2d or s,hs,2d into resen FRC 66, 6HS 5k, c.S 2s, sj.HS,sj.D 63214s

works on everyone. PLus I've gotten the frc at the end into air dash - j(Or SJ)D,bomber to work! Its not easy though.

I think Josh Ballard was talking about this earlier, but yeah, 6H into 5K is a viable link when juggling. Cool beans on the Kokuu FRC into continued combo, but again, why not just do FB bomber? :psyduck:

Posted

So I've just recently got to learning bomber loops, now that I can finally consistently dash in after a resen FRC and do close slash -> crouching slash. For my follow up after crouching slash, I am doing hard slash > dust > FB bomber> air dash > dust > bomber > crouching slash > dust > bomber > etc Is that an okay follow up? I was thinking maybe the FB bomber into air dash > dust may be less effective but I want an opinion from some other Axl players.

Posted

Magus: You were totally right! I can get Kokuu(FRC) into j.D bomber to work every time on longer combos. The key seems to be ramping up the gravity so that they fall fast enough to hit the j.D before being able to tech. On a related note: Some variations midscreen that end up doing comparable damage to a 3-rep rensen-string started B-loop variation: Tested v. Sol: c.S, 5H, 2D, Rensen (FRC), forward jump (Delay), j.H (land), 5P, 2S, j.H, j.D, Kokuu: 198 c.S, 5H, 2D, Rensen (FRC), IAD (Delay) j.H (land), 5K, 2S, j.H, j.D, Kokuu: 197/200/204*^ c.S, 5H, 2D, Rensen (FRC), IAD (Delay) j.H (land), 2S, j.H, j.D, Kokuu: 200/204/204*^ *Varied damage on the second two variations depends on spacing of the ground portion of the combo and the timing of the rensen FRC. Damage values are 3 hit rensen/2 hit/1 hit ^The portion starting with j.H can be replaced with 623H, 623H for knockdown.

  • 2 weeks later...
Posted

@ Sking I guess Testa belongs in your list as well^^. For this charas you have to run up slightly longer than for most of the rest of the cast. btw. don't trust your eyes too much; it may seem that the 5K shouldn't reach them or that they are already touching the ground but it will combo nevertheless.

Posted

@ Sking

I guess Testa belongs in your list as well^^. For this charas you have to run up slightly longer than for most of the rest of the cast.

btw. don't trust your eyes too much; it may seem that the 5K shouldn't reach them or that they are already touching the ground but it will combo nevertheless.

Actually, Testament can be combo'd with just 5P. You just have to throw out the 5P as early as possible after the throw, the opposite of Jam.

Posted

@ Sking

I guess Testa belongs in your list as well^^. For this charas you have to run up slightly longer than for most of the rest of the cast.

btw. don't trust your eyes too much; it may seem that the 5K shouldn't reach them or that they are already touching the ground but it will combo nevertheless.

That's the problem that I have when I run after the throw the 5k hit them when the touch the ground and them they tech :mad:

For testa I dont have any trouble doing 5p :keke:

Posted

Actually, Testament can be combo'd with just 5P. You just have to throw out the 5P as early as possible after the throw, the opposite of Jam.

Actually I see a match where was able to combo baiken with 5p after the throw, how axl was able to do that???

Posted

Hey anyone mind helping me. I was wondering, Do you know what exactly makes the floating frame when u hit certain charas with the bell spiral(Rashousen) up close, I usually do it on potemkin, he floats in animation for a sec or 2

Posted

Hey anyone mind helping me. I was wondering, Do you know what exactly makes the floating frame when u hit certain charas with the bell spiral(Rashousen) up close, I usually do it on potemkin, he floats in animation for a sec or 2

If you'll notice the beat counter when doing it, Rashousen is a two-hit move. The first hit does one damage, is unblockable, and starts the second part of the move. The second hit is the explosion. Now, Axl becomes invincible once the move activates, but if someone manages to trade with the first hit, they'll just float for a while. If it's something that doesn't cause a lot of hitstun when they hit you with it, try to combo from the float.

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