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Everything posted by Adelheid
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What is it with you and purple? EDIT: How about something by Ellegarden? They're Japanese, sure, but they primarily sing in English anyway, and there's precedent in that Reckless and Meiro, both awesome combo videos, both featured Ellegarden.
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Just press and hold 7, and immediately after pressing 7 tap PK or PS or PH or KS or KH. You'll know you did it right (or at least hit it in the time before you normally jump) if the dust cloud that normally appears when you jump does not appear.
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Slayer's power is due to him being a vampire who has collected strength over thousands of years. Jam may "one day" be capable of reaching his level. Note the lack of a time frame. This can really only mean one thing: Jam is an immortal vampire. That is how canon works.
- 1,727 replies
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- down with naruto
- mod brown-nosing
- (and 4 more)
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The number of combos in my list of combos is now up to 6. I keep trying to find new ways to get the opponent airborne in order to get a combo going, but it's hard when so many of them have just already been done -_-
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Why can't we have multiple clashy things? Reckless had three that were very well-edited together.
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I would be pretty happy with a set of symmetrical Axl v Axl clashes eventually ending in double counterhit Axl Bomber sending both flying, wouldn't be terribly hard to flesh out, would be classy.
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Really blade, you are being a bit too serious about this. We're not trying to troll you, but this thread really has taken a turn for the... Amusing. Its fantasticness exploded when thread tags were suddenly implemented. Edit: This thread is boring again I really hope tags didn't get removed because of this thread
- 1,727 replies
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- down with naruto
- mod brown-nosing
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This thread has the best tags on the board.
- 1,727 replies
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- down with naruto
- mod brown-nosing
- (and 4 more)
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Fair, but it's a good song. The only issue is that it's not the most fast-moving of songs but whatever Edit for lazy people: Youtube link. And a second one.
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04:08 I honestly don't care about the band, I just think that it has the perfect name for a song for an Axl CMV
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Soundtrack-wise, I'm going to go ahead and say Tokio Hotel's "Spring Nicht" or "Don't Jump" (They're the same song, one is just in German and the other in English)
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Oh, easily. I just want to somehow manage to hit them with Raiei S as they fall. It's really that I want to combo with a specific move.
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Damn. Does Axl have a way to get on the ground really fast that I just don't know about? Because that would be convenient as hell. I'm trying to get something to combo off of a roman-cancelled TK FB Bomber (no CH). I've been immediately backdashing, but I land just BARELY too late for it too work. If I can get this combo it will be flashy as hell. Also a complete waste of meter, but that's acceptable for a combo video.
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All the tests I've ever made claim that this is a property of air throws that reverse a character's orientation, such as Axl's. You previously stated that such orientation reversal breaks the game's crossup guard, but in fact it merely confuses it. For those who were not in on this conversation that occurred earlier, let me explain. You are given a short grace period of 5 frames where you may block crossups the wrong way on wakeup. When your opponent's orientation is reversed, you are automatically considered to be crossing them up, but "actually" crossing them up has no grace period - the game thinks you're not crossing them up at all. Because of this, with your opponent's orientation reversed, if they hold forward on wakeup your meaty moves will be blocked regardless of whether you cross them up or not, just as holding back will always block meaty moves if you don't reverse orientation. If you do not reverse their orientation, your non-crossup meaty attacks will never be blocked by holding forward.
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2P is an alright low poke and stretches father than 2H. But, 2H gets you more. In particular, it is very unsafe to 2P right next to the opponent with almost every character, but that's where 2H is best (at least as long as you make sure not to pull them in to the range they can throw you). 2H is a lot less safe on whiff than 2P, but they're both pretty bad at that. In general I would say use 2H in pressure or when you want to start pressure and 2P as something to space with, and to always try to follow it with Rensen except on Slayer. There are definitely some moves that neither is going to invuln through, but it's not a matter of vs. overheads/vs. highs, but rather where your hitbox is. Your hitbox is very low with S Benten, but your feet have no hitbox with H Benten. S Benten is definitely the better move... H Benten is more a move you would do when predicting them. Use Housoubako on reaction to things. In certain matchups where you can get stray attacks to hit you, like Testament's trees, Dizzy's fish (sometimes), and Robo-Ky's homing missiles, you can make a free unblockable out of it... But in general, it's something you react to things with in order to get advantage. Tenhouseki is a much worse move and, while not useless, there's very few advantages where it's better than Housou. I'm a bit afraid to give advice on when to use it because I use it way too much.
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Combo count: 10 _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ridiculous crossup oki combo, vs any character about mid-weight who likes to do wakeup reversals (but not someone like a DPer who can afford to just buffer it both ways): (On wakeup, crossing up vs reversal-friendly move X, or not crossing up when they expect you to) CH Kokuugeki |> cS-jH-jD-FB Axl Bomber, 66 jD-FB Axl Bomber, Axl Bomber (RC), Axl Bomber |> 2S-j.D-Axl Bomber |> Rensengeki > Sensageki _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Guard bar combo, vs Chipp: (on block) cS-5H-Rensengeki (FRC), 66 cS-5H-Rashousen (feint), 2S as Chipp jumps forward -sjH-jD-FB Axl Bomber, FB Axl Bomber, 66 jD-FB Axl Bomber, Axl Bomber _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CH corner combo, vs Dizzy: (in corner) CH 5H-Raieisageki S |> Rensengeki > Kyokusageki, 2S-sjH-jD-Axl Bomber (RC), FB Axl Bomber, Axl Bomber, Rensengeki (FRC), Raieisageki S, Raieisageki S, Rensengeki > Sensageki _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Midscreen combo, vs most anyone (?) (also they have to not stagger out) 66 3P-2H (FRC), IAD turnaround 5H |> 5K-2D-Rensengeki (FRC), 66 cS (SJI)-2S-sjK-jP-jK-djH-jD-Kokuugeki _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Corner combo, vs Testament (Close to corner) Testament: TK Bad Lands; CH TK FB Axl Bomber |> Raieisageki S |> Raieisageki S |> 66 cS-TK FB Axl Bomber |> cS-TK FB Axl Bomber |> cS (SJI)-2S-sjK-jP-jK-djH-jD-Kokuugeki (FRC), Kokuugeki _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Start-area combo, vs Chipp - Press playback at the same time as the H in 63214H for this. Chipp: H-Teleport (FRC), D; CH 663214H (Raieisageki H) (hold no direction in air, don't delay the fall) (FRC), cS-jH-jD-FB Axl Bomber, 66 jD-Axl Bomber |> 2S-jD-Axl Bomber |> (slight delay) Rensengeki > Sensageki Would also likely work as a turnaround combo with D-Teleport if you held backwards with running Raiei H, but I haven't tested that. _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Midscreen combo, vs Bridget 66 cS-TK FB Axl Bomber, 66 Axl Bomber |> 66 cS-jD-Axl Bomber |> TK Axl Bomber |> 66K-2S-jH-jD-Kokuugeki _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Corner combo, vs Eddie - With Eddie in corner and Axl at other end of screen, Axl: 66, Eddie: 22D, Axl barely dodges with running raiei S, setting up the following combo: CH Raieisageki S, Raieisageki S, 66 cS-5H-Byakuerenshou (RC for Beat 9), Raieisageki S, Raieisageki S, Rensengeki > Sensageki _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Near corner combo, vs Baiken Baiken is blocking: 66 cS-5H (Baiken is now in corner, or at least right next to it)-Rensen (FRC), 66 2K (barely dodging Sakura,)-2D-Bentengari S FRC, jD-generic bomber loop _______________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Near corner combo, vs Johnny, set to tech back CH D (Johnny lands in corner), 66 Raieisageki H (hits OTG) (FRC) back air throw the tech, 9 meaty CH Kokuugeki (FRC) air backdash FB Axl Bomber |> cS-TK FB Axl Bomber |> cS-2S-jH-jD-Kokuugeki I guess the CH Kokuu in corner could come from 5H, because the Johnny did not realize he was being crossed up out of That's My Name.
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So it apparently works midscreen with slight variation It's not really that broke for Yatter because Yatter is bad at lows. He's got lots of ridiculous overheads but his only lows are sweeps. You can always roman into infinite from them but that's using your roman and hitconfirming it is weird. This doesn't really make him as good as Chun and he's definitely not as good as Karas.
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On the first point, I actually play Yatter/Roll, so I have to say it is pretty sweet that by the time it gives the opponent a meter it's pretty much given me three so I can pull retarded crap like ending in OTG super > OTG super > OTG super for a basically guaranteed kill at the expense of pulling some of the damage out of most of the good ways to set it up (though at the advantage of being able to get it off of unblockables, which is pretty sweet). Yeah, it's pretty retarded. But at the same time, it's not like starting the match with an infinite is common. People always want to save meter for burst to prevent dying too easily, which really makes for more dynamic play than saying 'lol infinites' implies. On the one hand, you can just say it's just a matter of landing two infinites... But it really only takes 2-3 good combos to kill a guy anyway, so what does it matter? From my standpoint, that doesn't really affect the balance of the game. Infinites are far from the only factor in the game, is what I want to say.
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Er, I'm pretty sure I never said infinites were useless or bad, just that they did not decide games on their own. Obviously by their very nature infinites are powerful, but given that you have a bar at the start, TvC isn't exactly a race to see who hitconfirms to infinite first.
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Oh my christ
- 29 replies
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- guilty gear
- ky kiske
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(and 2 more)
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Eh, infinites aren't really so bad in this game, given burst and other things. It's not that common that they decide the fate of matches unless someone good is fighting someone poor (in which case the infinites aren't even needed). Screw the haters, this game is mad fun.
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This might be the greatest thing ever. CHAPTER ONE: WHAT IT MEANS Sol Baadgruy was studying in his was studying laboratoried. Fellow scientist cow-orker Aria said "Sol Badguyt what are you working on" "UI have discovered new radoactive isatope but it is so vollatile that it does not have a half-life but quarter-life so we must observe with hasty" Juts then a gear went on Arias head OH NO WHERE DID GEAR COME FROM! SHol wents to get his zippo sword ut it was missing so hhad to borrow a claymore sword. He hits teh gear and Arria was okay but her head was cut "Watch where you swings at me just kidding thanks" " HAha" They laughed "Whait oh no where id isotop?" "UIt is been stoled!" CHAPTER TWO: THEY REVOCER TEH ISOTROPE BUT THEY DON'T Sol and Aria arrived at teh gear scene where a that man from the game said "I have take the isotope and it will cause meltdown!" "NO, NOT ALL OF FRANCE!" Which swas target of where they were and it was nice place and ky lives there. "IF YOU DO NOT AGREE TO MY DEMANS" "TOO LATE" and the isotope hit quarterlife and teh room was slowly become vaporize "Ew must escapes out of here fastly" but Aria was already blowed to smitheroons. CHAPTER THREE: DESTRUACTION IS IMMINANT "This is Sol Badguy how do we contain teh meltdown? I know!" And he used magics to push henemy headquarters into a magic so France wouldnt melt down and it would only go off harmless in Atlantic ocean. "Hooray I scucceeded at winning the mission" "Not so fast, Mr. Sol" What happens next? You deiside! EDIT: This is canon
- 1,727 replies
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- down with naruto
- mod brown-nosing
- (and 4 more)
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DAAs don't happen during hitstop.
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No it wasn't, it said that you could beat it if your opponent's SD is negative and your startup is also negative but of greater magnitude. If you have a complaint with reaVer's math, just say if(Startup < |SD| && SD < 0). if(-Startup < SD < 0) also works (and is probably what you meant) but that syntax looks ridiculous.
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I... don't think that's a different number.