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Everything posted by Digital Watches
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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.
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Just as planned...
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Well, you could just hit the FD buttons briefly and then let go. That way you can still normal block, and you hardly lose any meter at all. That's what most people do. -
Oh, and a combo I've been messing with: c.S, 5H, Rensen (FRC), Run up, 5H, Rensen (FRC), Run up, BLoop reps. This can get you to the corner from about 2/3 of the stage away from it, does decent damage, and knocks down. You can actually do a few more 5H--Rensen FRC reps, but it starts to really not be worth the meter after one, IMO. Also, the timing is really hard, but if you can get it, it works on MOST characters (I think Johnny, ABA, Pot, and RKy may be harder). I'm not sure if it's REALLY worth it, but it is a more reliable way to get from way the fuck across the screen to a knockdown in the corner, and it's flashy-looking as hell.
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Those are pretty standard ways to get more damage off of midscreen combos. The 6H version does more damage but is tighter. 5K works more consistently (character-wise and just less tight timing) than c.S, but c.S does more damage, and if you can land the c.S instead of 5K, just JC from there instead of doing a 2S, unless you're going for c.S (JI) 2S, sj.K, P, K, dj.H, D, Kokuu, which is a way to better space for tech traps and also is slightly more burst safe (Especially if you replace the dj.H with dj.K). I don't have the game in front of me, but I think on average, these variations do about 200 damage, but you can't get knockdown from them, and there are better things you can do if you have them near the corner. Basically, this is your optimal damage output for midscreen-ending combos.
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Yep. there's a minimum height. Basically, I think the move will not come out if the green chain would go into the ground at all, as I've been able to get it very low. Also I'm moving this.
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Since there are obviously going to be some questions that don't belong under strategy, lockdown, combos, or matchups, I figure we could use a Q&A thread. Probably anything about individual moves or things like inputs should go here. So ask a question here, and someone will answer it!
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Well, yeah, there's that.
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Well yeah, but then why discuss matchups in the first place? Of course human error is a factor, but 2K is a pretty kneejerk thing to do for an Axl player, and 3P/6H beating STBT are easy to do on reaction. Meanwhile, the matchup is pretty bad for I-No. I'd call it 6.5-3.5.
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Yeah! Actually, I'm probably going to go to West Toast 12, so if you're going to that, we could meet up in California to play. At that range, a note gets stuffed on reaction, easy. HCL FRC is your best option, or dash+FD. All true, but remember to get the FUCK out of 5P/6K range when setting a note. Otherwise you just get stuffed. Well, you've gotta be cautious, because again, Axl's all about the anti-air (The main reason this match is like... 4-6 in Axl's favor at best for I-No, in my opinion.), so dashing K isn't so great unless you know he's at frame disadvantage. Also watch out for 3P, which is good at fucking with low pokes, and 2K, which I THINK will beat 5K, both of which Axls throw out like mad. I disagree. Most of I-No's mixup is pre-empted by her complete inability to really get in. Anything aerial is REALLY risky due to Axl's godly AA, and to reiterate, STBT is just terrible, terrible, and more terrible. At close range yes, but anything from a little closer than match start position outwards starts to look bad for I-No. Range isn't really as big a factor as AA, as I-No approaches from the air almost all the time (She doesn't have much choice) Again, I disagree. I-No's damage output is pretty weak in comparison, and it's actually VERY easy for Axl to keep her out, for the aforementioned reasons. Meanwhile, Axl wants to get in as much as I-No, as there's some pretty solid rushdown stuff you can do once you have the advantage, and I-No's only real reversal against meaties is a risky super. Rensen FRC+Any blockstring you want+Raei stuff+Surprisingly effective Rashousen (Works well on I-No, not so much characters like Pot/Anji/HOS)+tickthrows+a shit ton of level five moves. People who say Axl can't keep pressure haven't played a good one, in my opinion. I agree that I-no is good for this as well. Again, I'm disinclined to agree with your assessment, not because you misassess either character's ability to deal with pressure, but your assessment of Axl's offense belies inexperience with the matchup. Or to dodge notes. Actually, that's one of the best ways 9TNine gets in on me when we play. Really, Axl isn't that dangerous air-to-air compared to I-No, so this is an ideal situation. You should watch out for j.S if you're well below him, and remember that Kokuu has to be faultlessed and his j.K is about as disjointed as Eddie's. Other than that, air-to-air is I-No's game and she should win it. Eh, it's one way to approach, but typically that'll only happen when Axl is at an advantage in the first place, so it's best to consider that just part of being rushed down.
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Again, I disagree. While anyone can rush down better in the corner, Axl has a lot of options against I-No's rushdown, way moreso than against characters against whom one knockdown into corner would definitely decide the match (Eddie, Dizzy, Jam, Venom). When it comes down to it, I-No just isn't that scary, and it doesn't mean you shouldn't rush down, it just means it'll be a hell of a lot more work than you make it out to be. Do you mean I-No FDing or Axl FDing? Because I-No getting FD'd out means she loses her low option (Stroke the big tree is TERRIBLE in this matchup, due to at least two moves that will beat it on reaction, these being 3P and 6H, which are not only laughably easy to get out in time, but will also CH for HUGE damage and probably knockdown if you're near the corner or Axl has ample meter), which takes the heat off of Axl for just long enough, given that it will also put Axl in a more comfortable range for him. Meanwhile, remember that HCL can be ducked by 2K, meaning that the Axl does not have to block it at all.
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Remember, however, that a good Axl will know that 5P is only really for punishing things/Anti-air, so throwing it out to whiff isn't going to happen often. Fixed that for you. I'd say 6P is much better against j.S than 5P, for the reasons listed. You'll have to get to mid-range for either of these options to be very effective, as IADing over anything at full range will usually let Axl block in time, possibly throw a 2S, 6K, or even TK FB (In the case of more flashy Axls) to AA you. Usually rock-it doesn't get past low pokes, which makes it very sub-optimal to get in. Not to mention that it's pretty easy to housou on reaction if it's from even a slight distance. Remember that like any other character, there are also the other two options of going for 1fJ chicken blocking or IBing and trying to punish you (A surprising amount of HOS's stuff is throwable on IB.) In particular, 2K goes under quite a few moves even on the ground, and might also catch you off-guard. That's the right idea. You pretty much have to know he'll still be in blockstun to come in from the air. Don't get baited by Raei (either one) or Rashousen though. Incorrect. 3P at max range can gatling into sweep, which is SCable and thus can start any normal combo. It also gatlings into 2H, 6H, 5H, f.S, and dust, which are all dangerous for different reasons, and gives a decent amount of frame advantage on normal block, and thus can set up for, and in itself be a tick throw. Remember that your priority is getting offensive momentum back, so getting poked out of things is not what you want to do. The danger of 5K isn't that it's particularly fast (about even with some of the worse jabs in the game, with 6F startup) but that it gatlings into basically any normal, meaning that if you get hit by or block it, you're taking a block string or a combo. I would also advice avoiding being too quick to SV on wakeup, due to how easy it is to bait with a meaty 2K, or a late 6H or 3P (Meaning they won't hit if you just stand there, but they will let Axl block your SV.
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Well, while it's true that Axl does not like being rushed down, I-No isn't all that scary, since all you have to do is block high more and FD her out when you can. I disagree that one knockdown will decide the match (this is more true of a matchup like Eddie or Dizzy) This is an unreliable strategy, as oftentimes the note won't hit in the air, not to mention that Axl does have one damn good anti-tech-grab option in FB bomber. Granted, notes are probably your best way of getting in if you guess right and force the Axl to block or jump, but you still have to be careful. An Axl that throws tenhou on wakeup is stupid, and one that throws housou on wakeup is either stupid, desperate, or is doing it on reaction to something you've already committed to (meaning there's not a whole lot you can do about it.) I'd worry more about getting FD'd back into Axl's optimal range, if I were you. Well yeah, but you can't assume that Axl, a character with no good reversals whatsoever, Is always going to try to do something waking up. I agree with Honnou that FRCing is necessary for this plan, but less because of the super and more because the Axl will probably have no trouble IBing your meaty. 5P is anti-air. If you want to beat Axl on the ground, the pokes you're looking out for are 2H, f.S, and 3P. Not to mention by an IB-->Punish, as already mentioned.
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Hey! I actually found a use for j.6P! Basically, when doing a combo into launch, if you can get very close to them in the air, either by IAD or by superjump, j.6P (1 hit) into FB-->Regular Bomber will connect more easily/consistently, which will sometimes net you a B-Loop, but will more often give you an opportunity to superjump and try to airthrow a nervous techer after the bomber.
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Combo on Jam: c.S, 5H, Rensen (FRC), run up, 5H, Rensen (FRC), run up, c.S, 2S, sj.D, Bomber, Rensen, 2. This does a little more damage than the typical midscreen combo, and nets you a corner knockdown from about 2/3 of the way from the corner (If you're at match start position, jump over her and start from there.) AS FAR AS I KNOW, this is the best way to get a corner knockdown from this position, as far as damage, meter cost, and it actually working. That being said, it's REALLY fucking hard to do consistently, so don't expect to see it in that many matches. It's probably not THAT character-specific, but I wouldn't be shocked if it worked on under half the cast.
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Isn't the SF anniversary stick a bit... Big? It seems like one of those would be a bitch to lug around.
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Money match? Also: The HRAP has the same layout and is more moddable than the Tekken stick (Well, they're basically identical, but the moddable thing is something I've heard). Also, I would claim that anyone who doesn't think that stick helps either hasn't gotten used to it or doesn't do anything that hard in the first place.
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Swing and a miss. DJC stands for double jump cancel, meaning using a double jump to jump after connecting with a JCable aerial move.
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Okay, I'll give you that Raoh rapes anyone once he gets in... but he has no real approach that Axl shouldn't be abrle to beat. Stay at max Rensen range, and you can kill projectile and super with 5P on reaction, and even have time to try to rensen if you fuck up and he gets his projectile rolling, leaving no way to come in on the ground. And of course AA is easy too, because it's Axl, come on. Yes, one mistake and you lose, and of course you're going to be stuck blocking if Zappa gets Raoh when you're knocked down, but other than that, I'm not convinced he has much he can do to force your hand into MAKING that mistake if you're playing your zoning game conservatively (IE reactively).
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I dunno, my only experience with it is that they get free momentum from the lv. 2 vacuum hit to be right on top of you with all their jump options.
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Granted, it's a poke that covers its range better than any other move Axl has available, but the reward is just too low. It's only lv. 2, it can screw you over positioning-wise on hit if they tech forward, and is only cancellable into special