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Shoto

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Everything posted by Shoto

  1. @ Black Rose Don't put too much emphasis on the TK Bomber in the Middle Loops, at least as long as you don't have the basci stuff down. Not even all Japs do use it in a real match (what I see much more are meaty unblockable setup) and to be honest I only use it on some charas and usually not in a tourney match as I still can't do it reliable (but that is because of lacking practice I'd say :P). So if someone uses them as his BNB may he speak up^^. I'd say try to get the basic two rep loops reliable against all charas and then try the situational stuff. After that, if you have that much time and motivation you can see if you want to learn the harder variants. Doing such stuff in real matches sure gives you a tick more damage and is flashy like hell^^.
  2. Well for the 63214S stuff.. You can be air thrown out of it on reaction no matter if it gets JI or FRCed of whatever! So this move is more about doing it in situation in which they don’t expect it (so that they will at least block it). I don’t know any setup that will give you the right distance in which the move becomes ambiguous, not to mention that if it becomes too ambitious (i.e. crosses up very late) it can be blocked in both directions. .. and while I agree that you can use it to change sides, you can’t do it standalone but have to connect a move first (like 2P / S(f) / 5H etc. [or as oki]). If you do it standalone from an positional disadvantage you will most likely be hit out of it air to air. The FRC may work as a throw setup but it’s more of a trick than a real mixup. The JI stuff.. well if you're enemy awaits it you'll get airthrown so or so, shouldn't he await it well you won't need JI FRC, in fact you give him more time to react to you and even if you succed what is the damage you will get out of your mixup (but I may be ignorant, so fill me in^^). So while I'm not saying it's useless I don't see it as such a good options as DW does. Don’t get me wrong, 63214S has its uses but I just do not regard it quite as variable as you picture it^^.
  3. @ Black Rose Exectuion: I usually wait for the first hit of the 2S to connect, and then I start doing the input so that I will input the up command as soon as the second hit connects (and then press H as early as possible so it is already active when you come in reach for it). btw. In some cases you will have to do 29 so that you still jump a little bit forward (same for B-Loops, but there are situation where you have to simply jump up or will miss as well). Little secret: against many normal weight charas you can just hold up after the second hit and will still be able to connect the combo). With this you can test if it is your SJC timing or if you press H to late. Stories: Well I got into Axl with #R (about the time when the change from GC to DL was made) I just came from 3s (which is pretty straightforward considering combos) and even there I didn't do the advanced combo stuff; but I wanted to learn this new game that fascinated me so much for about half a year where all people (especially those who didn't play it) said it was so hard to learn and so complex. So I learned Axls old B-Loop and it took me about 3 month of nearly daily training (1-3 hours) before I was good enough to pull it of rather regulally in matches .. I even got up one hour before my lectures to train a bit because I felt more concentrated^^. So I was a pit pissed when they took away this combo I trained so much in AC :P (and I guess thats the real reason many of us Axl players miss the old harder loop^^).. that was btw. the only reason my #r and Slash B-Loop Guides where so detailed because I made all the mistakes myself and I did the list with exat damage values and all just to force me to practice the loops on all charas :P. And don't ask me about learning the rensen FRC, which was the first FRC I learned in the game (the first on is always hard..). ^..but from my experience I can tell that with every combo you learn it gets easier to learn new combos, not even for Axl, but for all characters / all fighting games ^
  4. @ Sking I guess Testa belongs in your list as well^^. For this charas you have to run up slightly longer than for most of the rest of the cast. btw. don't trust your eyes too much; it may seem that the 5K shouldn't reach them or that they are already touching the ground but it will combo nevertheless.
  5. Shoto

    Axl v. May

    Well yeah since you asked I added May to the overview at the beginning of the thread.. see trough it if it helps you and if not try to be a bit more specific^^. What is it that gives you a hard time?
  6. Shes not fully invincible, it's a low profile / low stance move, thus moves that have a hitbox that goes low enough will still hit her.
  7. Shoto

    Axl v. Jam

    @ DW ..again on the Jam Matchup: She can't even tech back in after a single air hit or combo as with that she is right in reach for all of your anti air option. Furthermore it is correct that she has lots of great priority moves, but as you want and can attach her before she gets in range. She can try to anticipate an attack but that will only give her a clash or in some cases a trade; but that is seldom enough for her to establish her offensive game and since your defence modifier is better a trade is in usually in her favour. I don't agree that her Puffball / Evades stuff is that much of a great answer to Axls long range poke game in general. First the forward momentum of these moves may be good, but in no way high enough to actually shift from Axls best range for his long range game to her preferred distance (especially her evade move has even a lower range). and keep in mind that except the FB Puffball non of her variations of that move have full body inv. Most of them you just can hit out by 2P or even 5P (the seem to be inv. in the middle, quite strange).. and I already mentioned that her FB is not her tool of choice to get in. If she tries bait a low poke to go over don't do her the favour. On longe range you always should have the time to at least block or even catch her with 2S, especially if you use 2P or 5P (which have quite a good recovery / overall execution time) there should be nothing she could do to get in directely after you whiffed one of them (exept she already is too near :P). Furthermore should she get that near trough running under a 5P just jump back and either use j.S or j6P to keep her away (especially a j.S together with air movement may be something to add to your reportoi as it allows you to repostion yourself while attacking, still nothing you can spam in this matchup). btw.: even when she gets in she hasn't dealt damage yet, while Axls does in many instances while trying to keep her out (and actually he will himself from there find ways to put some pressure on Jam himself). Once she's in the offence it gets quite dangerous, but you still have methods to escape or at least to get hit in a way while trying which doesn't allow her to ground you or to land a full damage combo (as she has no range and uses lots of frame traps backdashes work quite nice; don't forget to make good use of FD if you can get her out of range to connect her next move in the frame trap your freed and may even be able to punish the whiff). It's not easy but there's still a chance and even in her offence she may not resort to corssup or jump in / IAD stuff as that makes her vulnerable to 2S or your catches. Just play this matchup with caution and don't try fancy stuff when you should simply block.
  8. Well yeah I'm not too sure about that one and it depends very much on the heith of the chara (like against Baiken it will nearly always whiff) but as I got good result even against very strong Eddies I'm still experimenting with it. The Vids: Forget what I said about your techs. After watching them again I realized that nearly all of them were really good . I apologize. Your matches are really good, don’t get me wrong; what I comment are just some decisions I guess you could have made better and it is always easier to judge a situation if your not in the match itself (so yeah chance are good some of that stuff would have happened to me too :P). So please don’t get it wrong. Actually they are more fun to comment than most other AC matches posted here so far because all the basics are there (and much more) and one can get directly to the fun stuff^^.. (and yes I await to get this all back when I show up with some recorded matches :P). (focus is mainly on movement and Anti Air behaviour) Vid1 (a wacky vid btw :P): 12-13: Strange movement and why a 5P? 34: What was that air dash for (even that it worked out for you)? 47-50: That were weird 3 seconds^^. 54: I don’t use that move if I can’t RC it as the FRC won’t get you damage even if it succeds and still leaves you at a disadvantage. 1:46: 5P again where it doesn’t belong Vid2 28-33: More movement.. Even when your not in range for 5P to hit just jump / double jump and use j.S; the drills can’t harm you 44-47: Same here.. and that air dash seemed to be too much "preplaned"^^. 1:19: Messed up air throw I guess, but going for that was a good choice^^ 1:31: Hm.. I guess you wanted to do a 6K and the turnaround messed that up, but that close up it’s always 2S^^. 2:15-2:18: Again bad anti air behaviour 2:35 I know it was mainly do to Teyah messing up his timing put jumping out of an UB is just too good^^. Vid3 24: btw. just that I see it (not too much related to the vid :P): Whenever you think your enemy tries to jump out of your rush you can use 5K, S©. It gives you enough time to see what’s going on and to continue with 2S or with your pressure pattern. 26: There I would have tried to make some distance or would have waited what that Eddie is planning. 1:11 / 1:19: You whiffing pokes. Vid4 0:36-37: Nice, you did a 5P watched what your opponent did and acted accordingly^^. That’s the way. 1:00: End of the round, you have nearly no life and are caught in an Eddie rush and have 50% tension. Why no DAA? It’s not that you have much to loose? btw. did you ever use a DAA while being rushed? Use it more in such situations. 1:09: Ok you proved again that you can do it^^, but I still found the initial 5P inappropriate^^. Vid5 8: What was that? 9: Ok here I think I would have delayed the tech a little and used an airdash; but still no bad tech. 22: Again I would have used an airdash to make some distance. DJs are good to delay falling down or to let anti airs whiff but here it left you right above Eddie what is not a position where you could do anything. 43: Risky stuff (even that it worked out) I guess you didn’t realize you had not enough tension for the FRC?^^ 57: Overall very nice blocking in that first round, my compliments. 1:02: I see you being hit in the startup of another 5P. After you’ve done one always look how your opponent reacted to the first one, especially in that range.. or is it just a bad habit as in some matchups you can hit them out of stuff with it if the get that near? 1:15: Another missed airthrow I guess? Or just chicken blocking to avoid mixup?
  9. I was mainly talking about a low j.6P that hits a standing Eddie (as I already said as it counters Drills and Eddies standing hitbox is quite high it actually becomes an option in this matchup). But I'd say that j.6P is still a good tool air to air as there are situations where you can reach Eddie but Eddie can't reach you. There may be situations where he could utilize the tech to come into a better postion but in some cases if you don't use the j.6P you hand that situation right to him. In some cases you can just jump and go "hunting" him if he's already flying but wants to stay out of reach of your groundbased anti air options. I'll see trough it when I get home and post it tomorrow (I guess).
  10. Look what I found in the Testa forums.. @ DW Is there a reason you havent posted that in here too? It may be written from the Testa side of the matchup but still gives good information for both sides.
  11. @ DW Nice matches, your Axl is very solid and you play him quite aggressive, which is always a crowd pleaser^^. Your spacing is very good, you know the ranges / speeds / priorities of Axls moves really well and you did quite a good job dealing with Eddies rush. Nevertheless some things I believe you could improve (but most of it is it "try it out and see if it works for you" stuff) - You lost the nerves in some anti air situation, where you just kept spamming 2S or 5P (onece even when Eddie was clearly out of vertical reach, what is even more dangerous thanks to his Shadow Gallery). As long as Eddie is on the ground spamming 5P is fine, but as soon as he has left it it's a "do it on sight" thing. Especially against Eddie you usually have lots of time to aim for your shot^^. There were some situations where you gave it away because of that (and in my eyes this actually is one of Axls real strengths; work a bit on that and your Axl will get even scarier^^). Btw.: The only 6K I saw you doing was when you expected Eddie to go airborne (what he didn't :P). 6K is an option as soon as a chara has left the ground from some range as from there on it gets hard for most to punish you if you let if whiff (still some can). [actually I guess you are aware of that last one so it was just for the rest of the readers :P]. Once Eddie Jumps and tries to fly at you he just entered your realm; hold your nerves and shoot on reaction. - You should try to work more on long range; not that rushing down is a bad thing especially since you did quite well getting in.. but try to use more double jumps in all directions to play with the reach of j.S (or even a low j.P) and vary the timing. From there you will even get chances to get in trough j.S into pressure. There's not much that Eddie can do about that and should he try to go airborne as well you are still in the reach of j.6P. Use this together with your ground based options (and btw. there are more moves than just 5P even that that move is damn good in that matchup ^^) to force him to do something about it and see how you can utilize that that to your advantage (especially should he resort to flying). - I don't think I have seen enough of your techs, but I had the feeling that sometimes you could have made it over Eddie instead of teching into the corner (from my experience you are usually faster or out of reach for his 2H and only the shadows -S- is a problem).. and in another situating midscreen you teched neutral and had to deal with Eddies anti air options, while I think a simple tech back would have brought you in a range where you could have interrupted Eddie with j.S before he could do anything.. but I maybe got the situation wrong, so you tell me^^.
  12. Shoto

    Axl v. Jam

    I absolutely disagree on that on and I guess all the Jam players I have met do too. Explain yourself^^. Jam has to say goodbye to some of her most loved toys in this matchup. Her Puffball FB is not only worthless but a real danger as 63214S will go over it and as you can counter them on reaction. If you keep out of the distance in which a normal fake Puffbal, throw will be efficient there is not even mixup you have to fear. All other puffball variation can be stopped through 2P or even 2H. Her instant Air dash is low enough for 5P to connect, and since it is fast and has lots of forward momentum chances are good that you can go right on with a combo. Her Uppercut whiffs if you do a 2K as reversal; as you can start nearly all of your pressure / mixup options from this move is lost to her as a reversal. Apart from that even that she is quite fast thanks to her really bad range she has to get real close, what gives Axl a lot of time to react to her, and especially in anti air situations you are in reach for anti air attack way before she can connect a jump in and all of her delaying / crossup air movement stuff just gives you more time to aim. If she simply goes for tight instant air dash If she has a KD her 6H is so damn slow that depending on how she times it you can even reversal her out of it on reaction , not to mention that after that move she has to do a high move to have a real frame trap with combo option. The only thing that makes this matchup close to even for Jam is that she has incredibly good damage from random hits and you have to make unpleasant decision once your on the receiving end, as you have no chance to poke her out and she has good tick throw opportunities (the real high low stuff of her mixup can be blocked on reaction, the only thing that gives me some problems is her Dust put therefore that only has few setups and can be anticipated and ends her advantage if you block it). btw.: I finally started a short overview with a paragraph on each matchup I feel expert enough to rate. Exspect one for every matchup I rated and feel free to discuss about it. You can find that as usual in the first post^^ (I plan finshing it this weekend).
  13. That's the trick.. Actually if the chara is too low to the ground you have to use the j.K instead of the j.H as j.H won't get active in time (but that are quite rare situations, like if you hit someone with 2S realy late in their jump).
  14. Me too^^ maybe I just lack practice..
  15. @ Teyah A (fake) rashousen after a blocked 6H? Or did you mean the two things that you had problems with were 6H and the rashousen feint? For 6H.. if done during a rush (especially after 5H) just block it. If you screw up you’ll get a CH which means big damage. Nevertheless even if you block wrong only the 6H will hit and you can still block whatever follows (yes there is a spacing where you can combo on Eddie from a normal hit but I only get that if I do it meaty or standalone and end up near max range of 5K,2D; if one of you guys knows good setups for the proper spacing please share this wisdom^^). Some methods to counter 6H or to escape after it: - Block it, then backdash immediately . Axl won’t be able to follow up with his usual 5K / 2K stuff (nevertheless he could work against it with 2H if he expects it). - If your opponent gets repetitive with this move, yeah SB is an option (kara SB is even better), but I guess one should practice this a bit in training before going for it in a real match (nevertheless the only really safe place to SB a 6H is after a 2H as there Axl has no low hitting mixup left) - IB. If he doesn’t do it from far away (= a distance where 5K, 2D will whiff if done afterwards) you can IB and throw. - Should he do it from far away and can only go on with S©, Eddis 2S will win against the S©. Nevertheless if the Axl Player expects this he can counter with a 5K which will get him a limp CH into 2H, 6H. - I don’t know it this can be done if the 6H comes after a 5H but after a S© or if done from some distance (in that case it should work as well if the 6H comes after a 5H) you can jump, air block (no FD needed as Axl is airborne doing 6H), land, recover before Axl, throw. Vids would be great, since just lately I had finally the chance to get lots of Eddie experience and would love to see how other Axls deal with this matchup^^.
  16. hm.. I guess you have read my notes on defence on page1, post #4? This is basically what I can say about "generic options" against pressure. The rest comes from character knowledge. If something of that is unclear tell me so I can clarify it.. What DW posted is of course totally true.. I just want to add that 63214S is not really something to escape pressure (if you had that time you could easiely jump out or throw a poke) but more a method of chancing sides if you are up against the corner but not yet pressured (and as DW mentioned comes with its own dangers^^). If pressured and you have the "space" to go for S(f) you may cancel that move into 63214S to cross up the enemy and leave the corner.
  17. Hm.. good to know.. never relized that til now .. so it's the same for him against Axl as for all the others as you have to FD Axls long range anti air stuff anyway.. Well then I just say he's quite slow / predictiable in his movement while flying and thus an easier target in many situations^^ .. or something like that..
  18. random stuff since I lack time (and am tired :P).. hope it adds to the discussion. btw.: nice to see we have input from an Eddie player on that topic^^. - Eddie cant block while flying, making him vulnerable for all of your anti air attacks. DW is right if he says that 2S need some distance / time to work but usually you should have this (it should at least trade). J.6P should help as well air to air. - Destroying little Eddie on range with Axls 2hit moves is quite easy, as Teyah already mentioned^^ . So don’t expect to see little Eddie outside of rushes that much^^. - Axl 5K snuffs Eddies 2S if he does it at max range (yes that means you will do the 5K in a distance where it usually would not whiff) and you can go on with the gatling into 2H to even follow up the CH with a little combo.. - Axls 5P is faster than eddies drills; so if you mash them he will always eat a CH if he trys to do them.. If your in place for a short range drill you may even go for a 6H if you anticipate it; from there you will get a CH and a free combo (so this won’t happen if the Eddie players knows the matchup).. of course that doesn't count for FB Drills (be carefull with them as well if you try to poke at Eddie with j.S [what should go over normal drills [or hit Eddie and thus end the drill] if the spacing is correct, as Teyah already mentioned]). Btw.: If done right you should get the same effect with a low j.6P (even that I'm not a too great fan of that tactic it seems to be okay against charas with a high standing hitbox). - I don’t see the problems with Axls DAA that DW sees. If done during his little Eddie rush he just won’t be able to block it as he has to command “two characters” and he can’t really do that while holding back.. the only chance for him is to end attacking, what would be have the same affect as the DAA. Even if it gets blocked you should have enough time to break free (DAA gives +2). Only if you do it against his 6P you will get a clash an are likely to loose to the second hit (or if he ducks it, but I guess the only move that does that is his 2P). - For the rushdown I say it is the same as in many other matches. Go in close range if you have the clear advantage, but don’t push it. Rushing him is of course a bit easier as he has no reversal except his OD. His 2S beats your S(f), so if you expect him to try to break free with that move use 5K. - If Eddie has no Eddie meter (like after you destroyed the symbiont), there is really nothing he can do to pressure you. So this is the time where you should go hunting and play a bit more agressive (just be a bit carefull with is 6P, that works quite well against all Jump Ins that Axl has to offer, even a j.S if he does it low (= in a way that he can start pressure / can comb from it). - I’m a bit sceptical with the IB super or counter stuff that DW posted. Even with the IB the gap is still very small and you have to IB, then go for the input. Inputting a 623P after an IB is nothing I think that can be done reliable, the same counts for the much more complex OD input. If you manage to IB certain key moves in his rush you can either backdash or 1frame jump.. and I’m still not sure where you had to IB his rush to be able to throw him. Btw.: Eddie has only one low hitting move that allows him to do something from, his 5K. So your 623S gets much more valuable as reversal in this matchup. So I’m not quite sure in which case I should go for 623H (which despite the lower body inv. is still damn slow) - This is not Axl specific (and quite basic), but Eddies rush has two key mixups. His 5K and his 6K. So keep blocking low and only stand up for 6K (try to ignore 5K as well, just concentrate on 6K and throw attempts). Should he fly up, well yeah block high as well till he lands again, but I personally find that even easier to block than the 6K (which still isn’t that hard to spot). After 2 reps of this game it’s his last chance to go for the unblockable (of course he can do it earlier, but since he may want to hit you with his normal mixup or at least raise your guard gauge so that the UB will do more damage he is likely to go for the mixup first, except you have shown immensely good ad dealing with that stuff :P), so chances are good he will, if he has the tension. Shouldn’t he have 25% tension he is likely to go for a throw, keep that in mind. There is a discussion on breaking free from unblockable setups in the Chipp forums: (http://www.dustloop.com/forums/showthread.php?t=1316&page=24). Have a look at it.
  19. Shoto

    Axl v. Chipp

    I guess that was in the Slash thread, which has been lost due to Trag starting that Auto Delete Program a few weeks ago.. Jesus.. I could write books on that matchup, but I actually don't have the time.. so right now some totally random stuff I can think of (not even in order, forgive me); maybe more after the weekend.. If you have specific questions ask. - No 6K if you're not absolutely sure it will hit. You whiff it Chipp will be even able to run up and punish you from more than a screen away. As Chipps j.D will at least trade with 6K or 5P using these as anti airs in close range (to get a combo afterwards) is nearly impossible. - If Chipp is going for a crossup that you just can't figure out always block as if he wouldn't cross you up: Should he really have crossed you up chances are good he will still hit in the frames in which you can block in both directions, but if he hasn't you will have to block it right. - Don't recover from OTG Alpha Blades, you'll get air thrown and still get the KD. - Should your Chipp player have the habit to air dash at you out of pressure strings air throw him. Honestly there is no scenario in which he could be faster than you (so good Chipp players use this stuff extremely seldom). - Clever recovery is a big issue in this matchup. If you end up high in the air (so that you can't see the ground and the enemy chara anymore) try to be a bit random with your tech. So tech back and airdash forward or use a double jump to delay time and change position. If he guess right where you landed he will be directly under you and start pressuring with stuff like 5P which you have to block with FD (what costs a lot of Tension or if it runs out first results in another combo). Nevertheless he has to guess as he can't see his position as well, so as long as you vary your tech you should get away with it. if he is away from you, you can keep him away with j.S should he try to close in - As long as he is in range for 5P he should not get away with a teleport in long distance. Against teleports. Should he ever land directly behind you with a teleport you can always throw him (exept he just forced you to recover low to the ground or if he does it as okizeme). - You can block nearly everything low (as long as he isn't jumping / airdashing at you). He only has two overheads: the first is as part of his rekkas (the one he can do after the firepunch or that red flashing low kick). If you block it you can punish with 5K, 2D, rensen [FRC]. Should he FRC it throw him the instant he lands (that is if he doesn't pressure you with an air move first). So this one is another option he will use seldom. The second is his 6K, that strange "drop kick". If it hits but gets no counter, just keep blocking, he can't combo from it. If it hits on CH it gets wallbounce and allows a high damage follow up. So this is an option that you always have to await if your guard gauge is flashing! Should you block it even gives Chipp a -1, but I'm not too sure how to utilize that.. hm will work on that next time I play against one. - If he likes to do his Beta Blade (Uppercut) on wakeup use the stuff I wrote on baiting uppercuts (General Strats Thread). As Chipps Beta Blade has no good horizontal range he is quite vulnerable to ambiguous whiffed 3P as Okizeme (and it's even very easy to force a clash if you do 3P meaty). If you succeed punish with a combo of your choice^^. - If he does corssups as okizeme block them, don't try crazy stuff. The only chance you have is a reversal 623P catch (214P won't get active in time) but the problem is if he crosses you up it kills your inputs. - 214P has autoturn, but only use it against obvious crossup / fake crossup attempts done from range. If you start countering stuff during his rush he just has to double / triple jump and gets a free combo (or if he does his downward spiral move high enough in the air that you can counter on reaction) - After he did the firepunch that is usually a good point to jump out. He can do the kick right away but if he dosen't RC it, it won't combo (and I guess he can't RC it on reaction). So usually all you're risking is the damage you can get from the kick. His firepunch gives him disadvantage which he can only overcome if he cancels in the low kick or the overhead kick. Nevertheless the kick gives him even more disadvantage.. - FD really helps. Actually his Sweep will beat everything in medium range but if you pushed him out of that distance you can try 2P or 2H (use 2H to punish if FD made something of his moves whiff). Does he tend to air dash at you in such cases, air throw! - Movement is the key in long range. Short dash forward, jump back with j.6K or j.S, double jump or whatever. Don't allow him to cover the distance just because you kept running up and he just did the same. 3P seems to be a good idea as it will hit even if he does a short dash brake, but remeber what I said about his 2D? He will try to bait low moves over which he can airdash to punish you. So rely on 2P over 2H as in most cases you should be able to block even if he jumped over you. Being Airborne when he teleports seems to be quite a good choice but I'm not sure if you can do that on reaction without being hit in jump startup (at least I have problems to air throw him out of normal teleports and should he FRC it definitely is impossible). - Be extremely careful with 623S. Chipp can start his rush from a low hit without any problems. Against Crossups is fails as well as if he crosses you up your inputs will be killed. I - If you throw him or countered him go with the combo that knocks down. The chance to nail him is worth the lost damage. - Chipps frame traps are bitter.. even for charas with fast short range pokes.. Axl does not even have this. So don't try to poke him out in that situation. Only use 5K (,2D) if he starts running at you at least slightly out of range (in that case he is likely to either want to run in close for a low hit or to go for a throw attempt). For the rest work with FD, if there is small gap try to use (1frame) jumps or backdashes (but only if the BD will get you out of range for Chipps 2D)
  20. Sorry, wasn’t referring to unlockables but to 301 stuff . FDC is usually referred to speaking of FDC Drops like with Faust / May / Chipp. I guess its about trajectory change. Name it FDC-Drop if that helps the nomenclature. SBC-Drop is basically the same, but SB can be used to cancel a forward air dash what FD can’t. So nebulous or not it is something that needs to be in^^. Burst cancel works as well from clashes (not only from parry) but I agree that it is nothing too important to cover (but would be nice for completeness).
  21. hm, ok.. didn't get that that you meant for the Raeisageki as well.. my bad
  22. You can't be serious with that^^ (didn't I even write you an PM with that stuff 2 weeks ago?): Well, here's what I think should be added: - Faultless Defence Cancel (FDC) - Slash Back Cancel (SBC) - 1-Frame Jump - Kara SlashBack - Burst Cancel - Super Freeze Projectile Unblockable (or whatever it is called) - Crossups (well at least you have to find a place to tell that there is a short period in which attacks can be blocked both ways after a character crosses you up (maybe just a simple entry in the terms section?) Btw.: - Pseudo Jump Install should be called Tiger Knee / TK.. that's the only expression I've seen used in this forum. Since People would look for that term if they want to find out what the Axl or Baiken or Johnny players are talking about you should go with that name^^. Maybe it would even help to cover the other methods to get moves (especially 623 moves) low to the ground and give it its own section^^. - and as I don't believe anymore it would be worth an own entry you could add "negative edge" to the term section under 100^^
  23. New info on meaty rashousen: (will update first post as soon as I have played around with it in practice myself^^)
  24. I'm no native speaker.. so someone who knows the English terminology tell me if there is a better expression for it
  25. - Auto-JI on 6H and 63214S - The follow ups after the Rensen should have a short time window in which they can be delayed - FRCs on the 214 catches right after the "counter frames" end (to make them safer on whiff; as they still wouldn't work during a rush and would still not be riskless I guess for 25% tension this should be ok. Would simply allow you to block again in some anti air situations or if they try to fake them out of you on longe range [like against Jams Puffball special / FB options]) - Kokugeki should launch higher if it hits a groundbased opponent (nevertheless they would still need to find a way so that you can't just combo without the FRC [like you can on CH]). I mean to get good damage from it you need to make it quite low to the ground so it needs specific setups to work and can't be utilized that good as a poking tool as the reward is i nmost cases just not worth the 25% tension even if you hit. This change would make it a much worthier tool. It still would costs you 25% tension and even with that changes would still not be too good as you can be air thrown out of it as the hitbox is kinda small and if they just block it you just wasted tension (if they are really afraid it will be gamebreaking let it prorate). It's such a flashy move and gives you new air to ground attack angles. I'd like to use it more outside of combos. - And actually I don't like that the rensen doesn't raise the guard gauge anymore. Finally Axl has enough tension to actually take use out if this they take it away. It would still not be that good as it would cost you lots of tension rasing the guard gauge that way and they have the chance to get easily rid of you with FD. - Furthermore they could give the 623P the back the slash hitbox. I can live with not getting the wallbounce except on CH but I shed a tear for that. .. and the Slash B-loop was so much cooler, I agree.. but the new bomber being the better tool gameplay wise I don't think I want to trade it back^^
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