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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)
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Only against like... Jam and one other character, right?
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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.
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7F move, hits across the screen...
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That and I-No's damage output went south in AC.
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Get it?
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Well, that and when are you going to hit with a TK UF and still have the spacing right for a big combo? Bear in mind that the Japanese also play against people who know their defense (IE other Japanese players). Setups like that may work on people who don't just fine, but someone good will probably block your UF and laugh at you. I don't think I'm the only person who thinks 75% meter is usually worth 75+% of your opponent's lifebar, so there's more reason than just meter costs that you never see that sort of thing in matches.
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Axl gets close to 300 against a lot of characters... IF he gets a BLoop from something like Kokuu or Bomber, and then optimizes damage. The real danger of Axl is his ability to knock down and his ability to build guard meter. I think Sol can get a good 200-250 from a wild throw, which is good considering the proration, but it's not 300.
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Really? I thought killing them was super cool.
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Why so serious?
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You're talkin' guardbar? Any character can kill from flashy bar if they get the right setup, period.
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Well, aside from the fact that you have to cut your combo short and do less damage, you also have to time your weak, short BLoop a lot tighter, so that the opponent is very low when hit with the rensen FRC. Meanwhile, any character with a throw-invincible reversal can get out of the rashousen anyway, probably on reaction (although reversal timing is slightly different for sliding). Against ABA, I'm sure the risk reward is good for meaty rashousen, as while she can danzai it, you don't get punished that way, and it's still two knockdowns. Otherwise, I'd say it's all flash, and not as worth it in a real match.
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Unless you're fighting ABA, there's really no point. You can pretty much always go for more damage-->knockdown. If you must learn it, it's just a matter of doing a combo with a low hit count and knowing how fast the character gets up. Unfortunately, this only tends to work on short, low-damage BLoops. Otherwise they can tech the slide.
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Alright, cool. Smaller version is up. Thanks a ton for doing that.
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So... after some testing and reading the frame data... I've concluded that Rensen FRC has an SD of +33 on standard guard. Yeah.
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That's way past fine. Thanks a million, sir.
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Thanks muchly, sir. Yeah, I know about as much about macs as I know about brain surgery.
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Nope. I captured via a tuner card with an S-Video port on a PC. The only thing a mac was used for was the editing (Which isn't mine, so my access to it is limited). I've basically tried every possible setting, and can't get a smaller file or a different format to export without destroying the quality. What I'm trying to use to convert it is SUPER, but regardless of what I try, I always end up with something like no sound, or the video being sped up for no apparent reason. (I can get certain settings to convert to AVI or OGG, but the framerate and video quality were like, sub-youtube quality.) A friend was able to get an MKV version out, but the sound doesn't work on some players, and it's no smaller. If you know of a way to do it, I'd appreciate it very much.
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Seriously, if you know how to convert .mov files without losing quality or getting weird side effects, please tell me. With the present bitrate/size/framerate, the file is WAY more bloated than it really should be.
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Maybe a BIT random, but I'd say pretty strong if the player can turtle right.
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Note: I get that to work 4+ times in this vid. The one you're referring to works because of the spacing, both because I was right under robot for the FB, and because he was very close to the corner. Usually, an air string ending in j.6P-->FB will allow a bomber to hit (on most characters, if the hit count is low) as demonstrated later on Slayer, and some characters are just fat enough to get hit by it anyway (though it's still situational). I'm not sure, but probably. The timing may be a bit tight, since you're not FRCing and thus must recover from the move completely. Actually, if I were doing that in a match, I'd have either done c.S or 2S by itself except on heavier characters (Or if I didn't want to risk dropping it). Combo vid flash is just flash, after all.
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Sorry, was this in response to anything? Like... I'm confused as to how you're responding to something I've said.
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