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Digital Watches

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Everything posted by Digital Watches

  1. Er... AA means you throw it at him when he's in the air, and in a position to get hit by it, not when he's on the ground and you think he might IAD afterwards.
  2. Why not? 5P is an anti-air move, use it as such.
  3. Well, some of that was probably no less dumb than real Axl mirrors. The only difference was neither knew how to pressure (or really combo) that well, so they didn't get punished too hard for losing the headgame part. XP
  4. Um, one comment: You should be able to break Anji's throw, as it's a normal grab like everyone else's. Sol's was a wild throw, so probably not. Also, you can 1FJ out of any throw setup, and you can do stuff (like maybe a bomber) after the j.H to be more safe.
  5. Well, I'm just saying that defense isn't always a bad thing. Yeah. I'd go for 2K or just block most of the time up close. Well, I suppose it would have helped him to neutral tech, but other ones would just keep him in the air longer. Land and rejump airthrow is something a lot of characters can do when missing a combo like that. Oh, I see. Yes, don't mash on wakeup. Well, you should try it sometimes, and in fact, I think this situation was a good time to do it, but I was more objecting to your advice that you should "always" go for a bomber, since this can get you punished. Well, you kind of have to know the teleport is coming, but a lot of Axl's AA works fairly well. c.S can hit him a lot of the time, even. Oh, then you're definitely right. Nah, it's just that ABA gets up differently. Every character has a different getup time, and to do any meaty properly, you have to at least have a sense of when it is. Whiffing a meaty isn't something to do with ABA, it's something to do with not knowing when ABA gets up. Oh, I see. Well, I suggest somewhat passive play in far-range neutral situations, as your goal shouldn't be throwing stuff out as much as punishing what your opponent does... but yeah, when you're on the offensive, passive can be bad.
  6. Spamming 5P is never good. Just because it hits sometimes doesn't mean there are ever times where you should throw it without a gameplan. On hit and block, definitely true. If they jump it, go for 8. Not useless. You still forced them to backdash, which is a disadvantageous move v. Axl, especially when he's not in too much recovery. 6H isn't always a bad idea, but 5D is safer on block, and just doing nothing still usually leaves the situation neutral or better (except very close IBs) I disagree entirely. What's wrong with 2K that isn't wrong with those other two? They both are much more punishable. Never default to any counter. Please define this, because I'd like to know what you mean.
  7. I need to go to bed soon, so watching the rest of the matches will have to wait... but here's some advice I disagree with: Yes it is, it's bad everywhere. 5P should not be thrown out unless you have an idea of what you want it to hit. Eh, there's other mixup that's good, and Rashou is risky against EXE. If by defense you mean blocking, then that's bad advice to give. If you can get the offensive initiative, then go for it by all means, rush his face until you can't rush any more, but once you're on the defensive, don't be too eager to get out. To beat tick throws, sometimes Axl just HAS to 1fJ. It's a bitch to time, but you can get it with practice. 2S is fine as an AA as long as you're aiming for him. Flying isn't that fast, and j.K can get beat out, especially at max range. "Random" anything is bad, though, and your 2S was bad because you were using it when he was way too low, not because he has particularly good air options against it. Use 5/2K or something if he's that low. Some notes: I watched this vid once, since it was short. 0:46 Tenhou. Bad. Don't. 1:06 Honestly, that burst might have put him in enough blockstun that the throw situation was neutral. It was good stuff, but that may have been the safest he could have been against it. Again, a 1FJ or even benten I bet would get out of it there, but it's not bad that he tried to throw on the ground (I think). v. JO Not necessarily, as the pushback and frame disadvantage may have made a throw impossible. 5K was the best thing to do there. Wrong. That could have easily become a throw or a reset of some kind, and the combo/oki wasn't that dangerous. There are times when you just don't tech. I skipped ahead to :36 and watched until :50 so I could get an idea of what you're saying, but... What are you talking about here? I don't see anything like what you said. Also wrong. Trying to force a black combo is very situation/character dependent, and defaulting to extending into a black beat combo can get you screwed a lot of the time. Why not? If you can react fast enough, there are plenty of AAs you can do. 2K can get counterhit by both j.H and j.D, both of which are the only moves I ever see chipp do air-to-ground that often, so this isn't that good an option in situations like teleport especially. I'm not going to skip around to all these points, but that's true. Again I stress that random chains are NEVER a good idea in ANY matchup ever. One random note: You like 2P way too much. It's rather slow and easy to beat out, so only really use it when you know for sure it'll connect.
  8. This is all true. 1:44: Sweep is a very risky standalone poke. I wouldn't do it most of the time in neutral situations, honestly. Meh, he got the reset off of it, which I'd give him the benefit of the doubt on having done on purpose, but honestly, go for a combo, not everyone will tech stupidly. A lot of the time it's easier to just opt for throw-->Rensen for a knockdown, which is fine. I disagree. Yes a backdash would have been helpful for testament, but not all mixup is safe, and doing 2 TK bombers is just fine. As a general tip for the testament matchup, you should really start your matches better. You should either be throwing something safe (3P is good) or trying to react to what he's trying to do, and then just don't really let him breathe. Axl-Testament can be in Axl's favor as long as you don't let Testament get stuff out and kill you. You want to either be sniping things he tries from far away, or rushing him down whenever possible. If you get on the defensive, just be patient, learn Testament's strings, and find a way out when you get time. Also, going for rensen after Housou and to a lesser extent Raei is just losing you your chance to Oki.
  9. Well, not BAD per se... Just not good at the same things. Or as many things. It's certainly BETTER against certain characters. Eddie, Ky, and May immediately come to mind in that category.
  10. Yeah, but much less universal and for not that much extra payout.
  11. Well yeah, but you can't always space it that way in a real match.
  12. Yes! 2K is cool because it'll make people cross over you when they don't think they will.
  13. Yeah, Rensen FRC IAD j.D Bomber is pretty much the standard now, if you're close enough to the corner. Does SO much more damage.
  14. Maybe, though I think they'd be better in the matchup threads for each character.
  15. I-No: TKB --> c.S, j.D, Bomber --> (j.D, Bomber) x 2 --> TKB, rensen, 2. (270)
  16. Yeah, good games like crazy. One thing I'd like to add: Mays who try to cross up with j.2S are basically giving you some pressure for free, since 2K ducks j.2S (And also goes under HS horizontal dolphin, which I didn't know against Kyle, but got to use later against Christian (A local may)). Meanwhile, this isn't Axl-specific, but I find it funny that a blocked 3K from may can be punished with pretty much anything. My favorite is TK Kokuugeki, which will COUNTERHIT for crying out loud!
  17. Uh, all of them are dangerous, and having a low option isn't boring.
  18. Er. It's listed under ABA:
  19. Baiken: TKB --> c.S, j.D, Bomber --> j.D, Bomber --> 2S, j.D, Bomber, rensen, 2 (285 damage) Also, baiken seems to get dizzy very quickly in BLoops, so maybe use a variant that won't knock down, but has more bombers in it.
  20. Er. You don't need my permission. Use it for what?
  21. Right. Also FRC (miss) land-->2K, or FRC (miss) j.K/H/D/Bomber
  22. As requested: Robot: TKB --> c.S, j.H, j.D, Bomber --> c.S, j.D, Bomber --> 2S, j.D, Bomber, rensen, 2. (220 damage) (TKB and j.D, Bomber reps don't really work that well against him.) Potemkin: TKB --> run, c.S, j.D, Bomber --> j.D, Bomber --> TKB --> Run, 2S, j.D, Bomber, Rensen, 2. (222 damage) (Lol it's almost the Jam combo) ABA: TKB --> (j.D, Bomber) x 4, Rensen, 2 (232 damage). (This also works on Dizzy for a more guaranteed 304 damage) Axl: TKB --> run, c.S, j.D, Bomber --> j.D, Bomber --> TKB --> Run, 2S, j.D, Bomber, Rensen, 2 (269 damage) (Seriously, this loop is ridiculously good on characters it works on.) Zappa: TKB --> run, c.S, j.D, Bomber --> (j.D, Bomber) x 2 --> 2S, j.D, Bomber, Rensen, 2 (265 damage) (Same as Slayer) May: TKB --> c.S, j.D, Bomber --> j.H, j.D, Bomber --> j.D, Bomber --> 2S, j.D, Bomber, rensen, 2 (275 damage)
  23. Mostly rejumping to bait AA and FRC-->another overhead. Slightly less practical setups include FRC 2K and FRC Benten (To kill throw break attempts when people catch on to the throw version, which they do, believe me) And remember, with all crossups, you have to have a non-crossup option for it to work.
  24. There are a few good setups that are missing, but I like that you're making vids.
  25. No, what I meant is "There's no trick to it. You just have to do it really really fast."
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