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Digital Watches

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Everything posted by Digital Watches

  1. I suppose, but it just seems like j.K, j.D, and Kokuugeki cover the same range collectively, and each individually are better on hit/block (and in the case of Kokuu, more likely to hit, since it has to be faultlessed.)
  2. Or... Man up and buy new parts: Lizarlick.com tends to be fast to deliver. Like... a week at most. I recommend sanwa buttons and Seimitsu sticks, but it's a matter of preference.
  3. That's just normal wear and tear. I tend to keep mine for a bit after they start to do that, as they're not that bad once you get used to them... But you need to replace the stick to have that "brand new" tightness.
  4. I think they're listed in the frame data. Off the top of my head, one makes every hit a counterhit for a while, one seals jumping and dashing, one makes the next move unblockable... there are more I think. and all of them can seal any one button. No, I don't think you can cancel airdash into SB before the airdash starts. Er... There's an FRC point before the active frames? I'm not sure I understand your question.
  5. The double-low isn't that hard to block, it's inferior in blockstun to Rensen FRC stuff, etc. That being said, I'll use it occasionally, just because it's a good way to mix in the occasional dust/6H instead of FRCing, and may build SLIGHTLY more guardbar... It's not bad, it's just sub-optimal.
  6. First off, I don't think are many reasons to ever do j.6P. It was good in Slash, but its time is over. Secondly, the other three are mainly for AA, and have to be FD'd. While it doesn't let Axl do anything in particular (Except jump and maybe airthrow, or cancel into 2S-->6K until they land, but these options are very spacing specific) it makes them very hard to punish.
  7. I'mna probably write a bit more on this after the next tourney I go to, but some things you should keep in mind: 1. To the people saying that VV beats out Rensen, you are correct, but there's no reason to do Rensen that close. Likewise, beating out pokes with VV isn't as good an idea as going for a cleanhit GV, which goes under more easily and nets you more damage. 2. Don't try to react to the rashousen feint. If you see a rashousen coming, you either have to guess, or jump and faultless, which is safer but won't always net you the punish you can get from an IAD. A good Axl will try to build some guardbar and then use setups that put you in a lot of blockstun before trying a rashousen, so if you guess wrong and don't FD, you could take a lot more than 60% damage. 3. I can't stress enough how good tick wild throws are in this matchup. You get a decent amount of damage, and especially if the Axl is trying to FD you out, there's not a lot he can do about it, having no particularly fast/safe/invincible moves to throw out and a 4F jump startup. 4. 6K and 6P are actually very awkward and situational as AA. What you should really be watching out for are 2S, 5P, and j.K. I'll even throw out the occasional Benten, 5H, Housou, or TK FB, but in general, approaching from the air isn't the smartest idea against the strongest AA character in the game.
  8. That's airthrow range, first off. Groundthrow is only 55. Secondly, Pot buster has its own throw range.
  9. Lulz, that's weird, I was thinking the same thing. (Right down to the "I've been to most of the rest of Europe, why not Sweden?")
  10. 1. Go for lots of tick throws. 2. ??? 3. PROFIT!
  11. Everyone in California is from Mexico. Everyone in Oregon is from California. It's just a matter of time, man. Eventually everyone will be at the north pole.
  12. To add to that, I'm pretty sure airthrow range is larger above your character than below, meaning that if you're trying to airthrow someone below you, they can throw you before you can throw them.
  13. Back in my day, we had to walk fifteen miles in the snow to buy commas. 'Course, you could buy a whole box of 'em for only a penny in those days. I remember one time I was walkin' down the street, spittin' out darn near every word with some kind of apostrophe on't, 'cause that was the style at the time, and I'd go down to George's Old-Fashioned comma shop and buy me a box of nice, sweet... What was I talking about just now?
  14. Uh. Dude? The reason people said you'd only be able to get a throw off is because most characters don't have a backdash good enough to realistically expect to make a move whiff and be able to beat them out with a move that isn't 0 frames before they recover.
  15. As a player of a character with a terrible backdash, I agree with blunts.
  16. Yeah. The easiest way to tell that you've done it right is that the large cloud of dust that normally comes off the ground when you jump... won't.
  17. Youtube's being lame right now. Got a DDL version?
  18. Hoo boy. Been a while since the last set of vids. Well, I don't have time for a super in-depth critique right now, but off the top of my head... 1. 2D and 5P up close are not good pokes. 2. Work on defense. Both your bursting habits and blocking can be said to need a lot of work. 3. You should get better at rensen FRC, and keep your pressure going when you have the meter. Both you and Nives give up a lot of momentum. 4. If you're going to try for safe j.H as oki, make sure it's actually going to land before VV goes active. 5. j.S is not good air-to-air up close. Use j.K, or j.D if you're SURE you'll hit. 6. Mo' Mixup, yo! Guess you'd get more chance to if you were on the offensive more 7. I find that most of the time, raei into rensen is hardly worth it, especially when you get a counterhit or too much momentum and miss altogether. Take the time to learn the JI FRC combos or just go for running rashou or normal oki, is what I say. There are some situations where Rensen is the best idea, but most of the time, I prefer the extra time to get a meaty in. EDIT: Oh, this is in response to the ballard vids, by the way. Haven't watched yours yet.
  19. Meaty 6H, 5K --> Special is always funny. Especially Rashousen, as that seems to catch a lot more people than it really should.
  20. To add to that, if you're getting all of your offense stuff from just training mode, you're going to be surprised when you don't know how to handle a ton of situations. There's no substitute for actual experience, and training mode is pretty much only worth using for combos, raw execution practice, and tackling situations you've encountered so as to know how to face them better.
  21. Well. Honestly I'd rather have that than the followup combo, if I had to choose one. I usually do the FRC as though it will whiff if I ever try it as a reversal, since that's the choice between hitting and not following up (Or just wasting 25% extra meter by getting the RC) and whiffing and getting punished. Ah. Yeah, Benten FRC is not only safe on block, but a not-bad tick-throw.
  22. If you want my opinion, I think playing multiple characters before mastering one is a good way to make sure you never get any good. But who knows, maybe you'll prove me wrong. But uh... Benten FRC you'll never have the option of both being safe and pressuring, because of how the FRC is positioned compared to the active frames. You have to time it differently based on whether it connects, meaning that if you're trying to beat something with it and are not sure if you'll hit, you have to choose between FRCing it to be safe on whiff (Which will RC it if you hit) or FRCing it to continue pressure/combo after connecting (Which doesn't allow you to FRC if you miss)
  23. I dunno, if you insist on throwing out a solution dependent on 6H coming out, do something for more damage, like 5K or something. That not only is a solution that nets you more damage if successful, but doesn't leave you a sitting duck if they go for recover-->Something else. This is especially true in meaty 2H setups wherein the attacking Axl would be at frame advantage on block. There's also the fact that if you DO throw out 214P, and it turns out they're not going for 6H or 5D, there's ample time for them to recover and throw out something else. Even if they don't have time to hit you, you've now lost the frame advantage you might have gained from blocking 2H, and end up having to block more. I don't mean to insult you or anything, but any way you look at it, it's really a sub-optimal option at best.
  24. I've heard rumors to the effect that C voice sets are sometimes reserved for instances in which the character has special intros. If there's any truth to that, it would explain your problem.
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