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Everything posted by Digital Watches
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Good vid, though it's a bit inaccurate to call it a full life combo....
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This.
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No, I mean I don't have drivers for the card... Or splitters for my inputs. Although NWM is coming up and Woki is trying to record all of it. Maybe I can use some of his equipment before/after to do a little tutorial.
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Yes, unfortunately. I have a capture card now, but I'm looking for free software... and also seem to lack the knowhow to set it up.
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Eh, off 3P counterhit, I think it's more practical to go for a combo from 5P, since it'll hit from farther away and if you're sniping for counterhits with 3P, it'll likely not be from quite that close. Also good is adding 3P--6H into pressure patterns where it's safe, as on the off chance you get the 3P CH, the 6H links into 5K for HUGE damage afterwards. As for impossible dusts, that's pretty much the standard one. Sometimes I like using j.H instead of j.D because it seems to be easier to hit with. But if you're anywhere near the corner, do the (8) j.D, j.D jc Bomber, as then you have a free BLoop.
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2H is not special cancellable, so to hit with the DP after it would be relying on the opponent not staggering out (which is unlikely). 2P isn't a link, it's a cancel, which is why it works. Meaty Rashou should be possible, you basically have to limit yourself to two (or on some characters, three) reps and make sure the opponent is as low as possible before doing the 2S. Very strict timing, hardly worth it, since you can get about the same damage with extra and/or more damaging reps.
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Are you FRCing the 2H? Otherwise they can definitely stagger out. Cool combo though. Beowulf, you should really be using the IAD j.D bomber variant after rensen FRC in the corner anyway, as it's very standard, easy with practice, and optimal for damage.
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Oh, awesome! I remember playing around with that variation early in AC, but I stopped trying it because it's so horribly spacing dependent and hard to pull off in a match. However! You can get a rensen (1) FRC during it, so it's good practice for that. Check it out! Jam variation: 5+K, c.S, 5+HS, rensengeki (1)-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> 2S (2) -> sj.K-> Bomber-> Rensengeki-> 2 (231 damage)
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Found something new: We all know from wacky combo vids that JIing H Raei can allow you to airdash after the FRC. This in itself is pretty cool, but it is kind of hard to do, and since it involves an airdash, a bit hard to make useful and fast. HOWEVER, non-JI Raei FRC can be made a bit more safe by adding a j.6P. It's a move that'll hit from fairly far away before the tiny bit of air you get from the FRC makes you land, and it's overhead. I think it'll make opponents think twice before starting to block low or trying to attack a whiffed H Raei, and it could make for some funny mindgames, especially since it's a very safe air normal. I'mna play with this next time I get to play someone (Although some of my prospective comp may be reading it. If so, hi Ross! )
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Well, there's some weird glitch nowadays where you can get a very low airthrow and they land before they're supposed to and Axl just does the flip by himself, but that's not helpful to you at all... I think you can no longer combo from Axl's airthrow. Gold burst technically has 3 frames of recovery on the ground, but getting a ground throw against a gold burst is... next to impossible. Only thing I can think of is maybe low-profile under the edge of the burst, run, dashbrake, and throw, but it's still risky.
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Naw, you can't combo from an airthrow, unfortunately, but it's all you can really do against gold burst (besides be at frame advantage afterwards and rush down, but they still get to block.) But hm... I have been known to predict a blue burst and cancel something into H Raei (fly up into the air move) and RC it on the way down for a combo. That's 50% and pretty random... And then you could always go for 623P v. the burst, then hit the FB followup really quick (since countering burst won't usually hit anymore.) and then spend more meter on FB bomber. Otherwise probably just FB bomber stuff or whatever. Basically, when punishing bursts, you're pretty much doing an air combo. If you're near the corner, you could try the AXL ROLLERCOASTER (TK FB, Bomber, TK FB, Bomber, etc.)
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The only thing you can punish a gold burst with is an airthrow. They're invincible to strikes until they're neutral. Against a blue burst, I don't see the point of wasting 50% meter, as you get some pretty nice damage from a standard AA combo.
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The standard is L1 K S H L2 P R D
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Well, all I'm saying is, if you do a perfect meaty, trying to counter will just get Axl hit. If you're specifically trying to avoid a crossguard situation by delaying and avoiding doing it meaty, THEN you have to worry about the counter, but even then, it's basically guesswork on the part of the Axl, and safer just to try to block.
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Hm... I wouldn't put too much stock into those variations unless you're doing them at max hitting distance of the 2H FRC, since oftentimes you won't want to get that close and then do such a slow move. Work more on variations like 3P-->2H FRC if you want to go down that track. It's much more likely to come up in a match.
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Heh. Cool stuff, the last two are actually variations I've been working into my regular game. For the first two, they're cool, but I'd just as soon go for IAD j.H or just running 6H, land, air combo instead of the Kokuu nonsense, for mere meter conservation, as well as I'm fairly certain doing comparable if not better damage. Then again, there's nothing wrong with doing slightly impractical, cool-looking combos just to look cool. Intimidation/just looking good when recorded can be fun, and it's not like you're losing THAT much meter/damage.
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Okay, I'll try to make this as clear as possible: Obviously, you have to hold back (Away from the opponent) to block. However, on wakeup, there's allegedly a small window (reports vary, I'm not sure how long it is, but VERY short) wherein you can block by holding forward OR backward, preventing meaty crossups. Some moves, mostly airthrows, cause your character to stand up facing the wrong way (away from the opponent) briefly, which makes this window not happen, and thus allowing meaty crossups.
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Stark, you're mostly right, but that last part isn't quite true: You still want to avoid chipping down their guardbar even if it's jacked up. The only difference is that all hits before the midpoint will, as you said, do full damage (of course affected by things like DMG modifiers, guts, proration, etc.) What you want to do when the guardbar is jacked up is do things that do a lot of damage, regardless of hits. A lot of the time, a good way to do this is a few extra 6K-2Ss as opposed to c.S reps, and possibly extra efforts to do bombers (although those have forced proration.) If you have FLASHING guardbar, your first few moves should be moves that do good shit on CH, like hardslashes and such. In actuality, "more hits = more damage" applies better when the guardbar is extremely LOW, since at a certain point, moves will start doing minimum damage (1 damage per hit). This will probably only ever be an issue at the end of a round, and Axl doesn't have very many hit-count-jacking combos that are practical anyway. But yes, with spacing, Rensen FRC can be manipulated to hit fewer than three times, and this is a GREAT way to cut down on guardbar scaling. The reason this happens is that Rensen isn't actually a true 3-hit move. It's got twelve separate hits that each activate on a different active frame, which occurs at a different point in the move's extension. The reason rensen only hits three times is because the move is limited to hitting three times specifically. What this means is that if you space it so that the first active frame to touch the opponent occurs on the same frame as the first frame of the FRC window, you can get a 1-hit FRC on the first frame of the FRC, and a 2-hit on the second frame of the FRC. Unfortunately, since the FRC is a 2-frame window, this means that to get a 1-hit (obviously the best, since it still launches and takes the least guardbar off), you have to not only have a sense of the spacing ("where" the FRCable active frames are compared to your sprite,) but also the timing, as messing up, depending on your spacing, will cause you to either hit twice (With both FRCable active frames hitting) or not at all (with you FRCing on the first FRCable frame and being at a spacing where the second FRCable active frame will hit first) While there's a little leeway, if you really want to master low-hit Rensen combos, you should beef up your knowledge of the FRC to the point where you think of it as two separate 1F FRCs (Kind of like hitting v. non-hitting Raei FRC)
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To be exact, HS EXE beast can only be killed if testament is hit on the frame the command is inputted. (It's in the frame data. Now there's a handy link from the guides (under Guilty Gear 302), which are also now conveniently linked at the top left of the forum.)
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Your figures are wrong, unfortunately, sir. 623P is open for business on frame 2. However, it's probably not a good wakeup option, since Chipp could just go for a real meaty, give up the crossup, and beat the counter. Nah, it's true Axl can get it out in time to beat a crossup, but real meaties will beat it out. Well, really what you've got to look out for is 2+ frame gaps in your pressure. If you get predictable, a counter could come out then, and it's basically the fastest thing Axl can do. However, I agree that it's a very weak option in general due to baiting and lows, and you really shouldn't be too worried about it. ATG: I mean that there are certain moves that, if they knock down, cause the other character to get up backwards, which makes crossguard frames not happen (meaning meaty crossup games work.) A lot of the time, these moves are airthrows, but I think there are a few that aren't, like Badlands. I'm wondering what Chipp's is, if any. Er... I think you're misunderstanding. It's not that moves won't hit during crossguard, (Actually, I'm not sure exactly how long crossguard property lasts. Can anyone confirm that it's only 1F?) it's just that you can block by holding forward, meaning that crossups won't work. As far as I know, projectiles are no exception.
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Correct. ATG, I'm curious: Does Chipp have any crossguard-breaking moves?
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Lulz. Okay. Big fat impractical full meter huge damage midscreen combo: Tested on Sol for something like 260 damage. IAD (Crossup or not) Kokuu (FRC) Kokuu (FRC) land, 6K (2), 2S (2), SJ.H, j.D, Kokuu (FRC) AD->j.D, FB Bomber, Kokuu Use after a gold burst to be flashy and dumb, or when you feel like using all your meter to get a B-loop worth of damage from midscreen. It's the only damaging combo I can think of that you can do after a corner-crossup Kokuu after an airthrow, but other than that I can't really see a use for it.
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Heh. Honestly, I will often do 6239 to the right, 632193 to the left. Dunno why, but that's what works for me. I did 6923 in Slash, but that's because it was a cheater way to make the input last until the jump got to the minimum height requirement. I STILL to this day use 6328214S to do TK Kokuugeki on the left side, though on the right my motion's more like a 360 (or 270?) Frankly, the input is whatever works for you. As long as you can get it low to the ground, there's no real "Optimal" way to do it in any practical sense.
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Unfortunately, because Axl has benten, you can't do a "true" TK in the sense that mad struggle is one. Basically, you have to input the H button AFTER jump startup (4F) has finished, since even if you do it right and input the H within those four frames, the game will just consider it a JI'd Benten. Raei and Kokuu having the same command causes the same problem (Though that's not as much of a problem, since Kokuu has a minimum height anyway and JI Raei is a cool move.) The only move you can really TK before jump startup has ended is FB bomber.