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Kumlekar

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Everything posted by Kumlekar

  1. 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.
  2. I love those. I still feel like I have no clue what to do in a match with this character.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. uh, what? ib is a prediction mechanic, not an execution barrier...
  8. What is this blitz shield change?
  9. Lol at 4 frames being unplayable. I'm lucky if I'm that low.
  10. 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?
  11. 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.
  12. 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.
  13. Not to mention that grenade... *cries*
  14. In xrd Ky's 236H doesn't stop after a set distance unlike how 236D worked in AC.
  15. Basically this. ^^ Its about a 5 frame window if you're at the right spacing.
  16. HELP! Sin's range is almost as good as Axl's. I've been going 4-6 on this matchup so far because the guy I've been playing with hasn't figured out how to use Sin's longer ranged pokes, and has a habit of eating CH 2H-5D and Raiei, but I don't think I can continue to win off of such gimmicks. From the start of the match Axl doesn't have a huge amount of options, I've mostly been backing off immediately because Sin's f.s is the same startup as axl's making starting the match with that move mostly a tossup. Neutral jumps->j.S can also work, but gets beaten pretty hard by most of his other options. Because of this I've mostly back dashed and looked for a jump in anti-air or iad'ed backwards to start from max range. I guess the good news is that Sin's options lower dramatically when his calorie meter gets low, so his pressure seems to slow down after a certain point. The difficulty is that he ends most strings safely outside of axl's f.S or DP range, but close enough that we can't really zone him. I've had some luck using rensen with no followup to punish wiffed Beak Diver and try to get in. Beak Diver is big enough vertically that it punishes IAD's and dashing Raiei attempts pretty well. Its -6 on block which is pretty damn safe at that range. If Sin attempts a leap afterwards its pretty simple to anti-air, but if he follows with elk hunt, he will be able to go into a pressure string. The other move that is particularly scary is Bull bash (his giant overhead thing). Its slow and can be beaten out on startup if you see it coming, but the giant hitbox can make it very hard to escape his corner pressure.
  17. This is true, but also axl gets penalized pretty hard by lag online. There's many times where I input 6P or 2S to stop an airdash, only to have the move come out after the opponent has moved past the zone where it would be useful. 2S online in particular gets me hit.
  18. I have to admit, I've been pretty disappointed with the move in general. Its nice having fullscreen poke I guess, but it seems easily punished by most characters.
  19. At what point does a YRC change to a PRC then? I guess its when the active frames end?
  20. Can I get a better explanation of the YRC OS? I understand RC-ing a move to avoid the burst, but where does the option select come in?
  21. Pot. Hes a strong, non-gimicky grappler with a useful kit for covering his weaknesses. I can't think of very many games that have that.
  22. Axl kinda has the perfect playstyle to counter pot. Its not unwinnable for pot by any stretch, but he has to get creative on how to get in. Was the same thing in AC. Now excuse me while I try to find someone online that isn't playing chipp or millia. *Stop teleporting over my head goddamnit!*
  23. Any pointers for this matchup? So far it hasn't been going well for me. Bedman's projectiles are out long enough and are large enough to stuff a lot of axl's zoning, and the teleport followup when one lands hurts. Once Bedman gets in, his pressure strings have been really hard to follow.
  24. Is Ragna's 5B slower in CP than it was in CS? I feel like I'm being beaten out more when using it to poke, but that may be more of me being out of practice than character changes.
  25. omg the relius versus carl match first round after that was epic! came down to throwing puppets at each other.
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