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Everything posted by Digital Watches
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I'd still say just blocking is safer, but at least that's not completely stupid.
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Either way. If you think you can mix them up, by all means go for it. If you're going to drag them out, though, try to go for cool stuff that builds up guard bar, as that's the best way to get good damage later, and can also make your opponent a bit antsy. Maybe cut the whole thing and just go for a tick throw.
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A. If you block 2H, DO NOT THROW OUT TENHOUSEKI. Remember that 2H is cancelable into 6H at any time during the move, including between hits. If you're able to IB the second hit, just IB the 6H as well, and you get a free punish with 5K or whatever you want, really. Throwing out a tenhouseki can give Axl enough time to go for 2K, which means you're eating another combo. If you're talking about 2H-6H as a hitting combo... it's almost a real combo, meaning that at stagger level 3, you're not getting out of it. Good news is, that's the end of the combo unless they decide to RC. If you CAN stagger out, just IB the 6H. It's fairly punishable if it's not done either from a distance where it can't be followed up, or made meaty somehow, which you can't do in the middle of a combo anyway, so just IB and throw out 5K.
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Then go for j.K/H/D. It's not that hard to make a judgment call, is it?
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Good string, pretty standard. It's easier to connect with all options if you omit the 5H when you're not close enough to connect with the sweep after the pushback. You should consider using 3P to start strings as well. Use this on block as well, to continue pressure. 6H after 5H is risky, just remember that. Nitpicky, I know, but don't consider this a throw, as Axl does have actual tickthrow options and this isn't so much that as a way to press the opponent into making a mistake. Rensen FRC is necessary to maintain pressure for the most part, yes. Consider doing 6H as a meaty as well, as it gives enough frame advantage on perfect meaty to give you a link into 5K (I think it technically links into 2K, too, but it's a stricter (is it 1 frame?) link and only serves to mix up people if they don't expect a low (which they should if they're blocking the 6H, since there's nothing fast and overhead you can do afterwards. You can always throw in some real tick-throws as well. Running 2K into throw is a great tick-throw, as is most anything into benten (FRC) blocked, or IAD P (land) throw. Remember that most everything in your string (with the exception of 6H) is SCable. If you want to TK bomber somewhere, I'd suggest either going for run up 6P-->TKB after a blocked Rensen FRC, or just doing an IAD string into it. On that note, IADing after a rensen FRC can be a good way to start a different mixup game, which goes j.P-->(More air moves-->Bomber/Land and 2K/6H/c.S)/(Land and throw/2K/6H/c.S.). You can also get tricky and start FRCing the raeisageki for a throw, or JIing it and FRCing it for continued pressure and/or crossup/doublejump mixup. There's a lot you can do, but most of it involves spending meter.
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Er... No. This is a pretty standard double-crossup, and people who aren't used to it would have a lot of trouble with it. However, it's nothing like unblockable. The real strength of Kokuu as a crossup (besides being fairly fast) is that it immediately stops airdash momentum on frame 1 of the move, which makes it very hard (for the opponent) to judge which side of them you're on before they have to block. So not unblockable, but pretty ambiguous. EDIT: Oh yeah, and I think this belongs in a different thread. I'll move it.
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Meh, it just seems like the magenta category in general is pointless and needlessly confusing.
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Er... I don't understand your use of magenta, as it seems to indicate air moves that can combo into ground moves, which has nothing to do with gatlings. Air moves can almost always combo into faster ground moves in "certain situations" (IE when the move is done close to the ground) largely because they recover instantly upon landing, not because they gatling.
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You could omit the initial 2S or c.S from the combo leading up to the bomber so as not to launch them as much.
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The most common mistake is to hit j.D too late. You have to hit it basically right when you jump. However, if you're getting it from FB Bomber-->Bomber, you may simply be too high to utilize the floorbounce from the bomber, and it's impossible to BLoop. If that's the case, you usually have time to try to superjump and airthrow, and oftentimes the opponent won't know they can tech there, but it simply won't combo for real. What are you connecting with before the FB bomber, and what character are you practicing on?
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Some charts exist already, such as the one for Axl that Shoto put up in one of the stickies (I forget which). The only way someone's going to produce such a chart is by testing it, and it's mostly intuitive. Just try all your normals and see which ones chain into which other ones. -
West Toast X (2/16-2/17) SoCal Results/Videos Thread
Digital Watches replied to Hellmonkey's topic in Archive
I did play Sonic and win, so I assume that's how it played out. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
As a curiosity, this is interesting to know, but really, knowing the frame leniency for IBing isn't as important as it would seem, since oftentimes IBing strings is made easier by the fact that failing to IB is covered by still being in blockstun anyway. -
Exactly. Run up, c.S, or maybe 6P-->c.S. I'm not a big believer in real blockstrings against Baiken.
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Lol yeah. I really wasn't thinking this weekend.
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Watch out with the trying to bait counters into tenhou, since that move sucks ass and it's a great way to get run-countered and thrown. If you must do that sort of thing, go for housou, but it's safer to just cancel into raei or better yet, do JCable blockstrings only, and be ready to jump immediately. Staying in the corner is the only place it's really that safe to zone too heavily, as Ouren won't hit, and trying to bait it into counters is fairly risky. I agree that ground-to-air is a preferable position to be in, but you have to get the Baiken jumping for that, which is not smart to do. A lot of anti-baiken should be reactionary, and throw setups are one way to approach more safely. Playing against a baiken expecting to scare her out of doing things is a good way to get raped against a good one who has some Axl experience.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Also phrasing it that way is misleading. While it is one-frame timing, the input can still be buffered. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
You're either out of his throw range or hitting him before the animation starts (In the case of pot buster, real throws are 0F), or even just before he presses H. -
Er... where in the combo is the rensen FRC? I can't think of a situation where Rensen is techable at or near the beginning of a combo...
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TK Youzansen FTW.
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Well, what I'm wondering is how much of this wasn't already known. No offense, but a lot of it seems to be commonsense or little tricks that are already used to take advantage of the game's input buffer. Cool that you found a programmable pad to mess around with but...
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If you're going to do that, I would go for less pokes, like, just do 6K, 2S, SJC, airthrow. I'd also recommend doing as long a combo as possible before going for the tech trap, just because you'll end up with more damage. But if it's working for you, that's as safe as any airthrow attempt, so I don't see why you shouldn't use it. I'm just wondering how long the untech time before you get to where they are in the air is, since you should really not be trying to airthrow unless you can get in or close to airthrow position before they can tech. Nah, teching gives you your jump options back and any smart player knows that, so they'll probably just airdash or double jump. What you should do is follow them with AA pokes, not wait for them to land.
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Yeah. Jam = JA, Robot = RO. I thought these abbreviations were common knowledge...
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Agreed, except that "Don't use 6K as a reactionary AA" is only true against a few specific characters. Eddie is one of them. Also, I'd add "much" in there, since it's sometimes your best option regardless.