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Everything posted by Digital Watches
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Well, frame data is different from having matchup experience and a general sense of how things work like taking a physics class is different from being alive and having a general sense that things fall down. -
Lulz, what a coincidence. I couldn't get to sleep until like, 6. IB it, or just regular block. You have years and years to punish. Same as against anyone. IAD j.P works, Rensen FRC works, TK bomber works sometimes, and 2K isn't bad either. Yeah, it's blockable, and yeah it's the cloud of death. Why I say to watch out for it is because it has some lower body invulnerability, and sucks to get hit by, so it will beat out a lot of your low pokes. Do you mean times to use your DAA, or things to do after baiting his? The latter I know a lot of, but you have to be able to bait/predict the DAA, which depends on the player you're playing. Some players (like me) don't even really use DAA. Again, meaty 2H is a great one against slayer, TK bomber's not a bad overhead (Pretty safe compared to 6H,) maybe a safejumped air normal (meaning you'll hit the ground if he does something to get through it, making him miss and you able to block. Don't go for meaty 6H, because he can just backdash through it on reaction. Nothing abnormal, you just have to practice anti-slayer timings of regular Axl stuff, just like any other character. This matchup isn't bad, I'd call it at worst 4.5 just for the same reasons Slayer's top tier, but really I have to say even. As far as advantages, you still have a layer of range that Slayer can't cover without DoT. Like I said before, low moves with a lot of active frames like sweep or 2H really fuck up slayer as well. By doing it as a meaty on oki. Just get the knockdown, throw it out so that it misses because he's down, but late enough that the second hit will connect. Since 2H has no gap between the first set of active frames and the second, if you mess up, you'll just perfect-meaty him with the first hit, which will still stuff anything he can try to do except wings super.
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Well, of course, mixups should still go high-low, however, I would say that from far away, lows will stuff most of his options, just watch out for his 2H. Airthrowing slayer should be no different from anyone else, really, just IB something or jump up and throw him. Either the normal stuff, but before he can get j.H active, or TK FB Bomber, which beats out j.H. Well, as far as airthrows go, that's true of a lot of characters. Tickthrows can be good against slayer on the ground though. 6P? I don't like 6P as AA v. Slayer, since the upper body "invulnerability" is so small. If you mean 623P, don't do it as AA, and usually only do it on reaction to slow things like a dandy-->Pilebunker. It can sometimes make a good reversal, but don't go for it too often, as slayer has plenty of low oki options.
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Well shit. Um... I guess I can't get those vids just yet, so... A few tips: 1. Slayer outprioritizes you basically everywhere. He can beat a lot of lows with 2H, and he is one of few characters that has an answer to most of Axl's AA game, since his j.H will beat a lot. You have to play this smart, and throw out things that are safe (Mostly don't throw anything out unless you're sure it'll connect), because a misplaced chain is Dandy/BBU/BDC/DoT bait. 2. Dandy step and Slayer's forward dash make rensen a pretty unsafe thing to do, but you can often catch Slayer with the 2 followup if he tries to get in on you. On that note, if he tries to forward dash in, you can often get a sweep or a 2H to hit him. 3. 2H is your best friend in this matchup. It makes dandy very unsafe, makes a great meaty (Try to hit with the pullback only), is very hard if not impossible to dash through, and above all, takes advantage of the fact that most of slayer's best moves are only upper-body invulnerable, including BBU. Anything else specifically you want to know?
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Damn. I had some matches with a slayer at the end of a tournament very recently, but the vids aren't up yet as far as I know. Give me a sec to see if I can get them put up, but if not, I'll describe it as best I can.
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Oh. Well Dark was just talking about max range against an aerial opponent. 5P-->Rashousen on block is a so-so frametrap, and definitely fine to use occasionally.
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You get rashou to hit after an aerial hit at max range with 5P? I'mna need to see a vid to believe that.
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Only if they don't tech. Same problem as the one with that vid. That only works on especially heavy characters, or it's techable (Although if you can scare them out of teching, you're golden), but don't do the 8 followup, as it's hardly any damage and it's better to get the knockdown. Again, they have to not tech for that. The unblockable is an especially bad idea, since if they DO tech, you're suddenly eating something aerial as a counterhit. At a distance where 5P/6K won't combo into anything, I don't think 63214S will hit either. Definitely techable. I'll ask again: Who are you playing? Er... no offense on all of that, just trying to be helpful. I'm assuming you're crossing up with the raeisageki, in which case it's either a timing or spacing issue. I'm pretty sure you can get a forward dash going either direction by timing the dash differently after the FRC, however, I've not tested this enough to get any conclusive results. Either way, I can generally get the dash I want by delaying it, making the assumption that if you do delay, it will act as if you're facing the opponent in the direction you are now facing, and if you don't, it will act as if you're facing the direction you were when you did the move.
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Nah, this is a perfect place to make more black combo/forests blazing jokes. (If you're actually wondering, the person that made that combo vid turned teching off. You can tell because the "beat" counter turns black, indicating that they could have teched out. Anyone who would actually get hit by that not only doesn't know how to play, but doesn't know how to press buttons. You can occasionally throw in a few extra 6Ks and 2Ss to get an opponent higher up, but the only reason to do it to the point where it's techable is to bait a bad tech or a nervous burst and go for an airthrow/reset, since both are JCable. Please note that this won't work often, especially against good players.)
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LOL. Those combos are so black, I think I saw one of them playing Chipp. Someone better call the fire department, 'cause those forests are blazin'!
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Well, more for a different purpose than walking than "instead of walking," but yeah. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Er. Meaning would this make you faster? Probably not, except possibly in the case of Johnny. Otherwise, there's no real reason you couldn't do that, and it would probably keep you safer than just running. I guess I don't really understand your question. To what end? -
Lulz. Not unique for long, if Sunnyday really does make one.
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Er, nothing really. If you're that far away, just focus on zoning from there.
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63214H: Heavy Raeisageki Alright, so "many" is a funny word to use for a move that's hardly useful at all. Still, this move is cool for a few things, which I guess can be discussed in this thread: So here are some wacky properties and uses for this wacky move: 1: The RC puts Axl neutral on the ground almost if not instantly (Might be like... 1-2 frames at most, it's not listed in the frame data, so I'm not sure). This means that you can do silly things like using it against an opponent that's high in the air, landing WAY before they land, and then AAing them with Axl's S+ tier anti-air. This is especially awesome against opponents with little or no meter, as it will take them a long time to get to the ground, especially if they teched the 63214H. The awesome RC properties, as well as the fact that the move floats on hit, make it easy to combo from, which in some cases is worth half your meter, since it doesn't prorate at all, and gives you ample time to do basically whatever air combo you want from a grounded or low aerial hit. 2. The FRC is actually quite safe if you FD afterwards, since it's basically a free chicken block. Combine this with the extreme amount of horizontal control you have over the move, and the high extent to which running momentum effects it, and you have a runaway tool that can travel the entire length of any stage. Granted, it has a lot of startup, so it won't get you out of pressure, but I've been able to get people to try to punish it with things that are quite unsafe on block. I've seen some shenanigans where a blocked, JI'd 63214H can lead into a low airdash mixup, but that's combo video nonsense that you'll probably never use. You can also running momentum to get in with this move, although light raeisageki is probably better for that purpose. However, against many characters, it is possible to use the directional control on block to get out of the character's effective poking range, making it safe without the FRC. 3. The beginning of the animation looks suspiciously like a normal/super jump, which will bait bursts, uppercuts, and all manner of reversal attempts on oki. Using minimum hangtime (IE don't hold the button) or close to it, you can punish pretty much any DP, super, blue burst, throw attempt, and be safe against a gold burst with proper timing. Just don't get predictable. 4. With momentum applied, hold time, and directional influence, this move can be a very ambiguous crossup against characters that don't have fast reactionary uppercuts. You can even make the move cross up in the middle of hitting the opponent! (Usually on the second or third hit) Aaand that's all for now. I can't think of anything else I've actually done successfully. Keep in mind that this move is pretty terrible and if you do it too often, you'll probably get punished. Still, it's a fun and marginally useful tool. If you have any more, feel free to post them here.
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I don't think it's possible to hit before the wallbounce unless you go for the FB followup, but there's no reason you'd want to. Your combo options from 623P (CH) will often depend on the "camera." The best example I can think of to explain this is Slash Testament. If you've ever seen a combo vid of Testament from Slash, there was probably at least one midscreen GD loop (Probably on a light character like Baiken). This was only possible because it wallbounced the opponent due to the "camera" being more "zoomed in." It's hard to control this, but you can get a sense of it if the situation comes up enough. Anyway, if you get a midscreen wallbounce from it, you should be able to follow up with a normal air combo from 5K, 2S, or 6P, 2S, or c.S, 2S, or 5P, 2S, etc. (Of course, this is also true in the corner) Otherwise, go for either the FB or Rensen (FRC), or just take the knockdown and go for Oki.
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Lulz. I'm bored, might as well: This is my Finkle stick, delivered recently. It tells time and is very cool. Sadly, the stick is sanwa, but I'm hoping to replace it soon. In the meantime, I'm mainly using this HRAP, modified with Sanwa buttons and a Seimitsu LS-32.
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Who said anything about guessing? A good Axl knows that HOS can't do anything fast enough to make him guess. Just go for shit on reaction.
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Could always make it an FRCable version of the Super's rensen-like bit. What with the double chip damage, 5 hits, etc.
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No. Special cancel.
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Ooh, new one: SCable 6H