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Everything posted by Digital Watches
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I'm pretty sure you're too high up to be airthrown before the move comes out if you do it right. Kokuu FRC is fairly safe oki against characters who don't have VV or something similar. Naw. People who say that can't block.
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Yeah, I cross up with kokuugeki a lot. Just remember that if you didn't knock down with an airthrow, you have to make sure it's not meaty to cross up.
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Er... I don't see why you'd want to do a j.H when you're already in the corner and going for BLoops. Just do j.D-->Bomber.
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The only noteworthy link I can think of is meaty 6H into 5/2K. But the vid Hatred Edge linked to should answer all your questions.
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That's what I mean. I-No needs to faultless a lot in this match, so using meter for supers may not be very smart.
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In this matchup in particular, you need meter just to be able to block.
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(Somewhat appropriate, however...)
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Lulz, more scrubbery from me in the (sort of) recent Canadian tournament: Teyah (ED) v. Digital Watches (AX): http://youtube.com/watch?v=qUOjZeMpt6Q Digital Watches (AX) v. Woki (DI): http://youtube.com/watch?v=N4HeuT9qDMo For some reason, Dace only upped one set of the grand finals, so the other set is in here, as well as the rest of the recorded matches from the tournament. http://www.dustloop.com/forums/showpost.php?p=246319&postcount=183
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I agree that example matches should be between capable players... but AC is a lot different for both characters, enough so that I think slash vids aren't so good as examples.
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Er... wha? Hitstun only applies from the last move that hit you, so it doesn't stack up, counterhit or not.
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Guilty Gear FAQ Thread - Ask your questions here!
Digital Watches replied to Kairi's topic in Guilty Gear General
It's like... hold X and Triangle through the startup, I thought. -
Er... if you're going to call that I-No subpar... The Axl is very poor himself. I see easy combos dropped, random housous, a complete hesitance to try to AA I-No, and him having a very hard time blocking. I suspect that that player is very inexperienced, as he seems to not know what he needs to do in most situations. No offense.
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Oh. I got confused.
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Eh? I didn't up any of them.
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I'm a scrub! Also I could up these to youtube if you want.
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Yeah, cords are allegedly the worst thing to break on a stick. In all honesty, it might be better to try to find someone's HRAP that's broken/not in use and just take the cord from that, since there's a quick-disconnect with which you can take the HRAP's cord off and swap another one in. If you have to change the PCB, you'll have to get into the black box under the levers (Dunno how to do that), and then solder the PCB. In my experience, third-party controller PCBs are easier to solder.
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I dunno a ton about I-No combos, so I can't comment on that part. Your combos are probably good. Um, not only beat it clean, beat it ON REACTION. I can see it being good to punish a few things, but in a neutral situation, STBT simply gets beat out. Agreed. VERY true, however, remember to stand up early when you see it if you're going to block, because I'm PRETTY sure I-No's one of the characters where if she's crouching for too much of the move, she gets meatied by it for free, making it pretty much 100% safe, and comboable on hit. Eh, there are several reasons this isn't as viable as it sounds, I think, not the least of which being that HCL has more startup than 5P and 2S, and hardly less than 6K, meaning that if you're trying to do it on reaction, you'll get stuffed. Meanwhile, 2K can go under an attempt at doing it predictively, leaving you either in recovery or forced to FRC just to be safe. That's actually an interesting solution I hadn't thought of. I'd like to play an I-No that does that. Eh. I can't think of many reasons for Axl to even do a super in the first place. Shouldn't be too hard, as long as you can meaty it so that it would hit normally on frames 1-4, and lands on or before frame 5, since air normals have no landing recovery. Well, probably only meaty 6H or 5H.
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Well, honestly, if you're sure you'll beat it, there's no need, as a counterhit will knock down, however, FRCing, while annoying (You have to choose in advance whether you'll FRC on whiff or hit) has the advantage of making you safe if you miss/get baited, or gets you a free, fairly damaging combo.
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Mankind ill needs a savior such as you!
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Well, you could also just backdash. Point is, you don't have enough time between 5P and pot buster to throw out a move. Naw, 623S (FRC) for 6K, 623H for slidehead. It's the upper body v. Lower body invulnerability you're playing with, so you've gotta be sure which one it is.
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Personally, I'd try to 1fJ to chicken block, but if you're absolutely sure it'll be a tick-throw, probably Benten would be good, yeah. I think the hard version has more throw invincibility, actually.
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Well yeah. A better player is more likely to decide a match than a bad matchup... but again, what's the point of discussing matchups if the discussion always turns to "Matchups don't matter as much as player skill?"
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If you see a meaty slidehead, do reversal 623H. The lower body invuln. makes it beat out slide head easy, especially if the pot is doing it right (IE making it unblockable.) Otherwise, Smoov has got it about right. It's also good to 1FJ on occasion, as a chicken block will get you out of a lot of shit. Also, do NOT try to throw something out between 5P and pot buster unless it's an uppercut, since those are throw invincible, or a jump.