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Everything posted by Sking
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Why would any johnny do a ensenga as a jump in? Well 5P hits johnny before misto finah, coins, DB, KJ come out so you will not do a 5P if johnny is not in range. Johnny can't mist cancel the begining of his H and that move is kind of slow so housou and benten works. Agreed, but any johnny do that to me Well, the johnny I play is kind of agressive so a keep away game is what I use and works wonders. Love 2K narrow hit box
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Johnny is kind of a slowest character in the air so your AA works perfect against him, 6P is your main jump in AA it beats all johnny jump in attacks. 5P is a great tool in this match, hits johnny jack hound fb and if you know the distance for the jack hound is even better beacuse if johnny do a jack hound and you do a 5P if johnny appears in front of you he will get hit. This is a match that you should be playing as a keep away and as a full rushdown once you get a KD, johnny doesn't have any defensive option so you should let the beast unleash. Johnny rusdown can be a problem if you don't know where to hit him, using the 623p counter against coins and the 6H is very effective beacuse they are so slow that you can do the counter on reaction and if you really now the rush pattern S Benten works here. Poking him with 5P is your best weapon since hits johnny jack hound and that's the only thing that johnny have to get in. This is a "be patience match" keep johnny away and rush him once you get a KD. Remember 2K ducks under johnny J OD.
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More: 6H, 5H beat faust's hand slap force break and lead to a huge damage b-loop if you are in the corner. The pogo force break clash with 2S and 6K, so if you try it do a 2S right after the clash to do a combo. If the faust player do a dust in wakeup(because the invisible frames) do: 6H, 5H or go for a throw. Air throwing faust after you do a b-loop with an extra bomber to make them tech is more easy beacuse of faust wide hit box, so this can be a helpful tool to go for a cross over kokku and another stuff.
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Ok, here are some matches of me playing in a survivor series: S-King(AX) vs K-19(MA) S-King(AX) vs K-19(MA) 2 S-King(AX) vs K-19(MA) 3 S-King(AX) vs K-19(MA) 4 S-King(AX) vs OS S-King vs OS 2 S-King(AX) vs Peluking(JA) S-King(AX) vs Peluking(JA) 2 S-King(AX) vs Peluking(JA) 3 S-King(AX) vs Peluking(JA) 4 S-King(AX) vs Peluking(JA) 5
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Nice Matches DW!! Now is my turn to 1. After you see the 2HS hit do a 5D or 6H, I see that you don't do that why?? 2. I almost had a heart attack after see you missed some combos that lead to a b-loop, but no body is perfect, or you just very nervous 3. I see you didn't do a tenhouseki knowing that slayer will use a j.H why?? 4. You should do more poking vs slayer for two reasons: a) If he do a dash the second hit will hit him so he only have two options: Jumping like crazy or back dash, that will give uo the advantage of distance b) This is a match that you need to play it away (at least for me) beacuse axl defense lack and axl got the advantage of his AA game and slayer desn't have that quick jump Of course you should that is slayer is not a overdrive maniac 5. Why the 5P after a rashousen faint is you see he's jumping?? that should be follow by a 6K or 2S(and a b-loop like the book said ) 6. Love that 2H frc to avoid the overdrive That's all I got for you DW and again nice matches!!
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Ok I need some help here: After a raiesageki frc I try do to a air dash but I only do air back dashes and if I do the rc later still doing air back dashes or axl hit the ground. can any one tell me where's the trick on that??
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2S works best against light characters, try run a bit to hit them with 2S.
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Well I tend to use this counter a lot more in this days and the fb follow up(I love it) so let me tell you a few options that you have after you get a CH with 623p. 1. If you hit the opponent coming from the air they will bounce a little more higher giving you time to do 2S or 6K or 5P depending on how high and close their were(is that the correct word??) to the wall. 2.If you have tension or they are near the wall you get a b-loop. 3.Doing the fb follow up can lead to a short b-loop if is near the corner. That's all I got for now cause I'm still learning how many things this counter have to offer.
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Tk bomber is a very useful and powerful tool as long as you do it very low to the ground and as a bonus it has frame advantage on block so you can keep rushing or do a second tk bomber(I love doing that ^^) If you konw that your opponent knows axl's strings and combos they always block low(Always) so a tk bomber is very useful in this situation. I don't use it that much beacuse I can only can do a tk bomber from the right side(player 2) but every time I use it is almost sure it's going to hit.
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I bet that the tk bomber comes out more faster than 21 frames beacuse is not affected by the height requirement law(can any one confirm this)
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Well most of my friends that I play play better than me, so in order to keep them guessing and wondering I always do rare things and unsuspecting stuff so that way I can be read like a book, besides I like to do 2k,2d, raieisageki after a resen frc in the corner some times but that is something that I just add to my game.
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Believe me they fall for it!! As long as you do it once in a year:psyduck:
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Well you can hit it more often if you force them to crouch by doing 2K,5S© tk bomber, People tend to stay crouch during a rush
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I use the tk bomber not in the middle of a combo but as a start of a combo and believe me is more easy and reliable to do it this way, because after a resen frc or after a 5S© tk bomber is more damaging than using it in the middle or combos besides is more flashy an fancy this way .
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Raieisageki can be a powerfull tool if you konw how and when to use it: 1. You can do bomber loop of it and do huge damage. 2. You can use it as a cross over in the corner using 2P beacuse the 2 hits drags them out of the corner. 3. You can use it after a 2D and about 95% of the time you will hit them because they don't expect that. 4. Using the frc you can do thick throws or do a bomber in your way down or just do a mixup. The only bad think about his move is that you can get air throw in reaction or be hit in the air but it is a very good move that you should be using not too much because your oponents can expect it and pusnish you, a very useful thing to do after they block a raieisageki is a back dash if you land too close. Again,raieisageki is risky move but have huge rewards.
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I got this one: After a b-loop I use 3p that hits them otg so they can tech and them I do S© or go for a air throw.
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Here's My Story: I start playing gg about mid march of this year because a friend told me to is like playing mvc2 LOL. First I started with testament(and still my favorite character) but with 15 days remaining to a tournament I switch to Axl because his long range and believe it or not I got 10 place of 16 in the tournament . I passed almost 2 or 3 hours a day training the b-loop and when I finally mastered, accent core was released and all those days of training went to hell . I kind of miss the old b-loop but the new one is great. The frc was just like living in hell, not matter how hard I try I never seem to be able to pull it out, but after a month, (yeah an entire month took me ) I mastered the frc. Now I won't switch axl for any other character after all the hard training I went to (unless they put raven or sin in the next one ).
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Here it is:Axl Throw Combo On Baiken
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Actually I see a match where was able to combo baiken with 5p after the throw, how axl was able to do that???
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That's the problem that I have when I run after the throw the 5k hit them when the touch the ground and them they tech For testa I dont have any trouble doing 5p
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I'm having huge problems trying to combo baiken, venom and ky after a throw.