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Advanced Axl: Heavy Raei and why falling from the sky can be good
RabiteCake replied to Digital Watches's topic in Axl Low
h raesageki is a good way to clear the screen of powered hitomis -
Advanced Axl: Heavy Raei and why falling from the sky can be good
RabiteCake replied to Digital Watches's topic in Axl Low
momentum raesageki is scaryyyyy, cannot escape! D; -
oh yea ;p, if axl runs into hitomi on the ground he will likely do housoubako on it in which case you must jump straight up and punish it on whiff. if axl does rensen to negate the low marking it is easy to punish with iad, warrant, or whatever... that is never the case in this game, even with a move like housoubako ;p.
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plant zeinests in the air only to adjust your jump trajectory/landing time, and when axl is floored. plant hitomi as usual after he guards an attack or space permits, however when hitomi is out be prepared to lose it if you attempt an exe beast(his 5p trade will kill everything) and instead focus on the exe beast(frc or counter hit) if you choose to do that. in this match you have to concentrate on one planting at a time and make that count. low marking(ps) is extremely important when used as an obstacle in this match. with the low marking out axl cannot use jump slash because if you guard it he will fall into the marking. it limits his approach on the ground. since it is a projectile he cannot send chains through it or it will stop his attack and mark him. axl loses to testament jump slash if he takes to the air (who doesnt?). once he is marked he loses ;p. and spam exe beasts a lot lol. one random note in this match, if you find yourself directly under axl and he is in the air plant a zeinest between his legs. if he does any attack he will lose to it, hitbox stuff. ***notes on how to use hitomi: basic option for all characters when an opponent approaches you from the air with hitomi planted, jump+ guard their attack and allow the hit stop from the game to cover the startup of the hitomi activation. hit stop is the small time freeze that occurs during the game when a hit connects, during which time projectiles can animate but everything else is frozen. hitomi continues to animate during hit stop, so guarding an attack while hitomi activates in essence speeds up the move. hitomi also animates during the freeze that occurs at the start of nightmare circular, so you can force the opponent to be hit with it if you activate the overdrive when they pass over a planting point. the massive hit stop from a warrant activation can be quite effective when used with hitomi as well. if they opt for the common tactic of empty jumping in to avoid hit stop, air throw them. if they opt to air dash high over the plantings to set them off safely, meet them in the air with something like jump slash or air throw ;p. finally if they attempt to run up and throw you on the ground before hitomi comes out, jump up over hitomi and press any attack, the game will not enable them to run under your center in that situation and hitomi will hit them, or smack them before they get that far, you own the ground. this is just a simple outline on what to do, there are lots of specific situations which require specific actions to counter them.
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what characters and situations are you dealing with? please give me specifics.
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it works like this, you progressively do tk badlands as late as you can and eventually she gets so low that she floors. or if you have meter just do master master.
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bite me<3
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go to training mode. i cant believe you are asking this, try 66k and stop being so lazy. part of the joy is in the discovery...
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hi kyle i wanna make it to frxi. im sorry but i think that there are much more knowledgable testament players on the forum who can help with that, i dont wanna mess up anything ;x
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http://www.youtube.com/watch?v=QgkCdE2oDDc this is what happens when i play against faust, i dont think he can win the matchup
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gaining frame advantages to win is how the game works, surprise surprise. and also dont bother linking match videos of poor hos play to prove your point.
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maybe because you were playing vs the cpu or a player who doesnt know how to guard? a worthless +3? do you know what a frame advantage is? lol, this is cute but absolutely insane. honestly i wish that it were that easy. D; what does connecting a counter hit iad hs or a frame advantage from a guarded iad hs gain the order sol player? why would anyone want a frame advantage? frame advantages are worthless. seriously.
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you cant warrant rockit because he recovers in time to guard it easily which means that warrant doesnt punish it. also, after guarding rockit you are in a frame disadvantage so order sol has the initiative in that situation to attack as he pleases ahead of you. if you are predicting ri and countering it with normals then he is isnt using it correctly. a good order sol will easily change timings or opt for iad hs which will screw you over for even trying it.
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testament cannot warrant rockit, 6k against iad is a losing situation for obvious reasons, it must be out in a psychic timing with low reward into damage for guessing considering the risk. about stuffing rockit with normals, it is the same case as with stopping his iad with 6k, high risk guessing to get something out earlier enough to beat it with low reward and high chance of getting counter hit or iaded instead. in a real match it is not possible to react to and counter effectively with those things.
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i strongly disagree with your opinion on that matchup in slash. order sol can basically win the ground by doing rockit over and over, it kills zeinests, beats/counterhits your normals and warrant, beats exe beast attempts, to even have hitomi be a threat it has to be planted already at a certain distance from you to even work when you guard it. the only thing that you can do is ib it and try to jump away or time a perfect psychic 5hs between ibs both of which options are risky and suck. zeinests are always waste of time to plant vs him strategically because of his hitboxes and speed, and not a single normal attack you have will beat his jump hs or even worse iad hs. in ac the matchup is different for obvious reasons.