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Digital Watches

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Everything posted by Digital Watches

  1. Well, it could just be one of those situations where the 1-button shouldn't work. Honestly, it's never safe to assume training mode isn't glitching and another mode is. Just look at JO. KJ and Divine Blade transport FRCs both can't be done with 1-button, because the OS order puts the followup before the FRC. It may be that you have to learn to RC without the button, but that will actually help you in the long run. I'm pretty sure inputting a jump while you're unable to jump won't do anything. To JI something, you have to interrupt the startup of the jump with something else, meaning that the jump itself has to be inputted when you're either neutral or in a JCable state.
  2. This is definitely cool and works, but it's also less damage than just getting a throw from the situation, especially with all the guardbar. What I WILL say is that it's less risk. A situation I'd actually use it in is against an opponent that's just a tad too jumpy with the DPs/Jabs, and thus would get out of tick-throws without predicting them. That way you still get to force a knockdown.
  3. Not that Axl really needs it. XP
  4. Ah, yeah. Honestly, I think it'd be cool to have a rashou FRC that just acted like you traded with someone. It'd be kind of like Jam's throw FRC.
  5. Aye, I did mean both.
  6. You vote yet?
  7. I'd say half as much, honestly. An extra FB covers about the same distance as an airdash.
  8. I think 6K is autoguard on frame 1, so theoretically, reversal 6K would autoguard at least autoguard the first hit of meaty DA
  9. Yeah, that'd be cool! Then corner pushes would be... well, really easy. Combo to {FB-->Airdash, j.6P/K/D-->}Repeat until cornered
  10. 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.
  11. 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)
  12. Right, so only use it if you're sure of what they're going to do and that it won't cover a large enough area to hit both. Also true, but irrelevant. Normals are useless against meaties in general. Um, this is misleading to say. While FDing IS a good way to get out, you have to know what you should FD and what you shouldn't, as just blindly FDing wastes meter and puts you in more blockstun. Usually if there's a mid-level normal at the end of a blockstring (or right before an SC) that has a lot of pushback and recovery, you can make the next move they try after it whiff, which is your opening. NOTE: You shouldn't always try to housou after IBing. Most of the time, it's better to take the opportunity to just get out. But yes, it's a good tool in certain situations. For housou in general, try to target high-level moves that cause a lot of hitstop, because not doing so can give the opponent the opportunity to beat you out even after getting countered. HIGHLY situational. Remember that the move takes 28F to get active, so if your opponent has time to AA you at any point during that, it's a bad idea. This. j.K is a strong air-to-air move in general. Comes out fast, disjointed hitbox, and jcable. But most importantly, and I can't stress this enough: Axl's options to get out of pressure are very risky. A lot of the time, it's best to just block and wait for an opportunity to IB/FD out, or for your opponent to try something with a natural gap in it, like trying a tick throw or just the end of their string. Trying to force your way out when you can't really escape is a good way to get counterhit and killed.
  13. 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.
  14. 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.
  15. It's a fact that 75% of testament players can't properly BL loop, that doesn't mean it doesn't factor into the matchup. The idea behind discussing a matchup is that within reason, you should assume that the player is fairly competent. I could write novels on the weird strategies you can use to beat Baiken players who don't block, or Sols that don't use VV.
  16. No worries, it was a good thought to try it.
  17. Er. Of course it does. Otherwise, the combo counter would stop.
  18. 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.
  19. Um. That won't really work. Granted, if you meaty it perfectly, the link will technically work (I think it's 1- or possibly 2F timing,) but I don't think you can JI with an empty jump, and I don't think it'll do as much damage as a rensen FRC combo anyway.
  20. On 6H-Benten link: In situations where you manage to hit with a meaty 6H, the standard link is 5K into c.S/2D, rensen FRC for a combo. However, in the corner, there's a way to get SIGNIFICANTLY more damage for the same amount of meter: Link into Benten FRC. For example: Tested v. Slayer: Meaty 6H-->Benten (FRC), j.H, j.D, Bomber, (j.D, Bomber) x2, 2S, j.D, Bomber, rensen, 2 (238 damage) Versus Meaty 6H-->K, 2D, Rensen (FRC), IAD j.D, Bomber, j.H, j.D, Bomber, 2S, j.D, Bomber, rensen, 2 (216 damage). Against some other characters, the difference is even greater, closer to a difference of 50 v. Eddie, for one.
  21. In case you didn't pick up on it, what I'm saying is that you'll never get the opportunity to do that. I watched the vid Render put up again. The last time I saw it, my only thought was: "Why is Syuuto playing so weird?" Then I realized that he's trying to bait the JO. He's doing 5P from well out of range of anything but the super, only when JO has no meter, and frankly, it's not gaining him anything unless JO tries something stupid and rushes in. I think a better JO player wouldn't have fallen for such an obvious bait, but that's just it: Syuuto knew he wouldn't punish him for it, so he just baited him all day long, and it got him damage because JO rushed in. The fact of the matter is that that move is primarily going to be used to AA you, period.
  22. Yeah, it would be a bit off-putting if Johnny could suddenly super from the air.
  23. Eheh. Oops. Internet was being wacky. Er, no. Thinking you can react to a rensen is the BASIS for a frametrap. The most common one is 2P-->Rensen. Even if the 2P hits, you should be able to block the rensen from most distances, but people don't. They try to jump, or do something, and they get knocked down.
  24. The more likely scenario with non-predictable 5P vs. a 6K or super in anticipation is that both whiff, which is worse for the super than the 6K, but since this scenario is likely to happen when Axl is very far away and starting the 5P first, Axl can probably get a rensen out, which you'll at least have to block. Either way, the point is moot, and I will spell this out: There are only three situations I, or, I argue, any Axl who's playing well will ever use 5P: 1. You are in the air. Axl has all the time in the world to throw it out if you're in range for it, and it's a very easy way to gain advantage from a common method of approach. There are very few characters that can try to contest this, Johnny isn't one of them. 2. You did something punishable from far away I play against a Ky and a Zappa fairly frequently, so to be fair, in my experience this applies more to short characters, but 5P is a good way to punish certain moves (A lot of fireballs). Basically, it goes like this: Character A: Does move from far away Axl player: "Oh, that move makes him taller for a bit. I bet I can punish him, or at least make him block" Sticks out 5P 3. The Axl player has played you a lot and is trying to do 1. or 2. in anticipation of a jump or a move I admit I'm guilty of this a lot vs. local players, and this is really the situation where you can use these funny tricks to punish a 5P attempt. I wouldn't rely on it TOO much, however, as it's a player's bad habit, and is probably subject to change once he gets owned for it a bunch of times.
  25. He can do all that from the air?
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