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Yannick

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  1. Hi. :D I think most of DE folks play in or around the Philly area, actually. I haven't met up with folks in a few months, but maybe ask in the Philly thread to see if anything is up. Thanks for putting this up, though. I randomly came in to check if there was any activity close to DE that I could learn about.
  2. I need Jack-O's theme in my life. D: Any word on what it's called yet?
  3. The long story short is you can jump install by jump canceling a normal, but chaining into another normal before you leave the ground. In the video you linked, Yaxl uses the blockstring before the 6H YRC to jump install (probably jump installs the c.S, but it can be any jump cancelable normal) and then consumes the jump install after the airborne state of the 6H YRC.
  4. You have to jump install to get the airdash after the 6H YRC.
  5. Edinburgh UGH #Kreygasm Best stage freeeeeeeeeeeeee OFC it's the worst stage for netplay, Axl why you gotta treat me this way?! D:
  6. Against the gatling between f.S and 5H, you can BS, backdash and Benten on normal block. You have a 2F window. Backdashing essentially needs to be just frame or you'll land in the last active frame(s) of 5H. If you instant block the f.S, you can just frame high/mid counter.
  7. Reporting in. 3P is crazy (didn't play Axl in #R, so I'm only used to his AC/AC+R 3P). I still need to space it better against DPs, but in most other situations where I'm using it, it's beginning to feel more natural and more scummy. Scummy is good, because I was starting to feel like Axl was a bit more honest than I'd like in this game. I've been experimenting on my own, but mostly taking strats from gnu's use of the move. He's so persistent with that move; if people don't IB Axl at that range, gnu pretty much does whatever he wants (depending on the matchup). One thing I've been wondering is if anybody has been running a RISC gameplan as a priority yet. Once I got kinda comfortable with using Axl in +R, I wanted to develop a gameplan and cranking up guard gauge was just something he did really well in that game. Nailing the CH 3P/5H/6H once you got everything flashing just opened up all sorts of offense. I'm curious to know if a similar strategy can be effective in Xrd. I'm still trying to tighten up my offense, so I don't spend too much time peeking at the RISC bars, but trying to figure out if cranking that up has been working for people. Rensen RRC builds plenty, but the move is so damn expensive now that making the judgment call seems difficult.
  8. How are you guys finding 3P so far? I was watching gnu the other night and I like his use of it in blockstrings with 2H where, depending on the matchup, he seemed to be in just the right range to risk constantly pestering with 3P and 2H while also having enough time to react if the enemy moved forward or stuck something out. I don't have the balls to 3P close enough to the opponent to get anything off of the move when it lands CH, though. Maybe it's good up close for moves that have long CH windows where you don't want to risk the c.S or 5H coming out too slowly (not likely)? I'm wondering if my mentality toward the move should change.
  9. Agreed 100%. I've noticed that my signals for aggression and risk-taking from +R have not served me well here. Getting the knockdown is becoming increasingly rare, sometimes so much that I don't know what to do when it does happen. I've gotten rid of most of my +R habits, but still taking time to repurpose some of his normals that don't have the same uses that they did in +R (2H being my main priority). My gameplan for now is to try to steal as much screen space from the opponent as I can and try to capture and react to their attempts to approach. I try to play for 50% tension, which is when I feel that Axl gets most of his damage, also giving me the two RC options in bad situations. Trying to also squeeze my DP into the small reversal window of Xrd; I'll be spending a lot of time on this as I do not like missing such a crucial move on wakeup. I think the cool thing about Axl is that even though he can't go as ham as he used to, he still gets great damage with meter or air confirms (I actually don't mind spending an RC to continue a combo from 6K if I feel I'm too far away) but he also feels interesting in the neutral because the P vacuums are gone and some of his old blockstrings don't exist anymore; he feels like he requires a bit more quick thinking this time around. I really feel the pain from my mistakes more in Xrd, but also feel more satisfied when I can build a game around shutting the opponent down. I'm at a low level still, so I see plenty of opportunities to use blitz shield, but I'm finding that grounded blitz shield makes a good followup quite expensive and aerial blitz shield can be replaced with other less risky moves like 6P, 5K or counter. Overall, I think Axl doesn't get too much out of it, at least the way I play, because I always want the meter for the confirm or the YRC. You can find very simple BnBs in Axl's challenge mode. Axl's combos only really get intricate once he has meter (I feel), so I think using those is plenty good for a start. Regarding TK Bomber, I've had exceptional difficulty using conventional means to TK this move. Performing it off the ground is not hard, but it does not seem to follow traditional TK input rules. My suggestion is to either 1] jump and then Bomber immediately (9623K) or 2] start from down-forward and perform a 360 in any direction, ending in down-forward and press the button (I stole this by checking out and then simplifying the CPU's inputs for TK Bomber). Either one works fine, but you can imagine that method 1 takes a bit more finesse to pull off. If using method 2 from the ground, be careful if you choose to perform a 360 starting with the 3214... input pattern. If your inputs aren't clean, you can end up with Haitaka stance. I always prefer the 3698... input pattern.
  10. Thanks for leaving this behind. It's a good resource.
  11. Outside of his weaknesses and trouble spots, does Kagura have any matchups (or, rather, types of matchups) at which he excels? Seems like for the glaring weaknesses and painfully annoying matchups, his strengths should reveal a type of match at which he is in a better position to play how he pleases and I'm wondering if anybody has any opinions on those.
  12. What are Elizabeth's pre-Awakening combo routes looking to be now? Lots of old routes are now only valid or possible in Awakening, so I'm wondering if she will only have extra basic stuff until you mash Mind Charge.
  13. SB.Zio beats meteors as long as none of them land smack on top of Betty's dainty head.
  14. Just posting to say that we've started up a new thread on SRK! We're playing P4U and TTT2U, but we have tons of players that play tons of other games as well. If you want some action, please hit us up over there or PM me here! http://shoryuken.com/forum/index.php?threads/rochester-new-york-thats-not-a-setup-updated-9-17.168847/
  15. I've had this happen several times already. It seems that if the opposing player breaks your last Persona card after you've already performed a cancel into another Persona move, that move will still occur.
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