-
Posts
2,425 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Digital Watches
-
Meh. "Japanese tiers" only means one person in Japan thinks that. Personally, at LEAST slayer is way wrong. Wasn't there talk of him > Eddie/Testament not very long ago? I might believe under pot, but definitely not Baiken and Jam.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Don't worry about it, this is a collaboration, not a competition. Feeling pwned can wait until we have a match !
-
Okay, cool. One more thing: Forward and Back teching are allowed one or two frames before neutral tech is, so a knockdown may not work if you're testing it on neutral. Meanwhile, I think the 5H combo is definitely a good alternative for these four light characters, assuming you get a 2-or-less hit rensen or one hit pre-rensen as a string.
-
Well. It's just important to stress that those four characters need to be under 9 hits for the knockdown off that move, but if I'm wrong, I'd like to know. So I just want to know: 1: When you had teching on, was it set to Forward, Back, or Neutral? 2: Did the combo counter go over 8 before getting the knockdown?
-
Law school, last I heard. Talked to him just this morning, actually.
-
5H timing varies on everyone for that combo. What really matters is how many hits rensen does. I'm telling you, H Benten-->Bomber will not knock those four down after 9 hits. You can also solve the problem by having a shorter pre-rensen string, such as just sweep or just 5H.
-
There is no part 2 because it hasn't been made yet. I think I was actually asked to help with that, but the project seems to be on hiatus.
-
Doesn't knock down against: Bridget, May, Baiken, Jam. Meanwhile: 5K, 2D, Rensen (FRC), IAD j.H, c.S, 2S (2), Benten --> Bomber followup does 158 and knocks down v. Sol and works on probably the same characters (Against millia and dizzy, omit c.S). (5K, 2D, Rensen (FRC), run 6H, 5K, 2S (2), Benten --> Bomber followup does 157) This is all with 3-hit rensens. Against those four, you kinda have to be drastic, something like 5K, 2D, Rensen (FRC), Run up benten --> Bomber followup. You can replace this with 1- or 2-hit rensen setups. The rule seems to be that after hit 8 for these four, the benten-bomber is techable, so if the bomber is the ninth hit, they get out.
-
Uh... yeah. Thus the meaty 5H
-
Actually, that's probably right, but getting smacked by a throw OS is no fun either.
-
I can see it now: "This matchup is hard because of how annoying the ghosts are, however, you can counter this by wearing headphones and playing loud music."
-
Well, he's not necessarily... ENTIRELY wrong.
-
You're off the ground on the frame after input, which means that if you time it right, no tickthrow works (Granted, no one's going to get it perfectly every time, but it's a good way to get out of throws, seriously.) Eh. Training mode is good for learning combos and blockstrings, AI is good for nothing, nothing, and more nothing. I guess get your FRCs down first. Rensen is crucial, Kokuu is good, Raei is nice, Benten and 2H are situationally useful, Raei H is gravy, so learn them in that order. Then I guess practice some bomber loops. Basic midscreen combos you should practice if you need to, but really there's nothing hard about them. The three main BLoop variations you should need to learn are from Rensen FRC (Close enough to the corner to IAD j.D, Bomber), from midscreen, and from strong setup (Kokuu, Bomber, or Raei). Character specific variants can follow. And to learn solid blockstrings/pressure game, you really do need to have rensen FRC almost inhumanly close to perfectly consistent in every situation, so work on that.
-
Hey, the first two were okay...
-
http://youtube.com/watch?v=wUxpcEm3GRg Another match from PNW Majors. I think both of us were executing badly, so I go for easy combos and he drops them, but the really funny thing about this match was that it was basically me going for a bunch of flashy bait attempts... and a lot of them actually working! Yay! Also, this match shows how incredibly safe 2K is against... well, anything Ky tries, really.
-
While this isn't what I did (I had to learn all this the hard way), I think the very first and foremost thing you need to learn to play Axl well is defense. Learn to block, learn to recognize overheads, and especially to recognize throw setups. Learn to backdash properly, learn to IB, learn to 1fJ out, and learn to recognize the rare opportunities you have to poke out and how to capitalize on them. Axl is a very solid character on the offensive. He can keep an opponent locked down, give them very little opportunity to counter or even burst, and can be played in crazy ways that trip people up, but to win matches, you have to be able to block like a bad motherfucker, because his moves give you no viable alternative to doing so.
-
All Order Sols should keep this in mind: It's what you do against scrub Axls, because it's flashy and cool and works. Much like my awesome 3-slow-overheads-in-a-row mixup, this will seldom if ever work on experienced and competent players.
-
As far as I can tell, that's what I'm doing when I get it. Buffer the directions before and hit the button on landing, like reversal timing.
-
Gladly. Hope he goes to Evo.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Lulz. Never played against Anji for more than ten seconds you mean. That's about how long it takes to realize he has no options after Fuujin. Block low, wait for the overhead, and if he hops, throw him first.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
You've got to burst while you're falling, before you go flying again, where you're sure you'll hit him. Remember that BBU has some upper body invuln. The best time is probably right when you get hit by it. Also, tell your friend that combo sucks. And "Survival Borderline" refers to the line in a tierlist after which characters become unusable. I disagree that one exists in AC. Yes, as demonstrated by the SB Testament's web trick, where you SB before the web can actually hit you. -
Actually, I can answer that! Basically, you can cancel into ground special moves from air normals if you buffer the input and time the button as you hit the ground. He crossed up with the j.H, and then cancelled into slide head while hitting the ground, before he turned around. (This has been discussed before)
-
Only against like... Jam and one other character, right?
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Well, while it is a combo video, so most of this is moot (I know most of it's impractical, like Stark says.) I'm going to point out a few things I disagree with in your post: True, although most Japanese Axls I see in vids are, unfortunately, pretty much random. Niiyama's good, Syuuto's good, Meru was good at the beginning of AC, haven't seen much of him since, and I've heard good things about Kon. Other than that, it seems to just be a bunch of scrub-to-intermediate players who know some basic combos but usually just end up getting worked by the big-name player they're up against (Usually because they're too conservative and try to play keep-away, or just don't have something basic down, like mixup techniques or rensen FRC.) Bullshit. If you can keep your offense up or drastically increase your damage by using meter, do it. It's important to have about 10% meter so you can dash brake or 1FJ, but that's only on the defensive, and a combo will build a good 25% meter anyway. Usually true, but it's pretty easy to get near max damage and still knock down. It's kind of what Axl's good at (Besides AA). Lies and slander. Of course airthrows can be avoided... but in many situations it's by not teching. Even if you fuck up or they tech a way you don't expect or something, a blocked j.H in the corner still isn't that good for your opponent. Axl has some very viable airthrow setups that you should learn, because some of them are from situations where a combo is not a possibility and it's the only way to try for knockdown.