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Everything posted by Digital Watches
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Veto Ellegarden, as per no J-rock/J-pop (Engrish qualifies)
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Of course, at that point, why not just use TK FB by itself, or something equally difficult to hitconfirm.
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Music Suggestion: Purple Haze - Jimi Hendrix
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
RTL: Yes, you are FDCing the jump, but you're doing an air FD. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Nah, there's no reason not to just jump with 7, since the jump is invariably a straight-up jump (If you did it right). -
Fuck that. Eddie v. Axl: Eddie: Shadow gallery (First hit clashes), FD, j.D (Or j.K? What would work?) (Clashes) Axl: 5P (first hit clashes), 63214H (First hit clashes), Bomber.
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The real difficulty of this, I assume, isn't as much getting your charge back or airdashing at the right time (A lot of Axl combos involve tight airdashes), but inputting the forward+S of the rensen in such a way that it's considered to be cancelled from the j.D. Otherwise I'm betting the landing recovery makes it hard to continue the combo. I know the 3P works, I'm trying to think of what's fast enough to come out and clash before the second hit. How many frames between the two hits again? I've played with this a little. I won't say it's impossible (it probably isn't), but I can't get it to work. For some reason, the FB doesn't have a very big back hitbox, so I'm guessing it'd have to be a very specific meaty timing/spacing that sets you up right inside them in an oki situation or something (Although getting it to cross up in the air is a completely different story, and is quite a bit easier). If it's been done before, do you have the video you've seen it in, so I can get an idea of what the setup is?
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Site Feedback/Suggestions
Digital Watches replied to tragic's topic in Site Feedback and Suggestions
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I actually kinda want to do it with other characters. Clashing with the first hit of shadow gallery is hilarious.
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Oh, and some clashy thing. 'Cause I mean, come on, every other vid has it.
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For some reason, I've been really digging Screwdriver and The Air Near My Fingers in particular, but Icky Thump is cool and more recent. Either way, we should probably do music last, since we don't know how long this thing is yet. We should at least have one shenanigan involving getting hit out of Rashou.
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Oh yeah, someone linked me to that before. I'd say eh. I'm not a huge fan, but it's a standby option (Not like I have any good ideas yet on my end.) The Franz Ferdinand thing is also on standby, but I prefer the Raconteurs (But again, that's 'cause I'm a Jack White fan and I like the White Stripes stuff better.) For some reason, I feel the need to use something fast or upbeat.
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Darago, you just gave me the idea to use something White Stripes.
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Oh, definitely, but if the song sucks, then, meh, the name's not worth it.
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I know a guy who'd strangle you for mentioning Tokio Hotel. Haven't heard them myself. How long's the song?
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You need a counterhit period. No J-Rock/Pop, no well-known metal.
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I think you could do CH Raei-->Land on wrong side, rensen FRC, JI Raei FRC, continue combo on some characters. Also CH 6K (1 hit, cancel) Raei (FRC, don't hit), falling j.H, continue combo.
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Um... You can combo from a TK FB without CH AND without RCing.
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H'okay. I want to learn how to... uh... actually play Jam. (The time for dicking around is over!) And by that I mean not necessarily combos or anything like that, but matchup stuff, strategy, approach, etc. So I know damn well that just watching any old Japanese player won't do me any good. There are Japanese scrubs too. So who's good? I know like... Mike and KA2, but that's about it.
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Damn it. There's a cool combo that I think works, but I can't airbackdash-bomber fast enough.
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If only we had such technology! I'm surprised no one has hacked the game to put rectangles on the hitboxes yet. I don't really want to put down approximations, since it would inevitably be inaccurate.
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Um, never ever ever use 2P when 2H would work. 2P gets beaten out, low-profiled, basically outright destroyed by a whole lot of things, and nets you either nothing or a frametrap. I will use a 2P frametrap every once in a while from a huge distance, but there are characters it won't work on, and any character can just stuff it, as it's the easiest of Axl's moves to stuff. I generally use 2H either far away as a meaty, to punish backdashes, or to beat an obvious run. 2P, and I can't stress this enough, is on paper a terrible, terrible move. The hitbox is absurd, it doesn't combo into anything from the range at which it's optimal. It only has one purpose: Making the other guy nervous. It's a move whose only real application is in mindgames. Seriously. Benten has nothing to do with whether moves hit high (as in overhead, you have to block it high) or low (as in you have to block it low.) The invuln. has to do with where the hitbox is. Meaning that if a move hits in the upper portion of Axl's sprite, S Benten will go through (or trade with, since it's only invuln. until the active frames) the attack. Same with the lower portion and H. Benten. Ultimately, you have to know from experience what individual moves it'll beat, but here are some good rules of thumb: -Sweeps, 2Ks, and a few 2Ses are meaties that you'll see a lot, and that you can usually H Benten out of (if you reversal right). -Moves that seem to have a hitbox that's a straight horizontal line are great for beating with S benten. Usually these are kicks and slashes. -Moves with large hitboxes are usually a bad idea to try to DP. Stuff like slayer 5H, Axl 6H, etc. can be meatied in such a way that where (on your sprite) the hit is actually taking place is ambiguous, or worse, in both DP's hitboxes at once. Then you eat a counterhit and die. -Also pay attention to active frames. Moves that are "safe on whiff" (Usually air normals or slayer's 6K) aren't a good idea to DP either, as they'll just finish, block, and you either FRC or eat a counterhit and die. Moves with a lot of active frames can be good or bad. On the one hand, you WILL trade (or rarely, clash) if your active frames coincide with theirs. However, if the move is a low level, usually this is a good thing. It will net you a free combo from CH DP without having to spend the meter. Yay! Housou for beginners: -Do not use housou on wakeup. This becomes untrue in some high-level situations, such as an attempted crossup (many players know they can't meaty these), or an attempted bait (As in their move comes out later to avoid getting DP'd or something). Housou will NEVER beat a meaty, as it's not invincible until it activates, and can't activate until the second frame. -Housou should mostly be used on reaction. Since it comes out in two frames, there are a lot of moves you're going to be able to react to if you can input a DP fast enough. -If you're going to try to use it on prediction, make sure to set yourself up a situation where it would be useful. If you're fighting a character without a far-reaching low move, try it when you're out of their low range. If you're fighting a character with a pretty obvious blockstring with a small gap in it, IB and housou. Since starting moves aren't generally low, you can SOMETIMES get away with using it on match start to beat certain things out. -Housou is the closest thing Axl has to a jab. If it's clear that a situation is going to come down to "whose move comes out first" and the opponent's move isn't low, you can try for housou. -Try to use housou against moves that are level 3 or higher. Especially try to use housou against special moves, as unless the move you're countering is level 5 or higher (guaranteed hit), the opponent may be able to cancel a normal into an invincible special (This is especially a problem with Chipp, Sol, Robot, and Sword Zappa, who have not only low-level moves they like to throw out, but also very invincible DPs.) When to use Shiranami: -Either your opponent can cancel their move into something invincible (Even RC, since you can actually hit the RC before they can do anything else (Thanks gerVer for that one)) or housou still won't beat their move out (Generally this means the move is invincible and has a lot of active frames, like VV, although housou v. VV is actually just a bad idea in the first place). -You know you won't wallbounce, and want the damage. And because everyone and their grandma asks about this (nearly useless) move, I'll do this this one time: When to use Tenhou: -Faust's 41236K -Buffered backwards to beat Ouren or Warrant. (Cancel from normal, input as 236P (Thanks Stark for this one)) -To beat VV, if you're 100% sure the Sol will RC it, and you're 100% sure the combo from tenhou will kill him. -Axl 5P from MAX range. Since Axl is tall, 5P will hit from very far away, and you won't always have time to rensen under it. Oh, and Stark: Non-crossup meaties can also sometimes be blocked forwards. I'm pretty sure always, actually. I wouldn't try it too often, though.
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I'm also working on combos that require running rensen mid-combo to connect a rensen FRC. More on that later.
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And I guess I have one we could use: Axl in the corner: 632147S(JI) (FRC) (Slight delay), 66j.H, c.S-j.H-j.D-j.63214S (FRC), 6623H, --> (Insert character-specific BLoop). Does a good nearly 300 damage on pretty much any character (Superjump required after c.S on lights, may not work on Baiken).
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So, at the independent suggestions of both Darago and Chickenfat, and working on the example set by Kyle and the May forum, I'm posting this for the purpose of discussing a possible Axl combo video made by collaboration in the Axl forums. I have a few ideas that weren't in my previous video, but I'm skeptical that enough interesting Axl combos exist to fill another video. PLEASE PROVE ME WRONG. Guidelines for combo suggestions: -Write it in combo notation: 1-9 direction scheme, links denoted with commas, chains/cancels with dashes, include any and all requirements (e.g. if you have to SJI something, say so, and where) -Interesting, shouldn't be something you'll see in EVERY match. (Obviously any combo is possible in a match, but BnB stuff is just boring to watch in a CMV.) -Not in a previous video. As far as I know, there aren't that many Axl CMVs, so if we can't come up with original stuff, there's no reason to include old stuff. -Reasonable. No 200% meter requirements, please, and I'm not saying no full guardbar combos, but they shouldn't ALL be that way. I have recording equipment and can probably execute any (real) combo someone suggests so as to record it. HOWEVER, since I no longer live with my sister, I don't have any video editing software. So here's what we need: Combos Someone to edit Music I guess we could always use a short song if we don't get a lot of combos. And worst case scenario, I could send the clips to Bahamutt_Zero or someone to edit. Anyway, post interesting/weird combos, volunteer to edit, whatever. I declare this project officially open.