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Digital Watches

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Everything posted by Digital Watches

  1. Well, even if it's reactable, there are a lot of frame traps you want to just keep blocking for, so it's hardly worth trying to jump it unless it's neutral and you know it's coming, which is unlikely.
  2. Um. Good luck with that. Reacting to rensen is pretty damn difficult, especially at a range/situation where it would do you any good. Now if you can PREDICT it, that's another story...
  3. In the air, sure.
  4. If it's a KD the point is moot: 5P doesn't come out in 0 frames and isn't invincible, so there's no reason to try it against a meaty of any kind.
  5. Aside from the fact that some of your DQ criteria are subjective and difficult to enforce, I think banning from future tournaments is just plain a bad idea to have as standard procedure, especially for people DQ'd for being no-shows. Sure, if someone's hindering the tournament or making an ass of themselves, then make the decision on an individual basis, but DQ = Ban is just dumb.
  6. Well, that's exactly why I advocate 623P over 214P. If you're using the former, 90% of fuujins should be reactable. The ones that aren't would be S Fuujins in blockstrings.
  7. Because decent Testament and May players are a dime a dozen compared to the number of competent Axls.
  8. Masochism?
  9. Er... What's DE? Also, replace 214P with 623P.
  10. Listen to this man, he knows what he's talking about. Two things: 1. j.S shouldn't beat Axl 2S (the almost straight up one) from any further than halfway up the max reach of the chain, so if you're super high up, just FD or you'll eat a combo. 2. This match doesn't just feel easier for pot in AC. Since #Reload it's jumped from drastically in Axl's favor to pretty much dead even if you ask me.
  11. That could work. I'd test it though: Do both c.S and 2S fail to hit him after the j.D and before the j.S? If I saw an Anji doing that, I'd try those two, as well as 5H and a plain old airthrow, but since I haven't had an Anji try that against me, I don't know how viable those options really would be. Just know that getting in the air is risky business as a general rule. EDIT: Oh, and Mabubex: If I'm reading what you're saying right, you're exactly right. Axl doesn't have anything in particular to get out of pressure that's better than anyone else agaisnt Anji, so pressure game should be the same as it is against anyone else. The problem is, and correct me if I'm wrong, that's not exactly Anji's strong suit. I've never seen an Anji player keep up pressure on block for long without doing something risky and beatable or landing a hit and restarting with oki, and frankly, Anji's mixup isn't that terrifying. The problem with the Axl-Anji matchup isn't that it's particularly hard to pressure Axl, it's that Anji isn't that good at keeping up pressure, and keeping up pressure is exactly what most characters should be doing to beat Axl.
  12. Fixed that for you. I realize players don't always have amazing reaction time, so this may sound like theory fighter, but in my experience, a j.2H is reactable with a lowprofile 2K, period, and you only need 3F into 2K to get low-profile before it'll hit you, so that mixup might work a few times, but it's probably on a gimmick level that'll quickly get seen through. Getting the opponent to autopilot is good, but this trick isn't strong against players who aren't doing so. But from the Mays I've played (Including my matches with you, Kyle) what seems to work best is ground game and tickthrows. Axl can punish you from far out, but that doesn't mean you have to get hit for moving. I can tell you right now that at least how I play this match, it's MUCH easier if you can get May to jump or HVD from far away. If she approaches on the ground, there's a lot more prediction involved, since Axl doesn't have any tools that'll beat EVERYthing she tries, and the tools he does have aren't fast enough to reliably react to the May player. Between short horizontal dolphins, hoopsets, 6P, and things like 3K/3H to work with, May has more than enough tools to make life hard for Axl, so there's no need to make life easy by trying to beat a living SAM turret, and once you have pressure going, things like tick-overhead kiss and Dust mixup are MUCH more dangerous than things like falling j.H/j.2H/Whatever. I say this about a lot of matchups, but that's because it's true: With a few exceptions, coming in from the air in a neutral situation is suicide, so don't do it!
  13. Er... I'm really not seeing the point of that. For one thing, Dizzy has better openers and they actually reach that far. Secondly, it's going to either lose or not gain her anything to some very common openers. Also, good shit on that match. Not getting hit by fish is hard.
  14. I'm not sure different characters slide for longer or shorter, but they do have differing hitboxes while sliding, which could also account for a difference like that.
  15. I'm not saying KZO isn't good, but I think a victory has to be replicable to be conclusive. I don't know enough about KZO to question his general efficacy as a player, so I'm not quibbling with your assessment, but the means by which you defend it.
  16. Like any upset, I'll be convinced it wasn't one when you show me more vids of it happening. Anyone can beat anyone once.
  17. Eh. Unofficial sidebets are fine, but Blade's idea has SOME merit: Creating a betting pool would be a great way to build hype (Just make sure it's legal the way you implement it. Eheh.) But one thing: I said it in the staff forum and I'll say it here: Cutting out top player seeding is bad for a tournament. In a perfect world, first and second place wouldn't fight until winner's finals. Obviously this is impossible to completely control, but if you have a 64-man bracket and three established top players with major tournaments under their belt, they should NOT be fighting each other right away, or even within the first few rounds.
  18. Those just seem weird because they're gatlings from slow moves into fast moves. They're no different from normal as far as I know.
  19. It would probably best help characters who don't otherwise have a lot of options for getting out of pressure. I could see Slashbacking at key moments in strings giving some characters outs they wouldn't have otherwise had (or that would otherwise have been really risky).
  20. Old topic is... well, rather old.
  21. Woah, was that really Syuuto? I mean, he plays well there, but I'm used to seeing him play a lot less... conservative. Honestly, I think that conservative keepaway games something Axl doesn't really need to do in this matchup. Well, in general, actually, but moreso here. Though, I guess it worked out for him in the end.
  22. Well, it's better than, say, just HOLDING FD, but what you should really do is figure out when FDing a certain attack will help you by pushing the opponent away or avoiding building guard gage or taking chip damage or whatever, and only use it then. It would be more accurate to describe what Japanese players do as this.
  23. Or people were just wrong...
  24. Well, having it very low is good when you're trying to beat 6Ps, but most of the time, what you want is fast. You want to hit them and also be out of the way of their hit, and Kokuu is only fast to come out if they're behind you, so TKing is good. I have some vids I recorded against a local player (Hellsap) where it won me a bunch of exchanges and traded in others (Admittedly, during the session I went out of my way to test a few things, incluiding 623H as a reversal against meaty Zappa 6P, which works like a charm if you predict right, but I think a lot of it is applicable if you work it into your game.) Since it's like... 2 hours of match play, I'm probably going to cut it up before uploading it, but I think it shows what I mean.
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