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Everything posted by Adelheid
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Okay, but Axl isn't a zoning character, either. Up close, Axl has very good offensive options. Often, to safely get in, you will need an opening to use one of your long pokes and then follow it up with a blockstring or combo, but plenty of them can also be started not from reacting with a 5P or 6K or 2S but by approaching with various shorter moves if you can, or even IAD j.S or what have you. Axl has great tools up close. He may ideally get up close in ways different from a lot of characters, but he has a lot of tools for rushdown, even if he's poor on defense at that same range. Saying that Axl is bad at fighting up close is just... inaccurate.
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Oh, I certainly think so as well. But a one-frame input window can explain why someone who hadn't gotten used to it would think something was impossible.
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Oh. Well. There you go, even more reason why you would fail even though it's possible.
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They're doing it wrong. There's only a two-frame timing on it, anyway, so if they're not used to doing it perfectly they may well screw it up. But I totally throw people out of meaty attacks all the time.
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Throw-invincible meaties can't be thrown on wake-up
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It's not just a matter of inputting it faster; if it often doesn't come out, most likely you are not performing the input correctly. Attempt it a few times in training mode with input showing and see if there are any problems. It maybe that you're just doing it too late, but more than likely you're also doing something silly. I know for awhile I had an odd problem where I'd 2S, 9 to jump, j.D, then 23H, completely skipping the 6.
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Well a lot of characters have strings that are purely timing-based, with no spacing issues, and on a lot of those ones Axl has, I can get them off without looking at the screen. Of course, Axl has a lot of strings that can't be done that way for one reason or another.
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I hear that's the way everyone who isn't me does it
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I'm pretty sure this isn't true, since Rensen has no hitstop to screw with the timing. Edit: Before anyone calls me on this, I mean that Axl experiences no hitstop. Opponent does. I guess I worded that kinda poorly; I meant that if you enter it during hitstop, it can change the amount of time between when you first input 6S and when you perform the FRC, because the move is coming out a bit after you hit the button. Of course the FRC will stay constant in the move itself.
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There's an easy reason why it's not coming out: You are not charging it long enough. similarly, if they're on the ground, you've waited too long to Rensen. The only reason I can figure between it mostly alternating between not charging long enough and waiting to long is that you're not charging early enough. This is an easy problem to fix, though. Consider: 5K has 6 frame startup, and 2D has 9 frame startup. Adding 25 frames of hitstop, even delaying nothing, Rensen should work. (Though, I always delay my 6S on the Rensen until just after the hitstop of the move before it, to make sure the FRC timing is always the same - since moves don't come out during hitstop, there'd be a delay that would otherwise throw it off.) Really, if there's any time there's even the slightest chance you'll want to do Rensen or Rashousen soon and you're not doing something that would make it disadvantageous to do so, you may as well be holding back. So in a string like this, where you know you'll be ending with Rensen, and nothing has a forward input, you may as well just be holding back the entire time. For strings involving 3P, start holding back immediately after hitting P.
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Unless he gets eager on the burst and does it while you're still doing 2S, 6K loops, in which case you can punish the burst with a more legitimate combo. I think.
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I just do 6923. I thought most people did this, actually.
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Now, I know from talking to you at Evo that "it" here is Benten S, but you don't actually say that anywhere.
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Couldn't they just... Block, though? Or, FD.
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In general, if a combo works on A.B.A, Robo-Ky, Jam, and Baiken, it's going to work on everyone.
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The problem with infinites is after a few reps of any given loop the damage starts going to crap, the dizzy modifier goes to crap even faster, and they're just gaining burst back, so it's excessively unlikely that you'll actually kill them with it. So yeah, infinites don't really work in this game.
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Well sure, I knew about that one. Dunno about anyone else, but I'm a bit more interested in this "FRCing the same move multiple times" crap. That just... That just doesn't seem plausible.
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It's not a tutorial, it's a combo video. In the end, you get some practical stuff out of it, but the goal is to be flashy and entertaining, even if that sacrifices practicality. It looks cool, so it's alright.
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But it's not ultra cool.
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I'll absorb the blow by claiming to be a much better image of Axl. In fact, I even dressed as Axl last halloween. Also you're forgetting something very important: long bomber loops sometimes just up and dizzy people. In those times, I always go for meaty rasho, because it's just so stylish and they can't avoid it. Yeah, you could just use the time they're still dizzied to start a new bomber loop. But that's somehow less cool.
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Slidehead
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That really depends on whether you mean they should be good enough to be S-tier or they should currently be recognized as S-tier. Your statement is kind-of ambiguous on that mark.
- 1,795 replies
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- crazy larry
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Whatever it is, I love it.
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I should've been there.
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I feel so terrible for missing that tourney. Green Man and Spark are hounding on me for not showing, insisting someone would've loaned me a stick. I still haven't gotten a replacement... The one I ordered should show in the mail sometime next week, but... I mean it's obvious now, given how Wuku waltzed in and got everything done despite having not played since #RELOAD