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Digital Watches

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Everything posted by Digital Watches

  1. Yeah. The invulnerability only lasts up until the hit. Basically, like I said in the writeup, housou isn't that good against Dizzy, since a fish will almost always provide another hit, or even take your hit for her. It can occasionally be used to get out of pressure, but I wouldn't rely on it. Tenhou is just a bad idea in general. I guess you could use it if you're not good at judging whether IAD j.2S will cross up or not, but it's just too much of a risk, especially in a match where getting forced into defense is so crippling.
  2. STIMMT.
  3. Alright, wrote this up. It's a bit short, but there's not much more to say as far as basics. Discuss! That's where particulars and such belongs anyway.
  4. Hey uh... Those singles going up soon?
  5. Well, what's significant about that is that the defense factor alone probably drops a lot of matchups for Axl by at least half a point, probably a full point in cases like Jam and Dizzy, and since that isn't much of a problem against Slayer, it strikes me as at LEAST capable of balancing out Slayer's damage, especially when you consider that Axl has a fairly high damage output this game.
  6. Eh. The advantage Axl has with momentum (And Slayer's relative inability to keep pressure going) sort of balances out Slayer's higher damage output in my opinion.
  7. It'd be great to play you too! I have two Slayers to play against up here, but maybe you know something I don't. I stand by even for now though.
  8. Wrote this up. I'm unsure as to how complete it is, so please critique. I'll write up Dizzy sometime tomorrow.
  9. Copied from the "BC Matchvid" thread. Here's some team footage from a recent tournament. It's all in one big WF-LS-LF-GF package, but it features my team in the winner's finals, and then getting owned by Teyah in the grand finals, so that makes it Axl-related enough: http://www.megaupload.com/?d=7GE7NBL0 or http://www.sendspace.com/file/99avdw Also: If I ever try AA 5P into Rensen again against someone whose name isn't Potemkin or Johnny, someone punch me in the face. I think I landed it like, once early on and for some reason thought it wasn't a terrible, terrible idea from then on.
  10. Guess I have the moral victory in every match by default then.
  11. Does it do more than a 3 rep loop? If so, might be worth doing. I should hook up my PS2 so I can test things like this.
  12. Aye, I've messed with that a little, but I can't think of a use for it that justifies 50% meter usage.
  13. Lol, I'm a scrub... Good games though. Looking forward to the singles vids.
  14. Yeah, saying you can beat Byakuerenshou is about as useful as saying you can beat Axl's IK. Sure, it's true, but who cares? No Axl in his right mind would use it seriously except in some very rare, situational circumstances. Most of them involve doing it on reaction to other supers during the super freeze, which isn't punishable where it works anyway. I would only use it when in neutral if a character does a super with a startup of N+1, as N+0 supers should just be blocked, and N+2 or higher can be Housoubako'd. May has an N+1 super, but she can't do shit if he byaku's it, and I'm not sure how often May would try it as a reversal (or any other situation in which Axl is in neutral and in range) anyway. Shiranami no Homura? That was off of Housoubako (unblockable Projectile counter, 623P) and is now an FB (Which makes it actually worth doing). Well, 5P is good for Horizontal dolphins, 2S for vertical, 6P for both (Arguably. I want to see how 5H does, as I prefer it over 6P) Amen, with the one caveat that 3K and 3H are both very viable ways for May to end that game quick if he gets predictable with it. I don't know about May-exclusive, but definitely similar to Bridget/Baiken loops. I wouldn't be surprised if there are May-exclusive ways to get extra damage, though. I'll look into it. Aye. Hopefully I'll get some more May EXP at this upcoming tournament, so I'll be writing from this side soon.
  15. It's usually something like "JCable air normal into either dj.Fast air normal" or "SCable air normal into overhead air special." I think I-No uses it a lot. It can also happen with 2-hit moves, for example, unless I'm missing something to do with IBing or something, you can't block the first hit of Axl's 5P and then duck and have the second hit whiff. It'll hit the air above you and count you as blocking, since the hitbox remains fixed in the standing position.
  16. Yeah, airthrows are cool because it's a cross-guard breaker.
  17. This is (mostly) all flash, but it does have some usefulness in that it does decent damage and gets you an airthrow, which makes your Oki stronger, and it only costs 25% meter! On hit, do a basic SCable ground string (I like c.S, 5H) into benten FRC. It allows them to tech, but gives you just enough untech time to run in and space your airthrow well. And I'm DEFINITELY not procrastinating on writing those matchups. DEFINITELY.
  18. Kyle, good shit, I'mna use that. Only one question: When you say that, do you mean Axl's doing a super or May is?
  19. I'm talking TK Ensenga, or KJ Transport FRC Ensenga. Exactly what I would say. However, I would add that you should also watch out for 6K, which goes under and counterhits you. Benten yes, Housou no. Hitting housou and making it activate actually counts as a hit as far as any and all cancels and gatlings are concerned. Basically this means that if he was going to mist-cancel it anyway, Housou activation won't prevent him from doing so. Yeah, but it's not going to work against a Johnny that's got a bit more experience. This matchup is in Axl's favor, but space control is much more complex in this case than Axl's typical keep-away game. You and me both, man.
  20. I will, though I get to fight at least two slayers on a semi-regular basis, so I've got it covered (Although the question remains, how good is your Axl and my Slayers?) I definitely would like it if you checked out what I write and tell me if I'm wrong on anything or missed anything.
  21. lolololol: 5H stuffs BBU.
  22. Actually, a well-timed DB, j.H, Ensenga, or even occasionally KJ will destroy Axl's 6P. Why would any Johnny do a jackhound outside of jackhound range? I disagree that this match is particularly keep-away. Johnny has a lot of tools to win far-off guessing games with (6P and misto finah can beat chains, as can coins, DB or KJ transport can both get in on lows/missed rensen pretty well, etc.), so it's more a matter of footsie than anything, since Axl and Johnny overlap a lot in effective range and need to fight over ideal spacing. KD into rush is a good general gameplan for Axl, but watch out for super, since Johnny's isn't terrible as a reversal. Agreed on all points, however, housou can be risky on a Johnny that's mist-cancelling his H, because he can probably backdash out or f.S you. Nah, Johnny's got a lot of ways in. 6K, for example, goes straight under 5P and can CH you. DB and KJ transport are also good, as are 6K FRC and just FD dash-FD dash-etc. While this IS Axl's general gameplan, I disagree that this match plays out quite like that, as discussed above. Definitely a good tool during oki
  23. Agreed with all of this except that Rensen hits low (it doesn't). But yeah, You've got to be careful throwing shit out in this match. I'll write this up soon.
  24. Wrote this up, lawl.
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