Jump to content
Dustloop Forums

Digital Watches

Super Moderators
  • Posts

    2,422
  • Joined

  • Last visited

Everything posted by Digital Watches

  1. Yeah, but KDX, that's pretty much the combo you mentioned. Throw --> Short dash 5K, 5P, 2S (BnB) is almost if not fully universal. (Though recently I've been trying to use 6K more on characters it works on.)
  2. Roboky/Johnny similar weight to Ky? Since when? Also that works on most characters. I tend to use it simply for fear of dropping the combo. Is this really supposed to be character specific?
  3. Man. Chojin into Kokuugeki would be too strong. I should hack the game and give Axl Chojin... or Jam Kokuugeki.
  4. Alright... So here's my offer: Anyone who can pull off a Dizzy IK during a money match at Evo wins an additional $5 from me. It can be against ABA or whatever, you just have to hit with it. This offer is void in cases of obvious collaboration.
  5. But Kokuugeki is like... the best thing ever! TK Kokuugeki throwbait, Kokuugeki as a combo finisher, Kokuugeki as long-range air-to-air (Has to be faultlessed), Even Kokuugeki with a side of bacon!
  6. That seems like a decent dust combo (I tend to suck at those regardless of character, so maybe my opinion on the matter isn't that relevant. The bomber is techable because A. It's rather late in the combo, and B. It's very high up. The problem with the combo is the lead-in to the dust. The reason you're able to connect with the 5Dust is because your opponent will be staggered from 2H. I'm fairly certain that most players (myself included) could stagger out of that before the dust connects.
  7. If there's an ABA in Berlin tomorrow, I'll test stuff on them.
  8. I'd doubt that. If anything, the reasons are cultural/psychological rather than a disparity in inherent ability, and as time goes on, at least the cultural reasons are already starting to vanish.
  9. I'd still say the easiest TK bomber is 62369, a standard TK DP.
  10. He's talking about running rashousen/rensen. The input buffer in GG is so large that you can actually start dashing for about 1-2.5 character widths before it'll count the charge time as being over, thus running forward slightly and sending out a rensen/rashousen immediately. Redbeard's trick relies on the fact that wakeup invulnerability doesn't apply when getting up from a slide, therefore rashousen will hit on the first frame after they stop sliding if done properly. When I think a 6H would be risky, but still want to do a running rashousen, I just negative edge the rashousen, so that if the rashousen fails, I can just immediately faultless out of the run, rather than getting punished for a 6H.
  11. I guess you could try IAD back, j.6P/5S if you're feeling lucky/playing someone who doesn't have insane priority on aerials, but mostly yeah, just get out of that range as fast as possible.
  12. Eh. You can cancel into counter on reaction the same way you can IB a burst on reaction: You just have to make sure you're doing a move with a very lenient window during which you can cancel into the counter. c.S is the best, in my opinion, but 5K can work too. Just keep block strings short, difficult to punish, easy to cancel, and heavy with high-low-throw-unblockable mixup. TK bomber good for baiting counters, since it's a good overhead with tiny recovery. Countering guard counters is extremely difficult against a good baiken, but you can do it enough to at least spook them slightly, giving you an edge.
  13. Quick note on the Baiken matchup: If timed correctly, 2K, like Sol's sweep, the tail end of Jam's 5H, and many other moves in the game, will go under Sakura AND the superman counter. This is probably going to be more useful against Sakura, since the moves that it generally gatlings from are more the moves that are done up close (And if the baiken tries to superman counter when you're that close, it'll just miss.)
  14. Or an empty jump and a throw/low, taking advantage of tenhouseki's copious recovery. Unless you mean housoubako (which recovers much faster), in which case that's also quite risky, given that the aerial hitbox of the move is quite smaller than in slash, it doesn't stay out for long (which makes it a prime target for a bait and delayed strike) and the air is the only place where the counter is blockable (faultlessable), which may be a safe bet, but could also lead to a sticky situation, especially if playing against someone who knows the matchup and has the meter to spare/knows a gatling/cancel that can beat the counter, since hitting the counter counts a hit as far as cancels are concerned (a fact which many players quickly learn to take advantage of.) I agree with the airthrows though (But suck at actually pulling them off.)
  15. Well said. To add to that... It's really a matter of whether they have experience against Axl, and have the meter to fautless. Against a good player who knows what they're doing in the matchup and has any meter at all, you can probably catch them with an actual hit once at most, but it will do a damn good job of keeping them out, as Shoto has already said. Yeah, I don't really know what to say about directly above Axl. I hate that range. If you have the time and meter to spare, and feel like doing something INCREDIBLY wacky and risky, you could try a TK kokuugeki or an HS Raeisageki, or a superjump+airthrow... but really, if they're right above you, I'd get out of that position as fast as possible. Er... I kind of disagree that clashing is the worst that can happen. The chains hitting twice and seeming to come out/return come faster will make it a lot safer to have the chains out, despite having a hittable box on them (As they've had at least since XX, and that's just the earliest game I've played), a clash or a trade is NOT the worst that can happen. An invincible move or projectile will hit the chains almost every time, sometimes without trading, and sometimes a well-spaced hit of neither category can do the trick as well. While the chains are safer than ever, certain characters make me hesitant to throw them out, as it could end in Axl taking damage or even being knocked down. I'm thinking specifically of Venom and Ky, but there are numerous other examples of situations where it happens a lot.
  16. Man, it's late at night and I'm tired of trying to hit every character with Raeisageki FRC, time for some theory fighter. If you could add one thing to Axl, what would it be? I don't mean like... "What should be in the next game" or anything like that. It could be game-breaking. Just something cool that you think would be fun or useful. Me? I'd add an FRC to 6H. It'd be right before the hit, and Axl would stay airborne, maintaining the slightly down-forward momentum of the end of the attack. It would make 6H safer, as you could just FRC chicken-block any attempt to beat it, and it would be great in terms of combos, and block strings, as it would add all kinds of crazy possibilities, such as 2H-->6H FRC low j.K, land, 5K, 2S, BnB. It could be used as an incredibly fast empty jump, putting you in throw range, or even to get some extra distance and airthrow near the ground. Yep. Super-epic. If you're lame/bored enough to come up with ideas like this, post here!
  17. Yep! Jam's Sweep FRC hits if you do it late as well. Normally I can't even tell that the animation has started, but sometimes it hits. Go figure.
  18. I think it's just timing. The end of the FRC window is during the first part of the hit, so it should probably connect with most characters. I'll retest it if you want.
  19. Yeah. I think I misspoke. While I can never get the computer to block it the wrong way, I see what you're saying. I think what I mean was that it was visually ambiguous by exactly the distance Axl's airdash can travel in one frame. I was hestitant to say one pixel, because it's probably more than that.
  20. Doesn't Kokuugeki have a 9-frame startup anyway? Maybe I'm wrong, but if I am, I don't know how I'm getting this off.
  21. I think I used "one frame crossup" wrong. What I meant was that while the crossup isn't extremely fast, you can mess people up by starting the kokuu in different parts of your airdash, making it harder to tell whether you'll be past the person when it hits. While it's not an incredibly fast crossup, one frame of your airdash can be the difference between crossing up and not, and since the kokuu instantly stops the airdash cold, it's easy to control this. Even in situations where they expect it as a throw bait, I could get it to mix people up in slash, and have done it at least once or twice in AC, which, if you get the FRC after a hit, can net you a nice BnB combo.
  22. Nice! Okay, so I seem to be able to get the following wacky variant off, though it's ever-so-slightly harder than the normal ones: 5K, c.S, 5H, 2D, Rensen (FRC), run up+6K, 2S, BnB. It's not that great for damage (About the same as other variants) but much cooler looking, also: This will NOT net you a b-loop. However, you can do 5K, c.S, 5H, 2D, Rensen (FRC), run up+6K, 2S, j.H, j.D, FB Bomber, Bomber, jump and airthrow to tech punish. Tested on Testament, Jam, and Zappa so far. You can get a 1-hit Rensen FRC off of this setup, which makes the combo do more damage and seemingly makes the timing for the hits that follow the rensen more lenient. On Jam, I can't get the BnB unless I only get the first hit of the 6K.
  23. Hm... 1. Kokuugeki seems a lot more useful to me than you mention. If the opponent is not expecting it, you can go for meaty ambiguous crossup Kokuu after running in to bait a throw. Since Kokuu stops airdash momentum entirely, you can do 1-frame-ambiguous crossups with it, and the FRC naturally leads to BnB combos (or B-Loop in the corner.) 2. Also: It's fairly easy to combo IAD+j.S (2 hits) into Rensen (FRC) BnB. Really this is just stuff to catch people off guard, but it's great for approaching if they can't stuff the chain, as it's very hit-confirmable, and doesn't prorate at all (At least according to the frame data). If blocked, it can make a great ambiguity, as 2D, 2H, Rashousen, Rensen, and Benten (For if they try to beat you) all come out very quickly after you hit the ground from it, either while they're in blockstun or barely after they're out (Actually, nearly anything will come out fast, but the ones listed can mix up/spook the opponent.)
  24. Confirmed: 63214S FRC will hit on most characters if done on the last possible frame. Not just tall people, but I think it won't hit short ones like Baiken and Zappa.
  25. Nehle has one, but I'm not sure if it's still accurate. http://www.nehle.net/actiers.php
×
×
  • Create New...