Kumlekar
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Pomona CA
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Kumlekar
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My general impression is that most other characters have gotten significant buffs to range since AC+, while axl have received very little in the way of improvements. His greatest strength is no longer as unique, and the lack of a solid long ranged knockdown can make it very hard to get advantage off of long range hits. I mostly see the issue as the competition getting better with axl staying the same though.
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I love those. I still feel like I have no clue what to do in a match with this character.
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Axl oki. 6H to close distance and be plus on block. Its pretty vulnerable to reversals though. 5K or c.S into a variety of mixups (5k-3P-2D, 5k-3P-6H, 5K-c.S-Rensen, 5K-c.S-rashounen just to name a few). If you want to bait a DP, 3P can sometimes work depending on spacing and timing, and 214P or 214K are excellent for this purpose. If you think they will block immediately when getting up, rashounen can work, but its often better to throw it out in a string. If you're too far away for the options above, 2H isn't bad. Dashing 63214S YRC can close distance if you have meter, and leads to a variety of air dash mixups and crossups. For tk bombers in a combo, I practiced with this combo in the corner: Throw, 6K(2)-2S(2)-TK Bomber, 5k-2S(2)-j.HD-Bomber. If you just want to practice the input, just walk up the the training dummy and do 6321473H. It will connect as long as they are standing (at least this is true with sol). The timing for tk-ing a move mid combo can be a tad difficult as you are starting the input before the move connects, so that your jump input cancels when the hit connects, and then there is a slight delay before the button press while you are waiting for your jump startup to finish.
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I'm in the same boat. I've been told there's a few throw oppurtunities in his rekkas, but I'm not entirely sure where.
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ew, Sol... Honestly the characters are different enough that everyone will have different tastes. Its not really a "I like this guy so I should play this one too" thing. I found Ky pretty easy to pick up, but I've been putting in a lot of work into venom. I play half the cast off and on which is why I'll probably never be very good.
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Well lowering the execution barrier will be nice for me! I really have a love hate relationship with this character. I think hes awesome, but my execution is just not there.
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uh, what? ib is a prediction mechanic, not an execution barrier...
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What is this blitz shield change?
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Lol at 4 frames being unplayable. I'm lucky if I'm that low.
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I wish backdash were a realistic option for axl... Why are we defending a higher execution barrier for what seems to be a basic tactic? It just seems like a way of hiding the mindgames seen at higher level play from new players. Is this a good thing?
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I've been playing a lot in Zenedge's rooms. (http://www.twitch.tv/zenedge) if anyone wants to join us. I'm pretty awful though, but I's love to see some other axl players there. Its usually up midnight-2am PST.
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Nah, I was talking about 236H without the dust ring placement before hand. 236S with the dust placement is insane though and can punish most options at long range if he has the ring out.
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Not to mention that grenade... *cries*
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In xrd Ky's 236H doesn't stop after a set distance unlike how 236D worked in AC.
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Basically this. ^^ Its about a 5 frame window if you're at the right spacing.