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Adelheid

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Everything posted by Adelheid

  1. Wow. Just got Ultimate All Stars. Playing Alex/Frank West, which is completely different from my old mains. Why is this game so much better than every other fighter to come out the past few years?
  2. Oh man. Super congrats on engagement.
  3. No, I don't know what move you're talking about! I didn't think Axl ever had a move with a quarter-circle-to-down motion.
  4. what is 632D? <_<
  5. Assuming you mean just a standard fuzzy guard into immediate jB, as in quite a few setups possible setups. I wrote this awhile ago. Everyone except Rachel, Arakune, and Noel has a guarding hitbox tall enough to be hit by jB at is minimum height while jumping. It's interesting that Noel doesn't, given that her being struck standing hitbox can be hit... But I tested it against every character, and you just can't fuzzy guard Noel this way. Of course, note that the characters you can fuzzy-guard this way but not hit normally you couldn't ever possibly get a second rep of jB jC jB on, as their hitbox will naturally shrinks to being too small.
  6. I release D at the same time I press j2C. xx 8D, wait until the opponent is at the right height, jump and immediately j2C]D[ jC, backdash, repeat.
  7. So, the way the spacing for this works out, is Ada is at a specific distance from you from the initial startup and teleport; you really have to do the teleport there. After you cross around them with 623C RC IAD j2C allecan, after the 5C, you jump, and Ada's 6D knocks the opponent back towards you and in fact into you as you're falling from the jump. Then you j2C while you're only a bit off the ground. You need to time the 6D fairly late so that the opponent is still in hitstun, but it works.
  8. Living a stone's throw away from someone who actually bought Continuum Shift is... Convenient, to say the least. I had an idea, and after mashing out in event mode against no one for awhile... ??? > 5B 6B+22D 623C RC, IAD j2C allecan, 5B 5C jc (6D) j2C jB jC, slight delay to uncombo, 5B 3C+(2D) Should work the same on every character, although, Hakumen/people with DPs can obviously get out after uncombo; uncombo leads to unblockable into another easy combo. I'm not certain this is quite the best thing to be doing, but it's certainly quite flashy.
  9. Oh, you hold 1? This may explain why I have in the past had a difficult time doing it. Also I woke up at midnight. Couldn't get back to sleep.
  10. ... Glide toss? j2C~B?
  11. I don't remember exactly where it was, but in an interview with Ishiwatari, he was asked if the relationship between Axl and Raven as parallel selves might be explored in future plotlines; Ishiwatari's response was something along the lines of "What? You may have read too much in to that. Axl and Raven don't really have any real relationship... Axl's other part is not Raven." Half-remembered interviews I can't seem to find on google may not be the best source of information, granted, but eh.
  12. That seems pretty legit, pretty legit. You also have to remember that doing the 6A IAD stuff moves you a fair distance... Which may be moving you in position to do a combo with Ada, which means more easy damage and ending the combo with very convenient knockdown or a tech trap into more easy damage. On a related note, here's something pretty sketchy yet awesome. If the opponent isn't exactly right next to the ground when you hit them with a CH 6A, and they're coming in at a high angle over Carl (that is to say, you're hitting with the part of 6A that is relatively over Carl, and not all the way to the side), you can do cancel the 6A to 236A and cross behind the opponent, and do 2B 2C to launch. This won't come up much, but whenever it will it is quite unambiguous and you should be able to react to the situation accordingly; teleport in Ada during 6A and you have a very easy, pretty good combo. The situation I can see this coming up most in is if you're right in the corner and being rushed down (by specific characters, granted), which is also the situation where it is easily best.
  13. It's true, it's true. I guess if you really need to conserve HP it works. But you have more damaging stuff that actually uses Ada. Most of the time I don't really think it's worth it.
  14. Confirming, with the caveat of tiny-air-hitbox characters (possibly just Rachel? It's not like I could do super-extensive tests) it does not seem to work on, as I cannot seem to hit the jB against them while keeping them low enough that the 6A will actually hit. In any case, it's quite difficult, as it requires different timing based on the opponent's hitbox and the initial height you hit with 6A. I'm not going to say this is super great tech. Also, from the same session that produced this: I cannot do the "jump loop." Up and can't; not on any character I tried it on. the second 5B always pushes me far enough away that either the first jB whiffs or the jC whiffs. It might work if you have Ada in the corner and have her active the entire time, thus reducing knockback, but that seems to defeat the purpose of a Carl-only combo; that is, to allow Ada to get some shut-eye.
  15. If you IB it you can 5A him before his landing recovery ends. As long as his jD was done relatively high, you can 5B him before his landing recovery ends, too. This should logically mean that if his 5D is done pretty well off the ground, you don't even have to IB it to 5A him, but this isn't something I'd count on (although, if he doesn't have meter, I would try it anyway... I mean really, what's the worst that could happen? He blocks and you get pressure?)
  16. As a joke, I switched to the halloween color for one game, and actually did surprisingly better. You can have your super lame holiday; I don't want it anymore. And this is totally not off-topic at all, because a lot of strategy may depend on your chosen holiday. Somehow. It's the only explanation.
  17. Your j2C has to hit them really low; just off the ground. Otherwise, yeah, they'll bounce too high for the 2D to hit.
  18. Making TK Kokuu safe on block would make it kinda... Stupidly good. The only way to do that, without just cutting dozens of frames off of the recovery and making you fall almost instantly after use, would be to simply make it a secret level 6 move with gigantic, gigantic blockstun. Which would make its FRC... Broken, to say the least. EDIT: As a Venom player, I have to throw this out as another "Hey, this is obviously broken" idea. Give Axl Ball Seisei. Except, instead of those wimpy little pool balls... Rashousens.
  19. Secret Garden, except it's Rashousen.
  20. Hmm...? How well you do with a character depends on your skill level? What a novel concept.
  21. <_< What's the rest of the team?
  22. Yeah. Cube JoyBox is fantastic.
  23. <_< Daisuke already Jossed the theory of Axl's parallel self being Raven. they're completely different characters with completely different powersets.
  24. I really doubt that. Although I know you can go straight to 2D loop and get 4 reps of it if you release it right after your fatal counter and have good spacing with Ada, as this is something I've done in my own matches. But I don't think that's necessarily a good idea.
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