Beowulf
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Aha ! That's some replays like I haven't seen for a while... How about doing a "how to punish spammers" thread ? Most people hate Sol and Ky players for their high priority moves and noobish pressure. But simple moves such as 6+P, FD, bait, etc... Can destroy all of this and change the trend of a game ^^ Oh, and most of the time, people spam because they don't get punished for doing it. After recieving a 70% combo and/or an IK in the face, they may think about learning how to play... Or not ^^
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Auto JI ? A dragon ?! Damn, it's ****ing safe actually... But it wasn't done as a "reversal". Doesn't it mean it was done after the 1st frame ?
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Ok. It's totally not Axl related (should be in the Eddie section maybe) but how do you explain chipp's JI Dragon at 1:13 on eddie's puddle ? http://www.youtube.com/watch?v=-fPDjKqra6c Shouldn't the puddle be a low meaty ? Or does Chipp's Dragon has invulv I'm not aware of ?
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Even from far, you can dash-> 6+K on every characters. And as I said, if by "good" you mean "B-LOOP" then no, it's not good. You can still do a basic AA combo for damage or KD. But I admit it's not worth the tension. Then, what's the point of doing a TK ? The opponent will see it way before you even input ! The only way would be after a j.S or j.p-> j.k... After the bomber, once you land, you can't RC. So even with a ton of hitstop, you must react quickly to the hit. Nothing good will come from it on block.
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TK Bomber-> RC isn't pratical, as you need to predict the enemy will get hit. However, many people can see it coming and guard high... Thus making you wasting 50% meter... True, but it's hit confirmable AND safe on block. I'd rather do TK Bomber-> 5+P-> RC-> Dash-> B&B The tension is used on reaction, and not as a preventive move... But then, you can't combo into a B-Loop, or if you can, it means the RC wasn't useful.
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Is a jump installed benten HS possible to pull out as a reversal ? (62369+HS on wake up)
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I don't care whether it's practical or not, but I just want to know how many kokuu-> FRC-> Bomber can you combo, admitting you start with kokuu ? At most you can do it 4 times (and end with kokuu or rensen-> 2), but I'm wondering if you can do it though you are so close to the enemy... Well if sb could try for me, I don't have the game right now...
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I never said "keepaway" but "zonning". Whatever you say, Axl's main weakness is to fight up close. And you are more likely to win against characters such as i-No, O-Sol or Slayer if you keep your distance than if you rush blindly ! Getting knocked down is NOT an issue for Axl, and the best way to do it is by staying at a huge distance from the enemy. Moreover he deals great damage from just a 5+P or a basic AA combo. So why taking risks ? Of course he can rush and be incredibly anoying on okizeme. But it musn't be your main objective.
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On wake up against meaties, they are both useless. Housou takes 2 frames to start. Meaning it won't help you on okizeme, except if the opponent does it late. But then again, it only counters Highs, so don't use it and block. Benten is quite similar. The S version comes out fast and is a good reversal. Only it gets eaten by low meaties (potemkin's and jam's 5+K for instance). You are quite vulnerable on block unless you FRC. but then again, if the hit whiffs (enemy backdashes) you are just dead ^^ So on okizeme : DEFEND, JUMP, FLEE ! That's all ^^ Usually, you should be zonning a lot to take advantage from your huge range. Spamming chains is not an issue, as the opponent may learn how to go through them and counter for the win ! But it mostly is matchup dependent. Shoto and DW made great guides, so read them for a start ^^
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I don't think it's that kind of extravaganza, as he only spends tension on rensen ^^
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Try it ! I know you'll like the feeling ^^The opponent must be right up Axl's head after the 2+S for the j.S to do its 2 hits and for kokuu to combo. Easy and nice. What ? You won't because I-No'll be dead before you get 100% tension ^^
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Nah, it even works on May and Jam. Here's a nice combo on May for 25% at about 1/4 from the corner 5+D-> TK Kokuu-> FRC->Raieisageki S-> Raieisageki S-> c.S, 2+S-> j.D, Bomber-> Rensen-> 2 18 hits, 197 dmg I'll put it in a CM, but in a match, it's wasting 25% I'm sure of it ! EDIT Not on light characters... too bad... EDIT 2 : Right, I finished organising my Axl combo list. It is written in french, but you may find interesting things in it, so have a look if you have the time. Comments, new combos, feedback, etc... Is always apreciated ^^ http://console-league.com/forum/viewtopic.php?f=118&t=5440
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Yeah, it's not bad at all. Not sure you can get the 5th bomber on all characters, but I think it's worth trying for 3 reasons : 1) Tech throws. It's one of the best set-ups for a tech throw, so if your opponent is smart enough, he won't tech that easily so you'll still get the knock down even if you fail... 2) The metter. A tensionless b-loop gives you a LOT of tension. You'll be able to do more rensen FRC on wake up ^^ 3) To look cool. Pulling out a huge combo is good for you and terribly hard for the opponent, as he now knows his mistake is lethal ! BTW thanks again for your combos. I'm waiting for the CH ones. And on a side note, I definitively can't get that kokuu ID... Where/how do you do it ? EDIT : Alright, I managed to pull that ID out. And I say, it's TOTALLY USELESS ! For the kokuu to hit, there's a chara dependent distance. Then, the only thing you can get from a non corner kokuu ID is ... 5+P or rensen. Nothing else without FRC, as the character is sent too far away. But with an FRC you can do a raiei-> combo. (quite nice actually ^^ But you're better off doing an FB ID or a dust combo using FB Bomber...) Now, if you are near a corner, you must hit at 5+D's maximum range for the tk kokuu to hit. Then, you get at best a 3 rep b-loop... That deals less damage than a j.D, j.D-> air dash-> j.D-> b-loop ! So honestly, except doing a true ID (clearly the opponent can't tech ^^) there's no point in doing it...
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you mean 2+HS right ? It gets beaten by VV if done as a meaty. And it gets blocked really easilly, so it definitively IS a waste of tension here... j.HS is eaten by VV too, if not counter hit, the recovery is too long...
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Nah, I'm talking about the list I made on an other forum. So indeed, don't touch it, you'll get uncle Mitsu mad otherwise ^^ The objective is precisely to give some basics to begginers. Show them what combo can be done, and more likely HOW to put them in action (hence the color code and the match videos attached ^^) But take a look, DW. I'm sure you would help the french Axl community ^^ What combo ?
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Yeah, like "Rensen FRC special" or "My-Awesome-combo-that-kicks-asses" or whatever... Well, I don't give real order... Only by the tension spent and color. But between them, except the uses, I don't see how/why I should put an order... Anyway, it's not that I lack combos or anything, but if you have any interesting ones, just give 'em to me ^^
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AA combo stands for "Anti Air" combo. It means you start a combo while your opponent is air born. (mostly with your anti-air moves : 5+P/6+K/2+S/etc..) Thoses bomber hurt a lot ! And it's maybe the best dmg you can do to your opponent... Edited my previous post, please read it ^^
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No, you can definitively do them. I managed to do them too, plus, you can see on the video that the "beat" is never black ^^ Still, they aren't that easy to do, and I also tend to do the universal B-loop with a little variation for low weight characters. Well, doesn't it just make the enemy float for... an AA combo ? i'm still curious how much dmg you can get from that ! A video would be cool too, if you can post one ^^ EDIT : BTW gyus, I started to make a list of Axl's different combos. I'm trying to make them easy to see, with a color code (green = practical, yellow = flashy/experimental, red = not tested/useless) and a video recorded for each (mostly from real play, not CM...) So if you want to help, all you need to do is to give a name to the combo and if possible a video from the web where you can see it. (post here or by PM) Here's the link : http://console-league.com/forum/viewtopic.php?f=118&t=5440&p=108641#p108641 It's in french, but combo don't require to learn it ^^
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By "4 bomber" I meant "in a row" Example On Bridget : 6+HS, Benten-> FRC-> TK Bomber x2->Dash-> TK Bomber-> Dash-> TK Bomber-> Rensen I think it's the only way to do 4 actually ^^ Just get rid of that c.S, it's only mean is against Johnny. Something like : Rensen-> FRC-> IAD-> j.D, Bomber-> 2+S-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensen-> 2 Should be your standard for B-loop. After, it's chara dependant, so for more info I suggest you to read previous posts where DW listed the most damaging b-loop for every character. Or just watch his "purple" vidéo : http://youtube.com/watch?v=HjHfqlM7XdA Well, if you have the meter, you could do rensen-> FRC-> follow otherwise 5+P, 2+S-> sJ-> j.HS, j.D, kokuugeki But actually, you should be able to dash after the second TK bomber and do 2+S-> j.D, Bomber-> Rensen-> 2 to finish...
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Well, that makes 8 hit at best... I'm not sure but it's likely your last rensen-> FRC will do 3 hits. So it would make it 10 hits... Try it though. I'm not sure. Not sure neither... But the recovery from the bomber is long, and Raiei takes a lot of time to get active... Maybe on low weight characters ? But instead you should do an other TK Bomber, as Raiei and bomber do about the same damage. (on bridget you can do 4 TK Bombers in a row for example, and 2 on every characters except Aba, jam and Johnny)
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I just love Kokuu-> FRC ! I use to spam it maybe too much, so I'm wondering : How good is this move ? 1) As a combo starter (I know its good, but I'd like figures, and the probability of getting a counter hit from it...) 2) As an Air to ground move (How safe is it on block, after a jump/double jump ?) 3) As an air to air move (Can you land safely without FRC on FD block ?) 4) As a cross-up (can it cross-up as a meaty ? And if not, is it "throw safe" ?) Right that's all I have to ask. If you got something, please help ^^
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Yeah, you can definitively tech a raiei after a B-loop. It seems most characters can tech after a combo of more than 9 hits. But I noticed the length of the slide depends on the height where your opponent was hit. And I managed to make it untechable once after a B-loop after hitting very low. But I wonder if the cpu just didn't want to tech ? ^^ Also, it's a perfect tech trap. You can feint the rashousen and get your air throw instead. And if your opponent isn't eagger to tech, you get it anyway ^^ Beware for reversals and stuff, as it suffers the same problems as meaty slidehead...
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It's chara dependent. It only works in the corner on : Jam, Chipp, Dizzy, Johnny, Sol, Ky, May, Eddie, Testament, Baiken, Venom, Bridget, Faust, Potemkin, I-No For the others, the 2nd Raiei just whiffs.
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Or even Techs during the (2+S, 6+K) xN part...