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Adelheid

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Everything posted by Adelheid

  1. Adelheid

    Axl v. May

    I can't really think of anyone 2K is bad against.
  2. Definitely should be in the matchup threads, but also, it'd be really nice to have them in one place just for having a convenient place to look for combos to practice. I mean, this sort of thing would be really nice to have edited into the first post in this thread.
  3. OCV = One Character Victory. In 3-on-3 team matches (pretty common tournament format), if the first person in one team defeats all three of the players on the opponent's team, he OCVed that team. So yeah, "totally dominating" isn't far from the mark.
  4. As I figure it, there's something else that rather benefits bomber loop reps over meaty rasho madness... Tension gain. You gain vastly more tension with bomber loop reps, in many cases causing a large net gain in tension, more than making up for the FRC. This isn't really true with meaty rasho.
  5. They may even want to tech forward if not scared, seeing a bad Rasho and wanting to punish... Probably not something to do more than once every dozen or so matches. How much more than standard bomber loop reps, exactly? Would test myself, but all my stuff is packed up right now.
  6. Just make sure the opponent is always at exactly enough health to die from Rashousen in all videos containing that, and its use will always be justified. If you have two options, both of which are guaranteed to kill the opponent, you should always pick the one that costs more tension
  7. That's not actually a different situation. Switching between high and low block and vice versa with frame-perfect timing will allow you to block it without issue. You can block it, you merely won't.
  8. After reading that I immediately went to test, having thought I'd done it at least a few times in the past... I actually couldn't forward dash after JIing with that exact string, but using f.S instead of HS, I succeeded once... I kept screwing up my timing after that and couldn't reproduce it (probably because I typically play on the stick, but had to do the tests on a pad as my stick doesn't have a functional down right now), though, but still, it definitely can be done when not in neutral.
  9. Is it really that worthwhile doing that rather than just doing bomber loops? Granted, you need to be somewhat close to the corner, but if you really need more space you can always just add an FB bomber... The only time it's really not going to work is when it's close to the wrong corner, in my experience. This is useful in that case, but really, I've never had the case where dusting was convenient that I couldn't just transition to bomber loops with the standard impossible dust.
  10. There is no proration on them. The reason the combo deals less damage overall when all of them hit is because each hit lowers the opponent's guard bar a bit (By about 3 points each, IIRC - The guard bar has 257 units to it, going from -128 to 128.). As long as the guard bar is below 0 (the midpoint), the lower the opponent's guard bar, the less damage they take, so since each hit of Rensen doesn't do much damage (20 each, without any damage scaling), hitting with every hit will mean you do a bit less damage in your combos, since everything after the Rensen will deal a bit less damage hitting with 3 hits than hitting with 2. Note that this doesn't apply if the opponent's guard bar has been jacked up, since as long as the guard bar is 0 or higher it won't scale damage - in that case, more hits = more damage.
  11. This honestly seems like an incredibly unwieldly motion. I do 6923.
  12. That sounds like a personal problem.
  13. How huge are we talking here? Potemkin huge? Xbox huge? Between large and gargantuan huge? I need scale, man.
  14. It really depends on who I'm playing against and if they have any moves that will outright beat my f.S. Because if they don't, 60% of the time I will f.S. The other 40% of the time I'll just do whatever thing comes to mind in the spur of the moment.
  15. Damn, he's responded too quickly for me to edit in it reflecting projectiles...
  16. Alright, then. 1. 9-frame startup on Axl Bomber, to match that of FB Bomber. 2. Also maybe 5 frames of invulnerability and 9 of throw invulnerability. 3. FB Bomber requires the opponent to faultless it in the air. 4. Shiranami no Homura with only the fire spin but with two extensions, one doing the current ending and the other doing the EX ending. With no lag at the end if neither extension is done. And the fire spin should only take as long as Bentengari. 5. Rensengeki increases the opponent's guard bar. 6. Both Tenhouseki look the same and catch the entire time. 7. A Tenhouseki S which catches throws. Somehow. Also it reflects projectiles even though the animation totally isn't suited for that
  17. The way it works is like this. There's a little bit of a pause on the hit. Because the startup is 5 frames and the FRC is on frames 7 and 8, if you hit, it delays the FRC timing. However, if you time it so that they wake up on your frames 7 or 8, then there's no delay before the frames when you can FRC the move because you've already reached the correct frames. If they wake up into your move before this, though, then it won't work.
  18. If they've seen it once, they'll never fall for it again. Trust me on this one
  19. Raiei isn't a very fast move. With 28 frames of startup, cancelling it from a move like 2P which is only level 2 gives them more than enough time to jump and throw you out of it if they're watching for it, unfortunately.
  20. I haven't tested the distances yet, but I figure if Pot wants to be close enough to try for Aegis Reflector loops and you did it right, Benten H should be able to hit him and get a combo off of a bomber extension and Koku FRC (or just a knockdown off of just the bomber extension), though. Maybe I'm wrong, but there's definitely times where using Benten H instead of a backdash there is the difference between between being able to gain momentum and reverting to neutral. Reverting to neutral isn't a terrible thing for Axl, especially in the Pot matchup, but dealing damage is always better than not dealing damage.
  21. No no no, it's... It's very useful.
  22. Hmm. Reading over this, I realized something. The way this is worded is unclear. Does H benten actually beat the meaty slide for another knockdown, or do you mean if Pot uses it up close? I was under the impression that if the Pot player timed it perfectly, there was nothing you could do about being knocked down again on wakeup by slidehead, but if H benten actually does win over that, then that'd be lovely.
  23. Respect increases the opponent's tension gauge, which is good for when you want to bait an overdrive but the opponent is just a bit away from actually having enough tension to use an overdrive.
  24. Sure, there's lots of new things... But at the same time, it's still ArcSys. They have all the benefit of all the experience gained from the work on Guilty Gear. So, I don't see why it wouldn't be balanced.
  25. This is two or three to the greatest thing ever.
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