Beowulf
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I edited my post. As I can see, it does seem that the super jump install explains this. Now that everything is explained (or so ^^) You should do a special topic for the Raieisageki S, as most of your informations are spread in different pages of this topic... And after all, it IS one of the best move Axl got in AC ^^ It would be a nice way to explain how to mix up with the FRC's, as getting a combo from it is greatly rewarding ! (picking up with a forward dash j.HS is SOOOO stylish ^^) Nice the kokuu thing ^^ I'm definitively trying that !
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Well easy. If your theory is correct, then the nearer you are to your oponent at the begining, the more likely you are to turn around. I tried it by recording my input and doing the same move from different places... Doesn't work ! Still, I think I got it. First thing first : I was only able to do forward dash after a stand alone Raieisageki S, and I'm almost sure it's the only way to do so. Why ? Because you can't do it otherwise. I think we all got tricked by that. Honestly, do the following : 5+K, c.S/6+P (JI), 5+HS/f.S, Raieisageki S Did you turn ? No way ! Whatever the distance, whatever the input, there's no way you did it. "Yes, but I can do it with an other gatling" -> Ok, then what ? If you didn't manage to it with the previous, there's no other way to JI it to face forrward with THAT methode. I'll tell you why you managed to think that. With this new gatling : 5+K, c.s (JI), Raieisageki S Ok you tried ? So ? What, you made it ? Bravo ! But what ? Not every time ? Too bad... I'll even tell you when it failed : when you made the input as fast after the c.S as possible. What, it's correct ? Yeah I know it is, I'm a genius ^^ -> All right I'll stop the joking. In fact, it does work after the c.s, not because it's a Jump cancelable move, but because you made a stand alone Raieisageki S at the end of the recovery of the c.S You can try it with a gatling that ends with 6+P or c.S. The best I found is : 5+K, c.S, 6+P or 5+K, 6+P, c.S The first is best against low crouching characters, as the 6+P must be recovered anyway. Now that you are a bit convinced, let's see what input you actually made : What counts is how fast you input the 632147+S. I think it has something to do with the super jump. As it is input 28 (quick) the 2...7 in the JI'ed Raieisageki S recreates a super jump... Now, why does it make him face the right direction, I don't know... Still, it's more likely to be that, as if you do the 632147+S in slow motion, you don't get Axl to face the enemy... So to put it short : - Normal JI'ed Raieisageki makes Axl face always the wrong direction. It gives you either a jump (only one) or an air dash. You can do it as a stand alone (632147+S) or install the jump in a combo (after c.S or other) and special cancel your combo with 63214+S. - Super JI'ed Raieisageki makes Axl face the way of his opponent. You can only do an air-dash after the hit (no jump allowed as it's a super jump installed). The only way to do it is as a stand alone move, with a faster execution : 632147+S. You can't JI it that way in a combo, but you can make it look like it if it is done at the end of not long recovering move. Although it is a theory and needs to be proved with a programmable controller, I'm almost sure it goes like this. Just try it yourself ^^ EDIT : Added the explanation for the "super JI'ed Raieisageki" (I like how it sounds this way ^^)
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I thought of something about the 8 input (6321478+S instead of 632147+S) When I do the 1st motion I get the right facing, with the other I dont... Is what I'd like to say, but sometimes when I look at the input on the screen, I get some contradictions... AND I can't get that with a string. If the 8 thing is true, then it could mean adding 8 would make the game considering that Axl did a normal jump at the FRC making him face the right direction... And in fact, when doing Raieisageki JI in a string, jumping after the hit does make Axl face the right direction... So it CAN be explained like that (and the contradictions on the screen just mean that it's not a reliable thing when the input are done too fast) We definitively should try that on input recording sticks to figure out...
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I have an other one... And it seems closer to what I manage to do : Isn't it weird ? I mean, if you 5+K, c.S-> 8-> 5+HS, Raiesageki S you are sure to do a back dash if you crossed the opponent... the only times I manage to do a forward dash when he slides is... when I do stand alone JI Raieisageki ! This is my theory : the only way to do a forward dash when crossing is when you do stand alone Raieisageki. (The move seems more dynamic when he flies...) I think the dash makes you turn faster or something. What do you think DW ?
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Yeah ! I finished it today. I'm really thankful to you, as I discovered a lot about this move. (I usually only use the tick throw, but now I'm going to try the j.HS following...) Anyway, if you find new stuff, I'll be glad to be your "official" translator in French ^^
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Yeah, but if you read it closely, I put "full life combo", not "full combo...". I think what bothers is the fact that it's not a real "combo"... Oh well, it does kill him in less than 20 seconds though even if he can avoid that cross-up ^^
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Just a video I made to test my new material... As I like this cross-up and the combo, I made it in a video ! http://www.youtube.com/watch?v=fOXi9sRkj18 Enjoy ^^
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That'll be nice, as many Raieisageki S are unclear to me (like that combo mid screen with the air dash-> j.HS... I can't get it without a corner !)
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The ID was basically put to get a knock down far from the corner and without the tension to FB Bomber... It's just there to fill the gaps (as Axl doesn't have much options without tension, that combo may come in handy someday...) 3+P CH-> 5+P Yeah, I was thinking about that too, but it whiffs on some characters (those that don't get hit by 6+P) But if you snipe you should go for it, of course. I was more thinking about a non predicted 3+P CH. I'll try that 6+HS follow up then ^^ 3+P CH-> 5+K, 5+P can be done on reaction from not too near too.
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Just record yourself with the best quality possible... You'll see later for the software. Get your videos recorded while you still have time. You'lle see, the arrangement part is the fastest ^^
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Still waiting for them, eh ? ^^
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A little "situational" one. It starts with a 3+P counter hit. Thanks to 2+S 2 hit, it is now a reliable combo starter ^^ Here's what to do with 25% tension : 3+P (counter), 6+P(c.S)/,c.S/, 2+S-> j.HS(sj.HS), j.D, FB Bomber-> Air dash-> j.D, bomber->/6+P,/ 2+S-> j.D(sj.K)-> Bomber-> Rensengeki-> 2 Works on everyone with some conditions... - Za, Ax, Ch, An, Sl, Mi, So, OS,Ed, Te, Ve, Fa, Po, In : No conditions (no "()" nor "/ /") - Ma Ba Br : use the (sj.HS) instead of j.HS - Di, Ab, Ky, Ro : use the (c.S) instead of 6+P (it whiffs otherwise) - Jam : Use the (sj.K) instead of the last j.D - Johnny : Add the "/ /" part to your combo Well, you mostly will use (c.S) or even 5+K, as the starter works for everyone, is easier to hit on reaction and doesn't prorate too much you combo. Of course, the counter hit must be done up close ^^ EDIT : I'm adding an Impossible dust, as I don't see many for Axl... Cheap damage, but you get the knock down. i think it can be usefull against Aba for example... Works on everyone, anywhere : 5+D-> double jump cancel-> j.D-> 6+K, 2+S, 623+HS-> 623+HS Milia, May, Bridget and Baiken can tech most of the time at the end of the bomber, but you land before them, so... you're almost sure to get a tech throw from there ^^ (as the opponent usually lands in the corner)
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Yeah, but what if you are not that near from the corner ? That way, you have dmg AND knock down ! But I agree with you, the "near corner" ones are best with the IAD follow. I can do them, so there's no problem about it, really. I'm just experiencing stuffs, just to be sure it's the best thing to do ^^ (it doesn't mean I don't trust you, it's just that I want to see it myself) If it's like the 2+P, 623+S link, then I don't understand what stagger has to do here ? Finally, is the meaty rashousen actually possible at the end of a bomber loop ? during the slide (after about 16 hits) the opponent can always tech... is there a special timing ?
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Yess ! Nice for jam ! I added up the one for Johnny and R-Ky... This way THIS combo is quite USEFUL against anyone ^^ Just as you like them ^^ EDIT : The previous doesn't work in the corner. Instead you can do... 5+K, c.S, 5+HS, Bentengari (S)-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 But in the corner, you'd rather do : 5+K, c.S, 5+HS, rensengeki-> FRC-> IAD->j.D, Bomber-> 2+S-> j.D-> bomber-> Rensengeki-> 2 Less tension, about same damage... Otherwise, if you REALLY want to do a benten FRC : 2+P ( 5+P or 6+K instead), Bentengari (S)-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 This one works anywhere as the rensen one. The 5+P and 6+K ones are mostly if you made "a mistake" when rushing and hit too close ^^
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Yay ! Finally some Online Bridget replays ^^ Nice ones (especially that Pot combo ! Really good !) I hope to see more in the coming days ^^
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An other one, still with 50% tension : 5+K, c.S, 5+HS, rensengeki-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 - For Testament, mostly only the 2nd hit in j.S will hit. The follow is still possible though. - Johnny : 5+K, c.S, 5+HS, rensengeki-> FRC-> j.S (2), j.HS, FB Bomber-> bomber-> 6+P-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 - Jam : See below ^^ - R-Ky : 5+K, c.S, 5+HS, rensengeki-> FRC-> j.S (2), j.HS, FB Bomber-> bomber-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 (Just delay the j.S)
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Yeah, the "elevator" in French ^^ Quite the best thing I guess... About gold burst, can you catch on landing ? Or can the enemy un-catch/dragon punch you ? As normal throws can still be combo'ed into good damage and knock-down. EDIT : you sure ? 'cause I saw Reload combo videos where the guy actually could do a super low air-throw then combo into 5+K...
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You know, I like you DW, but what you're lacking is craziness. Of course there's no point "wasting" 50% in a combo during a match for only a few dmg more, but that's not the point ! I mean, not everyone wants to play like in tournaments. Sometimes it's fun doing fancy stuffs. And the title of the topic does specify "situational" in it ^^ BTW I quote you : "Then again, there's nothing wrong with doing slightly impractical, cool-looking combos just to look cool. " So ? Changing your mind and willing to give me the best damaging combo you ever made with 50% to punish a blue burst ? ^^ P.S : You can combo from an air-throw ? If so, what are the conditions ?
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Yes you're right. Doing 2+HS directly is not the best thing to do. But it's a nice way to punish as it stags and gives you a nice combo damage anywhere on the screen (need 50% though ^^) On the other hand, 3+P->2H FRC is better, especially if the opponent blocks the first and awaits an overhead. BTW any damaging 50% tension combo to punish a blocked blue/gold burst (gold is harder as he is invincible until he lands...)
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Nope I also tried without, and I didn't manage to get better dmg (even less because less hits) 2+HS-> FRC-> Dash-> c.S, 5+HS, Rensengeki-> FRC-> IAD-> j.D, Bomber-> Dash-> 2+S-> j.D, Bomber-> Rensengeki, 2 without the 2+D, the rensen always does 2-3 hits when FRC and you are likely to fail the bomber as you didn't push the opponent close enough to the corner. Anyway every time I did it, I got less dmg... I wonder if others made it work with 1 Hit and got better results ?
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yeah the first two are clearly to show off ^^ But I find them useful to bring the enemy to the corner. And you must admit, kokuu FRC is Axl's coolest move ever ^^ (I really miss it in reload, sniff...) I'll try your 25% variation with the j.HS follow. Edit : j.HS does less dmg... But well, it only uses 25% after all ^^ Last one : 2+HS-> FRC-> Dash-> 6+P, c.S, 5+HS, Rensengeki-> FRC-> IAD-> j.D, Bomber-> Dash-> 2+S-> j.D, Bomber-> Rensengeki, 2 or 2+HS-> FRC-> Dash-> 6+P, c.S, 5+HS, 2+D, Rensengeki-> FRC-> IAD-> j.D, Bomber-> Dash-> 2+S-> j.D, Bomber-> Rensengeki, 2 Slip recovery put on LV3. The first deals more dmg if the rensen only 1 hits. Otherwise the second deals more (same dmg if 1 or 2 hits for the second) doesn't work on Jam or Aba (bomber can be tech'ed)
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Maybe already posted, but well... I'm lazy reading all 28 pages ^^ Need 50% tension, they are listed from less to more damaging. 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> TK Kokuugeki-> FRC-> Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> j.D, Kokuugeki-> FRC-> Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> j.D, FB Bomber-> Air-dash-> Bomber->(2+S->) j.D, Bomber-> Rensen-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> IAD-> j.D, Bomber-> dash-> 2+S-> j.D, Bomber-> Rensen-> FRC-> Raeisaigeki S-> Meaty Rashousen or tech throw. The 3 first work at mid screen (made so that you're in the corner after the Air dash). The last requires the enemy to be closer to the corner and is chara specific (Tested it on May and Millia it works fine, but jam and Aba can avoid the Bomber) BTW, as DW said, 1 hit Rensen FRC deals more damage for the following combo ^^
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Ok, thanks for the infos you two ! I don't think I'll really have time to master that 1F hit though. However, I can see that both combos above can be useful. So I'll do like that : when I FRC the rensen, I'll look at the beat. If it indicates 4 hits, I'll go for the 2nd combo. If it shows 5 or 6, I'll go for the first. Still, I think I'll need more training to react in time when playing against real dudes ^^
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Dunno where to put this question, so I'll post it here. I've been messing in training mode to find nice combos that use 50% tension and I found those two : 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> TK Kokuugeki-> FRC-> Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> j.D, Kokuugeki-> FRC-> Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 They both do the same damage, the first is ~ 17 hits and the second ~ 20 hits (tested on Millia) So ? Why not posting combos in the combo thread ? Well because I noticed something about the FRC Rensengeki. Usually, it does 3 hits if not FRC, but depending on the distance and maybe the time for the FRC input only 2 or 1 actually hit. And it has (huge ?) consequences on the combos above. For example, on Millia, the second does 265 dmg, when 2 hit from rensen hit, whereas it does 275 dmg if only one hits... So here's my question : how much proration do Rensen's hit do ? And how can I constantly hit 1, 2 or 3 hits only ? As the second is harder to succeed and doesn't do much more damages than the first, I was wondering if I should keep it somewhere if rensen's hits could be mastered, or just forget it and keep the first one, that I manage to do constantly...
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Yeah, his Hara-kiri (air-throw) is one of them.