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Digital Watches

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Everything posted by Digital Watches

  1. Er... Finkledoodoo, if I've come off as dismissive, I apologize, but what I'm saying is that those matches, in my opinion, do not show "top" Japanese Axl players (I've actually mentioned at least two and a half names (Is it Nijiura? I honestly don't remember the name of the third guy) of ones that are much better to watch if you want to get an idea) and am only trying to be helpful. I'd love to play against Mynus to see if there's something I'm missing, but frankly, a lot of it comes down to "there just aren't that many Axl players out there." What I'm saying I'm getting from experience (Though I'll admit that the only I-No I've played since Evo is 9TNine) and I'd be glad to demonstrate what I mean. Meanwhile, I agree with a lot of the things being said: I-No CAN viably go for notes from outside of poking range, Axl has a hard time getting out of pressure games, etc. And of course I do not believe the match to be so bad that it's unwinnable by any means. I really don't understand the animosity, sir. Hatred Edge: Aside from the fact that she then has to redash in order to go for a low or throw option... True I disagree, for the aforementioned reasons. True. True, though I'd still say it's not outstandingly good to the point where it affects this particular matchup. I-No has a good pressure game, but so do most characters, and the fact that Axl doesn't deal well with pressure is true against any character. The main thing is that people just need to learn that "block low, wait for overheads and block those on reaction" isn't viable against her. I don't mean to imply that the Axl player should have blocked everything the I-No did, it just seemed like he didn't really know what to do. I get this opinion not only from the fact that he got hit almost every time I-No approached, but also from the fact that he throws out a lot of normals for no good reason that get him punished (for example, the random dust in the corner, and various twitch 5Ps that allowed I-No to get in.) This is somewhat true, although the Axl in that video seems to be hesitant or unable to consistently use Rensen FRC, which would aid his pressure game a lot.
  2. That I-No most definitely knows what he's doing, both in that matchup and just in general. However, I'm still not impressed by the Axl, though that's more a commentary on his defense (Particularly bursting. Lulz.) I'd actually like to use this video as an example for Axl players of what happens when you get too jumpy. What lost him the match seemed to be throwing things out pre-emptively when waiting and reacting or blocking would have not only gotten him out of a lot of situations, but also won him a lot of exchanges, for a lot of damage.
  3. That's this combo. It's the only way to do it I can think of that still does decent damage and knocks down (since FB air combos tend to be situational (TK FB, run up, c.S, TK FB, AD, j.D, bomber. Try landing that twice in one match, or once, for that matter) or non-knockdown-inducing).
  4. Well yeah, but that's practically a combo...
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. In this matchup in particular, you need meter just to be able to block.
  11. (Somewhat appropriate, however...)
  12. 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
  13. ...Lulz.
  14. 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.
  15. Er... wha? Hitstun only applies from the last move that hit you, so it doesn't stack up, counterhit or not.
  16. It's like... hold X and Triangle through the startup, I thought.
  17. 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.
  18. Oh. I got confused.
  19. Eh? I didn't up any of them.
  20. I'm a scrub! Also I could up these to youtube if you want.
  21. 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.
  22. 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.
  23. 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.
  24. Mankind ill needs a savior such as you!
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