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Everything posted by Digital Watches
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Taking pedophilia to new levels!
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Aye. I actually agree with you, as I would pretty much never do anything from 6P except for c.S or maybe 3P. However, I wanted to list all the options just to be complete.
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6P is JCable, special cancellable, and gatlings into 2D, c.S, and 3P. Do any gatling into more attacks as necessary, or JC it for IAD/TK Bomber/Kokuugeki mixup. I'd say the most generic thing to do is go for c.S, 2D, Rensen (FRC), continue pressure, but any other mixup option works too. I personally use Rensen FRCs to extend blockstrings more often than I do to get combos, but I play rushdown a lot, so I guess that's a given. Um... Anything into c.S, 2D, or 5H can be followed up with rensen FRC for a combo. You can also do wacky things like 6K (2), 2S (1), 6K (2), Rensen (FRC), combo for a lot less damage (but a very decent amount of guard meter if blocked). Also good is just holding back and fishing with f.S when an opponent is trying to run in, as a CH into stagger is great for a rensen (FRC) combo setup. And don't be afraid to use frame traps like 2P into rensen (FRC), as while it's almost never a combo, people will sometimes stop blocking, assuming that it will combo, and eat the rensen FRC by itself, thus making the combo that follows do more damage.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Yeah. Frame advantage doesn't mean you drop frames, it means the opponent can't move for that many frames after you have fully recovered from the move. Basically, if you can cancel something, just disregard the number entirely, since it only applies if you're recovering. Also: As I understand it, the frame data is written to mean that the "startup frames" of a move include the first active frame, meaning that a move that has 3 frames of startup actually hits on frame 3. -
Yeah, but raou's real problem is that he has no noteworthy fast overheads. Really, when fighting ANY raou, all I've ever had to do is block low, wait for the overhead, and faultless him out to zoning range. At that point, there's no point in throwing anything out unless he moves to do something, so, like most zoning matchups (HOS, Potemkin, etc.) it's much safer to wait and throw something out on reaction than try to pressure from far away and get stuffed. Unless you're ahead and trying to run out the clock, I don't see how raou can be useful here.
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I'd actually call Raou a liability in that matchup, but maybe I'm missing something. Meantime, be careful with the super, since it can also be stuffed by 5P.
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Sorry, but to repeat myself yet again: Who are you playing? Any statement like "they always block low" is doomed to prove untrue against a seasoned player who has a decent reaction time and knows that the move isn't invincible, and when it does, you get CH'd into air combo. I'm not saying it doesn't have merit as a move, but you are talking, again, about 0 invulnerability and effectively 20 frames of startup. It's bound to backfire if you do it a lot, or predictably.
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Oh. Misread. Nevermind.
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Nah, it can be good in aerial blockstrings too, as Axl can cancel it off of any normal in the air, and can continue an aerial blockstring until he hits the ground and can continue from there, meaning that any aerial blockstring becomes 1-3 hits into high-low-throw mixup with good landing tick throws (usually j.K or j.P), a quick 2K after landing, or bomber. This is also almost completely safe, as it lowers the startup on the bomber, and all of Axl's air normals are lv. 3 except for j.P and j.6P. This can be strong on pressure, as a rensen FRC into IAD is a pretty normal way to continue a blockstring and ramp up the pressure to block high.
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I can definitely agree on that one. Spamming a move like that is never good.
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No, it would take even longer than 21 frames if it were. A perfect TK will start immediately after the jump is off the ground, so I guess I don't know if 4F jump (how long Axl's jump takes) means that he'll be off the ground ON frame 4, or after frame 4. Assuming it's ON frame 4, it would mean that the bomber hits on frame 20.
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Aye, it's a safe bet against people who are slow to react, but it's still 21F startup (4F to jump plus 17 startup frames), so it's easy to get poked out of (Although some of that is covered by the c.S's blockstun.)
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Ah. I misunderstood what you meant. I thought you were doing it all the time, at which point I'd have to ask the question I ask more on these forums than any other: "Who the hell are you playing?"
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95%? I doubt it. People will fall for that, but not NEARLY that often.
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Well yeah. TK bomber is one of the more damaging Bloop setups... but when are you going to hit with it in the corner? Not that often, that's who.
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When can it be blocked either direction except on wakeup? Also: Yes, airthrow is a problem, but it's a fairly fast move, so if the opponent is in any recovery at all, it shouldn't be too much of a risk. While this is true in most cases, using it with running momentum to get out of the corner will typically put you out of reach of things that will cause you problems. Of course I wouldn't advocate it against characters that have good reach, like Ky or Venom. I disagree, merely because I don't think people can react that fast all the time, not to mention that throwing isn't the only option out of the FRC. The Airdash can come immediately after the FRC, which means that it can start any blockstring a normal airdash can, as well as just a normal jump. In the meantime, combos off of hitting FRC can do a lot of damage without spending more meter than the FRC takes in the first place. I'm not saying it's the end-all, be-all of moves, and of course it's a risk, but I think if one weighs one's options, a calculated risk can be a valuable tool, as this move definitely is.
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Eh. Considering that f.S is non JCable, that makes it awfully hard to JI, which makes it hard to combo
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While it's certainly true that myself and probably everyone have lapses of judgement, it's not good advice in this matchup in general to say that reactionary 5P can reliably be uppercutted, since it'll usually hit the DA before the move can get out. I agree on the tickthrows thing, though, as any and all tickthrow mixup is a very uncomfortable situation for a character with 6F+ normals and a 4F jump. I don't know where you're getting the sword thing, though
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Other animals aren't Freudian enough.
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Hm... I actually disagree with Dangief on Raou. Every Zappa I've played, including Rudy, who kicked my ass in GG casuals at Evo, has had absolutely no way to keep pressure or gain it as Raou. If you can do those wacky summon RC into raou combo things, feel free, but unless you've already got a guarunteed hit, Axl can beat out Raou without breaking a sweat, unless he doesn't know how to block. And Dangief is partly right on Axl's 5P: No Axl in his right mind would use it against grounded Zappa... except on reaction. Zappa's standing hitbox ducks it, but throwing a ghost, for example, puts him in a perfect position to get hit by 5P, stuffing the ghost before it gets out, and getting rid of Axl's least favorite summon to deal with (Triplets).
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Might as well put this in: Slayer is fucking risky to AA with chains, as his j.H will beat all of them out if timed/spaced properly. I like TK FB Bomber as an AA against him more and more.
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Lulz. At least you have a real DP.
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I'd just go for a standard 2-Rep if you're starting with Rensen FRC. If you start with bomber, not only can you do three full reps, but they can all be c.S, j.D reps, which is awesome for damage.
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Vs. Axl, you can pray that they don't know what they're doing. Otherwise you're pretty much fucked. HOS can't get in in that matchup.
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The j.H in the middle might be fucking you over with gravity.