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Digital Watches

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Everything posted by Digital Watches

  1. Note: This will not work on all characters. More specifically: will not work against all characters.
  2. Yeah, but... he was no where near him. Seriously, those have no reason to be happening, especially if you're not going to FRC 'em.
  3. Aye. Pity though.
  4. Yeah, the real strength of 2H FRC is as a bait.
  5. There's no denying that KAQN is good, and that he's sometimes played Axl, but is he good at Axl? I haven't seen too many vids of it, but I wasn't horribly impressed.
  6. Well how many Japanese Axls are there? 3 that are any good maybe?
  7. Aye aye. Ah, I see. Well, I guess that's true to some extent, but I don't encourage using stopgaps forever instead of training one's execution. That's also true, but rashou feint is a bit more risky than mid BLoop burst baits. Well, probably the best one you can get in a normal situation. I think stuff starting from TK FB can do more damage, but it's a bit impractical. Stimmt. Yeah, like I said before, the more the guardbar is in your favor, the less helpful a setup into rashousen is, since it resets the guardbar to 0.
  8. I agree completely, however I disagree with the last option, because the IAD makes it a bit slow and you run the risk of getting airthrown. Note that you can also cross up in the corner with bomber. And there are a lot more options than that. Air normals have a harder time crossing up in the corner, so your airdash can be ambiguous between Kokuu and a faster option like j.K. You should also remember that the opponent can still block, even though it's a crossup, so have stuff ready to mess them up if they do. Also remember that this situation allows for a TON of mixup in the Raei, as you can do Raei (FRC) throw, or Raei (FRC) Bomber, or Raei (FRC) land, Benten/2K, etc. Also make sure to have options should they block anything, like Raei (Blocked FRC) air backdash j.S. or Kokuu (FRC) j.K or land/throw.
  9. Alright, I'mna be really nitpicky here 'cause I haven't done this in a while. v. Jam Match start: Not a criticism, but this compliment is really something Axl players need to hear: Good shit on match start. Throwing out moves can work, but it is ABSOLUTELY FINE to just wait it out and react like you did right there. Champ fuckin' move, bravo. 0:22: No reason to do 6K there, she was way too close. If anything, try for 2S or c.S. 0:32: A perfectly easy burst to punish, wasted. Just c.S her on the way down or something, into big combo. Also, the 5H should have lead to a nice combo as well, since you hit with it. 5H cancels into 2D, if you didn't have a rensen charged. 0:34: No Tenhouseki. I mean like, ever. There are a select few reasons (Axl 5P, Baiken hook, Faust Scalpel, a few situations where you make the input a crossup-friendly 623P) to use it, and none of them are against Jam. Basically, you can be a very good Axl without EVER using that move. 0:36: It didn't work out too badly there, but as a general rule, standalone 2D is not a good neutral poke. 0:41: Not a bad thing necessarily, but why the 6H? 0:46: 6H RC should have been a combo. Specifically, it should have been 5K, 2D, rensen. 0:48: Never ever ever ever ever ever do rensen-->8 on block. It actually worsens your frame disadvantage, and it's not high or low or anything. That followup is only good as AA, as you can do it rather late and it has to be FD'd. Wait until you see the jump! 1:00: Throw combos can be hard on Jam, but run up 5K will never work. Do late 5P, or just Rensen for knockdown. 1:02: I know it's an execution error and that didn't mean to do 2S (I still get it sometimes myself) but work on that 2K-->c.S. 1:03: Don't try 2H that close except as oki or in a pressure string, especially against fast people like Jam. 1:10: Missed the throw combo again. 1:24: I know you probably didn't know this, but you can't actually get 3 of that kind of rep on Jam. You didn't mess up the combo, you went for a combo that doesn't exist/work. 1:30: When trying to beat the puffball, go for either 3P (safe) 5H (Ballsy) or 623P (Will work against any of the balls, but not slide or passthrough). Rensen is a bad idea except if you can get it out WAY before she's near you. 1:35: Why the kokuu? 1:38: Don't do 6K against grounded opponents. 1:42: I don't normally like the super, but that wasn't a bad time to use it. 623S may have worked just as well, however. 2:01: Again, do SOMETHING after throw. 2:38 or so: That dropped combo could have lost you the round. When they're that low on life, just sj.K first to be safe. 2:45: Tenhouseki. Bad. 3:03: You lost valuable oki time for that followup. 3:06: Granted, this time it worked, but it's just not worth the risk to do. 3:27: The kokuu wasn't necessarily a bad idea, you just should have done it lower and FRC'd it. 3:32: People aren't likely to fall for 2H, 2H more than once... ever. I'd have just gone for 6H after the first one, especially since it'd kill her with an RC-->short combo. End of match: Some people would criticize the Raei(H), but I think it was a good thing to try, especially with so much health/meter. (I'll post the other match assessments in separate posts, as I think there's a limit, plus I'mna take a break.)
  10. Well yeah, but as long as we're experimenting, we may as well try to figure it out... The theory that it only works off a JCable move may hold some water.
  11. Further from the corner is a good point, but they can still burst at any time during the combo, and BLoops set up burst baiting fairly well if you know how to do it (I could discuss this further if you want) Yeah, but there are still things like throw-invincible reversals and such that can get them out of it. Besides, you should never cite execution and human error as a reason not to try a combo. There's no reaction involved, so it's all practicable, and the fact that it's harder to get down doesn't make it not worth the significant extra damage. Yeah, but it kind of kills the damage unless Raei was the first hit. Good. Just making sure. Eh, Kokuu FRC is probably the highest damage starter, or maybe 6H meaty. I agree that it's a problem, but adding more hits is just bad form. There are ways to do it without sacrificing your damage like that. For example, this combo: On Johnny: Raei(S) > c.S, j.K, Bomber, (run, c.S, j.D, Bomber) x 2, rensen, 2. (229 damage & knockdown.) This is definitely true also.
  12. Yeah, but look at your combo: By starting your combo with such a long ground string (5K, c.S, 5H, 2D) you end up taking the guardbar down a ton, so of course the damage of a full combo will be more comparable to something that isn't affected by the guardbar consumption of the previous combo (since Rashousen starts a new hit counter, obviously). There's no reason you need that many hits to hitconfirm the combo, and you can do more damage without it. For example: On Slayer: c.S, 5H, Rensen (1) FRC IAD j.D, Bomber, j.D, Bomber, run, c.S, j.D, bomber, rensen, 2. (234 damage) c.S, 5H, Rensen (1) FRC, Raei --> Meaty Rashou (110+72 (182) damage) To be fair, having the unnecessary extra hits actually benefits the meaty rashou setup, so: 5K, c.S, 5H, 2D, Rensen (2) FRC, Raei --> Meaty Rashou (136+72 (208) damage) I'll take the combo, personally, especially since Meaty Rashou has situations in which it's not guarunteed. Note: this is tested with life regain turned off, because guts judgement affects the damage Rashousen does (Even though with that particular string, it does the same damage it would at full health on slayer)
  13. I like it! One thing though: If you're going to do the rashousen after slide, make sure to time it so it's a meaty, since that's why you do it from the slide in the first place. In that vid it's a bit late. Also, I wonder if, when they can tech the slide, you can fake rashou and airthrow? Might be too slow. I wanna try it though.
  14. Heh. I hear an echo in here.
  15. Yeah, I know that's what we're talking about. I'm saying that's input error, not a matter of letting the move end. Also, I think that even with a SJI, there's another factor (possibly the crossing distance) that can get you a backdash. Either way, if it doesn't work in a combo, the SJI theory isn't the whole story.
  16. That's kind of what it sounds like to me.
  17. Cut the 5P and it should work on some (most) characters as a real combo. Also, don't bother with FB stuff unless a regular BLoop won't connect (which it should here.) I also wouldn't rely on the opponent having no meter when there are real combos that would work in that situation AND get knockdown/set up airthrow traps. I'd revise that combo to: 63214S (slides INTO the corner) 3P > 2S > j.D > 623H > Etc.
  18. No, I can always face the right direction by superjump installing a naked Raei, but I'm saying my execution of it in a combo is inconsistent. You can definitely SJI mid-combo, just do c.S 28H or something. What's really hard is c.S 282P. Er... I dunno what you're talking about with the recovery ending stuff. I don't think anyone was ever getting an SJI from c.S because the move ended, it's because it's JCable.
  19. Er... no offense, but that sounds like a lot of theory fighter, sir. I mean, yeah, you block "unblockables" by moving quickly from one block to the other... but I'd be more inclined to believe your assessment that it's "not all that hard" to do so if I were to see, I dunno, matches wherein it happened consistently (like, 9/10 times or something.) It's still blocking high one frame and low the next, regardless of how easy it sounds on paper.
  20. Hmm... weird. My SJI input may just be inconsistent... but I can sometimes forward dash after an SJI, but sometimes I get backdash. On regular JI, however, I only get the backdash.
  21. I like it. I'll have to test to see if you're right about the SJI stuff before I write a definitive guide, but that adds a new dimension to the mixup if what you say is true.
  22. Heh. You appear to be right on most of that (Though I'm not see where you're getting the 6321478 = forward dash thing. My input is 100% consistently 632147S on the naked one, and I get a forward dash every time.) The reason you can't double jump if you do it a certain way actually has more to do with input speed: Basically, if you install a superjump by making the game count the upward direction too quickly after one of the downward directions that naturally occur because of the half-circle, you've installed a superjump, meaning that you have the options you'd normally have from a superjump (Airdash, but no DJ) Anyway, all this backdash stuff is probably a good reason to learn an advanced input: Air backdash instant Kokuu (63214[4]S) I previously only thought it was useful for air poking games, but this is a good reason to learn it for crossups off of this JI stuff.
  23. Heheh. If I had the financial means I'd definitely go. But you guys should come to Evo!
  24. Don't rule out that it could have to do with how early in the move you actually cross over the opponent. I'd be interested to know the results of this research (I don't have a programmable controller at my disposal)
  25. Well, that would be fine, but the initial combo is a bit situational, and the airthrow is especially weird, since you're relying on forward teching right after the rensen. Still, at least it's something you COULD see in a match. I've seen some weird stuff floating around that has NOTHING to do with reality... By the way, I see you're starting the Raei guide on Console-league. Good job on the translating, even though I can only extrapolate as to what it says.
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