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Everything posted by Digital Watches
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Yeah. I'm gradually learning to crack baiken with weird tickthrows and Rashousen setups, but it's hard shit. Probably one of Axl's worst matchups (up there with Venom and Jam, but for different reasons), and definitely the weirdest.
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Yeah, the real problem is finding combos with huge hit counts that don't become techable.
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If you're playing a smart Axl, he shouldn't be giving you an opportunity to CH his pokes with an Ice spike, since in that matchup, I'd say Axl's focus is neutralizing Dizzy's summons and then rushing in, not trying to zone forever with pokes (A common misconception among new Axl players is that this strategy works against characters other than Slayer and HOS.) The number one mistake Dizzys seem to make in this match is to think that they can summon something from maximum distance, since IAD j.S or running rensen can almost always come in and hit Dizzy in time no matter how far away she is. Don't even bother trying to summon anything except maybe the scythe until you've got a knockdown, because how Axl wants to play this matchup is to wait for something to punish, and either get Dizzy knocked down or in a frame trap so that he can get in. When I played Alex G at Evo (He kicked my ass) what I saw really working was to get in fast with a j.2S crossup, or mixup between close aerials (j.H and j.P) and empty jumps (Dizzy's throw range helps here), and 2K, or something similar (since Axl can't AA easily from right above his head) and then keep the fuck on him for the rest of the match. Dizzy definitely has the tools to keep him locked down from up close, but unlike Venom, she does NOT have the tools to zone him out, not even with the 421S stuff, so get in fast and don't let up. All you have to worry about when attacking from the air is making sure you don't give 5P a chance to start up, as it's probably more of an AA threat to Dizzy and I-No than it is for most other characters, but if you don't start your IAD from too far away, you should be able to get in before it'll come out. Just be ready to airdash back or FD at a moment's notice if things don't work out.
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Maybe he wanted to attack? Fautlessing for long enough to confirm that it's not a fake can lose you a CH. I think you're referring to match 3, in which that happened twice. The first time I did it (when it hit and I just kind of did nothing), I just fucked it up because I was sleepy or something. The second time (when he IB'd and raped me) was me going for a tick-throw. The best laid plans, you know? Yep, and I lost hard. I really don't know that matchup very well, so probably not going to be anything useful for you in those vids if Teyah decides to up them.
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Nah, the FB bomber followup is fine for a midscreen start, in fact, it's usually the only way to do it. If you're in the corner, you can probably oust it to save meter, and maybe do a little more damage.
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Aye, figured as much. With all the wacky stuff that we'll never use, we could make a combo vid!
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Light benten, on the hopes that Eddie dashes in low enough to get hit by it. With perfect reversal timing, the wakeup invulnerability prevents you from getting hit by the puddle right away, and unless the Eddie is doing the unblockable wrong (in which case you could just block low then high), He'd have to dash in to try to get a meaty overhead. The unknown is whether the Benten would actually hit him out of it, or if it would just fail as an AA like it usually does.
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I'd say that going for 6P is a good idea sometimes, but Eddie's j.K makes it a much more risky move than usual, due to my main complaints about it: Too slow and the invincibility doesn't start high enough. Benten is unfortunately a bit unreliable in general, but what I really should be using is 2K. Makes a very good close AA by virtue of ducking things. I'm also wondering if I can hit Eddie out of the puddle unblockable with a reversal benten. Edit: Also: Whatchu talkin' 'bout, Willis? Axl rules at building guard bar!
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Um. No. I don't think you could do it in #R or / either, though I never played XX, X, or 1. Drills are projectiles. Also: By popular demand, YOUTUBE'd. http://www.youtube.com/watch?v=DjkXKeMXAQY http://www.youtube.com/watch?v=Xa3bqwIxGA4 http://www.youtube.com/watch?v=dV1G8IOI6Bo http://www.youtube.com/watch?v=03FGUMhTjzA http://www.youtube.com/watch?v=Hz5XPWChrBU And, as to be expected of youtube, I think some of them have a sound delay. Oh well.
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I think Josh Ballard was talking about this earlier, but yeah, 6H into 5K is a viable link when juggling. Cool beans on the Kokuu FRC into continued combo, but again, why not just do FB bomber?
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But if they're in the corner, you don't get the ambiguous crossup mindgames! However, I would definitely recommend using it to get out of the corner, since JI-Raeisageki (hitting FRC)-Airdash, j.H, 2S is a very viable, very damaging b-loop startup. Yeah, but that shit is risky against Eddie, or good players at all really. Gap games like that leave him time to try breaking the law or jumping, and when Eddie is in the air and up close, the likelihood is that I'm going to either have to start blocking or get counterhit to death. Also, I don't think the drills go away if I hit him late into summoning them, so if he gets the chance to summon one, there goes my pressure game. EDIT: In general, while gap games can be strong sometimes, a well-placed IB will kill you hard. Just look at match 3 at around 0:35 for an instance of that happening, and keep in mind that 2K actually has the LEAST recovery of all of Axl's grounded normals.
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I used it mainly to try to kill the little eddie, since I'd rather have the eddie dead and get hit by some random move than have the eddie alive and be blocking. Well, it didn't happen in any of the matches Teyah upped, but when I was playing him that night, I was able to block it a few times on the ground, but I think that was because he messed up (It was still very hard though.) You can probably chicken block it, but reversal 1FJ is very hard to get down, so while it's probably a good idea, I can't do it consistently. It's also sometimes viable to try to reversal backdash out of that one, but VERY risky. Yeah, Eddie's in the 1.06 def. mod category, just like Axl. But those combos did so much damage because of guard meter. Just because it isn't flashing doesn't mean it doesn't ramp up the damage. The only special thing flashing does is cause counterhits. Don't forget cancelling into Rashousen or Raeisageki. Those netted me some wins, and are very important parts of Axl's mixup. Buuut, the real question is, which pokes? Fishing for CH on Eddie is a bad idea up close, because with things like 2S, 6P, j.K, and even possibly 214S (Eddie's moves, not Axl's), not to mention drills and eddie stuff, throwing out stuff hoping for a random CH at close is just asking for trouble, in my opinion, for the same reason I didn't go for as many Kokuu crossups as I normally do: Too much risk against a character with the tools to deal with it. I suppose going for the occasional 3P, f.S, or 2K would be less risky, but I'd rather have such an aggressive character as Eddie be locked down and building up guard gage and having to make fast high-low-crossup-throw guesses than maybe getting counterhit by some poke. I dunno, that's just my opinion. Also, 5H, which is a very good tool for being level 5 and special cancellable, has very few gatlings.
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Good shit, Teyah. I need to play you again ASAP. I'll make sure not to drop so many combos on the right side next time (disturbing that I'm re-developing a side-weakness.) Anyway, I think that aside from some sleepy mistakes on both our parts (like Teyah said,) these matches show a good picture of how crazy the Axl-Eddie matchup is. Note especially the two times I got dizzied and killed after one combo, and the at least one time that one (albeit black-beat) B-Loop took off probably a good 95% of Eddie's life.
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That's probably not what you want to compare it to. It has more similarities to a knockdown variation, either with FB bomber+Airdash into mini-bloop or perhaps a 623H variation, at least as far as utility is concerned.
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What's that mean? Otherwise cool combo.
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Alright, here goes: "4-rep" bomber loop: Tested v. Dizzy, Zappa, and Potemkin In corner: TK Bomber, run up, c.S, (j.D, Bomber)x3, Rensen (FRC), TK Bomber, Rensen, 2: 292 to Dizzy, normal guardbar.
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Wait, have you tested this on all mid-weight and heavy-weight characters? If not, who did you actually test these on? Most characters have different hitboxes in the air, and thusly must be combo'd differently. For example, Sol and Ky weigh the same as Testament, but have to be combo'd completely differently.
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Nah, nothing ever is worth doing after Kokuu FRC in an air combo. Almost nothing will hit, and the few times I've gotten FB bomber to hit, it's the end of the combo, and really not worth the 25% meter. If you really want to do something, just go for FB bomber in the first place instead of kokuu. Also: I'm still curious as to what test dummy you're using.
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Yeah, sorry, I re-read your post and realized that you were talking about something different.
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What character were you testing on? The problem I was having was that they would be too low to get hit by the 2S after the TK bomber, but if you're testing on a lighter character, I wouldn't be surprised if it works.
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Oh, you mean without anything leading into the rensen? How many hits connected before the FRC? (Is that what you were talking about, GBlood?)
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Well, again, unless it's a problem with my execution, you get significantly less damage with a combo like c.S, 2D, Rensen (FRC), 63214S, TK Bomber, etc. because the only combo that's possible after that is Rensen, 2 or maybe Rensen (FRC) TK bomber or something. If you're talking about starting a combo with TK bomber or 63214S, you get significantly MORE damage.
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Do you mean all three of those, like Rensen (FRC), 63214S, TK bomber, 2S, j.D, bomber, etc? That makes it impossible to get 3 reps on testament (Similar to Slayer and Axl in weight, but slightly harder to combo due to narrower aerial hitbox. Makes a good test dummy for seeing if things would work on most of the cast), and might even make it impossible to get another one (I'm not having much success, but I just woke up, so my execution could just be meh.) Also keep in mind that there are some characters that a bomber, no matter how low, won't hit while sliding. You might try Rensen FRC TK bomber after that, but it's a lot of effort/meter for little damage. On the other hand, combos that start with Raeisageki (FRC) airdash, falling j.H, 2S, j.D, Bomber, as well as combos that just start with a TK bomber, go pretty high, the lowest falling in the 245+ range. A combo that's like the ones I tested, but replaces the first TK lead-in to bomber with Raeisageki, c.S, 2S, j.D, bomber runs for 209 damage, if I recall correctly. You can also do some stuff to SOME characters with just Raeisageki (hitting FRC), Bomber as the start, but again, some characters are too low while sliding for that. I'm pretty sure that one did a nice amount of damage, too. Really, anything into Rensen FRC is scaling your combo a lot more than any other lead-in but throw, which is why I like to go for resets or wacky things like ambiguous crossups with Kokuu FRC.
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Tested v. Testament: c.S, 2D, rensen (FRC), (2S, j.D, Bomber)x3, Rensen, 2: 207 c.S, 2D, rensen (FRC), c.S, j.D, Bomber, (2S, j.D, Bomber)x2, Rensen, 2: 209 c.S, 2D, rensen (FRC), j.D, Bomber, (2S, j.D, Bomber)x2, Rensen, 2: 210 c.S, 2D, rensen (FRC), TK Bomber, (2S, j.D, Bomber)x2, Rensen, 2: 211 The lesson? CUT THE FOREPLAY. The less moves in your b.loop, the more damage it'll do. ...Yeah, I'm bored.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Nothing against you personally, FS, but how can we know it's possible if you won't explain how it's done so that we can try it?