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Beowulf

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Everything posted by Beowulf

  1. Of course not ! Otherwise every S rank would be using Ky and the game would be even more broken than Slash ^^ No, seriously, you must be playing against high ping opponents. The fact that lag adds to your reaction time doesn't help much... Just be careful and block it high. I'm trying to make a "where to play against who" test, to see what's the best stage to play a specific match-up in order to reduce lag on netplay... Of course playing against opponent with a ping higher than 120 is difficult on any stage... So far, Venom, Testa, Millia and Slayer stages are fine I think... I'm still searching though
  2. Oh shit ! I thought it was written "optical" ! Gotta change my glasses...
  3. I'm not sure about that, but if you instant block the ghost explosion when he jumps toward you in the string, you should be able to catch him when he lands... Or if he's too far try your 214+K catch, as he always did the same attack... Otherwise try to 1 frame jump and get free.
  4. For j.HS just block it. Or if you see it coming, go for a VV. Coin pressure, eh ? Try to slashback and counter immediately. It's really easy if he throws them at the same moment in the combo. But if you can't slash back, then Instant block the coin and FD johnny out. That'll make enough space for you to backdash or jump out if you're in the corner.
  5. I see... So, how difficult is it to make it a perfect okizeme, on a scale out of 10 ?
  6. I'll try it as a meaty then... But I don't see how the FRC becomes during the hit ? Is it because the hit comes after the whiffed FRC ? Or is it an other mysterious thing that happens only in Guilty gear ? Sorry about the air dash stuff, it's just that I found surprising things these days on AC... Guess I should just read the basics once again to refresh my mind ^^
  7. I see. So if I understood everything correctly, that means : benten S as an oki YES, but with at least 50% of tension and the input of the FRC as if it would whiff. In short, against a potemkin, it's safer not to do this fancy okizeme as there's a high risk of pot buster reversal behind ! On an other note, JI benten HS's Axl bomber needs to be RC in order to do a Air dash behind.
  8. Little UP for these videos, absolutely good ! BTW, what about putting some "tick/tech/toe throws" in the second part ? More than just "mixups", "advanced stuff" would be better don't you think ? Well there are already a lot of stuffs written in the Axl part of the forum. I guess the videos would just be an illustration to them. Anyway, I'm not really smart for theory stuffs, so I won't be able to help you in choosing mixups. But if you want, I can grab my digital recorder and record some inputs. I would send you the videos afterward. That way you won't have to bother about making some vids... I don't know if I'm clear enough, so I'll just say it : I'd like to help you in some way ^^
  9. Do you need to RC the bomber extension in JI Benten HS in order to air dash, like in #reload ? I was thinking of using benten S on wake-up pressure against potemkin. But I'm wondering about the FRC. - If he does a backdash reversal, then the benten is likely to whiff right ? So I have to input the FRC just after the 623+S motion. - If he does pot-Buster reversal, then the benten will hit (as it has throw invulnerability) right ? So I have to input the FRC just after the hit ! My question here is : if you use benten s as a reversal, is it best to input the FRC when it whiffs AND the FRC when it hits ? How likely am I to succeed that ? As if it hits, the first attempt to FRC will lead into a normal RC... BTW is it safe against pot ? I mean if he doesn't have the tension for a wall reflector...
  10. I don't care about figures ! What I want to know is if people actually DO catch in the air on Raieisageki ! And, more importantly, how often ! I don't get the jump install in the corner after 2+P though. After the FRC you Air Dash and hit ? No need for the "taking out of the corner" part then ! Or do you back dash and hit for a double cross over ? But then it implies they know they are taken out of the corner... Or maybe you are saying the FRC must be late enough so it'll hit ? My arcane only consist in landing after the FRC for a normal throw in the corner. Taking them out of the corner is just to make them realize they are facing the wrong way, and I use those precious seconds to catch him.
  11. What the Hell ? German people already know about the 2+P, 63214+S ? Oh man ! This is my secrete arcane : Enemy in the corner : 2+P, 63214+S-> FRC before hit-> Throw-> Bomber loop What is going to replace it now ? Damn ! This summer tournament is going to be tougher than expected... Say... Can you really catch a Raesageki on reaction ?
  12. Well I don't see why bothering putting "AC" in the thread knowing there are ONLY discussions about Accent Core here... I guess putting "#R" ou "Slash" would be usefull, but "AC" ? Anyway nice job there ! The more I read your technical advices, the more I want to play Axl ^^ BTW, why not putting it as a "sticky" ? It's technical information after all. Whether it's "bullshit" or not doesn't matter.
  13. If I remember correctly, you can't Slash back on wake-up, right ? Because there's a restriction on frame on wake-up to prevent any "slash back reversal" or so I think... But oddly enough, I found this video today : http://www.youtube.com/watch?v=6j20R_Z_9b8 You clearly see Bridget at 1:35 doing a Slash-back on Anji's butterfly ON WAKE-UP ! So, can anyone explain ? It must have something to do with her OTG yo-yo throw. Does it enable her to SB on wake-up, as her throw is considered as a "wake-up frame" or something ? In that case is it possible to do the same with Robo-Ky's OTG taunt ? That'll be nice !
  14. And what about tech trows ? Are they escapable ? And does mashing 4/6+HS makes you more likely to escape ? Or is there a strict timing for it ? Finally I'm glad in a way they added that in AC. My defense is getting better against Baiken and Ky players who used to tick throw me too much in #Reload...
  15. Beowulf

    Axl v. Jam

    Hey ! I judge if I want, Sir ! No just kidding ^^ I think I had enough 70% combo following a random hit made out of nowhere from her to say that ! lol Then again I'm kidding... She does 80% from them... What a low trick character !
  16. As far as I know, Faultless defense in the air makes you fall like a rock to the ground. It's used for impossible dusts for example. It also stops you in the air after a dashing jump (I thinking of Chipp's okizeme when saying that...) But in this video... I don't see any meaning... It's just an assumption, but maybe because May uses charge moves (her dolphins), in order not to widen the distance while she charges on landing... But the best reason I think is just... The player mashing his buttons while charging (so FD appears only a brief moment). I use to do that a lot in #Reload with Sol to chain a gun flame FRC with bandit bringer (after the FRC he glows green due to the FD that appears while I'm doing BB's motion) ... But there may be deeper reasons in this case... Sorry I'm not a May player.
  17. Yup exactly ! That's what I was thinking ! ^^
  18. Beowulf

    Axl v. Jam

    Well it's true she can run and hit before you finish it. She can even run and catch. But actually will she really do that ? Considering that your f.S hits far and staggers, she won't just run in in hope to hit you ! That's what Sol players do ! lol Still some Jam players are not really smart (some only ?^^), but what can you do ? They are reckless, so the match won't be too difficult... The next round just do a f.S at the beginning to cool her down... And I'm sure about the IAD. You can catch 214+P on reaction (well if you are prepared of course) and AA if she does a ISJAD (same as before with even 6+P this time). Of course I agree backdashing isn't safe because Axl's the worst of the game, but it doesn't change anything here. "Lots of bad reasons" ? Don't see anymore than one. And I may have said "it's the best" but it doesn't mean "it's the best of the game against Jam". If you can know what your opponent usually does at the beginning, then just act accordingly. It's just a basic start against an unknown Jam player if you want to play it safe by knowing well your matchup (But actually you should always know a bit of your opponent...) BTW : That's what I noticed after playing on #Reload's GGXXNetplay. So it MAY not be relevant for AC, and it MAY not correspond for high-skilled players (but then again why are you reading this, you should know that already !^^)
  19. Beowulf

    Axl v. Jam

    I found out that the best way to start this match is to do a simple backdash as it's safe and allows you to watch her actions. It's effective if : - She puffballs -> Enough time to whether catch or block. Better than the Instant backdash as it's an AA and you won't have any tension to FD it. - She air dashes -> Enough time to whether catch (if she spams j.HS) or AA her with 2+S (the distance created by the backdash is more than enough for this) - She does 214+K or 236+K -> You just make it whiff. You can also catch it afterward... - She steps back -> Well, you're at your distance now ^^ - She attacks randomly with any normal -> It whiffs. Just punish it. - Misc -> Can't see anything else ^^ Well I think it's the best match starter. What do you think ?
  20. Ok so basically if you defend low, you can be sure you'll have "enough" time to react to overheads in most cases... Now that I remember, Testament uses his crow for this. 2+K when the crow hits high with his scythe. Kinda of an unblockable too... And Bridget with his teddy bear can hit low while he's hitting high.
  21. I don't think you got the point of my question. Maybe should I have put "combo in the guard" ? For Axl's I understand if it hits, as it staggers, but when blocked, the opponent can react easily (the fastest and most anoying is Sol's VV for example). All the others are just gatlings, but if the first is blocked, the opponent has time to react or backdash. BTW : Potemkin, 236S > anything << WTF ? Since when can Potemkin do a linked overhead after a slide head ? Same goes for O-Sol's Fafnir... I guess the closest is Eddie's trick with his shadow. Some say it's an "unblockable" but in fact the blockstun only enables you to defend from low to up... I think Eddie is the only character that can do what I was talking about... Nobody else ? (I was thinking about Testament but I can't remember what move...)
  22. I know some characters can link overheads with low attacks (even an air attack that links to a ground low for example). But does the contrary exist ? Can you link a low hit with an overhead ? Most of the overheads I know are too slow to link and the opponent usually has the time to whether defend or counter on reaction (for example a low kick then dust ; the low kick doesn't have enough blockstun for the dust to link). Thus is there a character that can do this ? and how ? (of course I don't count on Kliff and Justice...)
  23. I think he meant "link" into overheads, so if the opponent blocks c.S, he won't be able to do anything else than guard (correctly) the overhead. By the way does that kind of overhead actually exist ? For other characters I mean (linking a normal into an overhead)
  24. A slide head effect when Axl whiffs his 63214+HS ^^ A reversal upward Axl-Bomber to flee from okizeme pressure ^^ A chain coffin. Axl'll be able to imprison his opponent in chains while hitting him (like Eddie's mud trap). A double Kokugeki. Axl'll swing 2 chains in order to do a real 360 circle around him. A time travel move. Axl'll teleport somewhere else on the screen... Randomly ^^
  25. Beowulf

    Axl v. Baiken

    Yeah, strait to the point eh ? Millia DOES destroy me easily ^^ It's not the same for the others though, as I just know better their pressing stings, and manage to either flee or counter with a throw/AA. Still I mostly lose because of random stuffs that get a free combo out of nowhere... But I know the risks, that's why I'm playing Axl, right ? ^^ I'll try to play against more Baiken s and Millia s and force myself to defend and escape safely out of their pressure. Dunno if it'll be of any help, but it's a training I figured out myself...
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