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JJMeowMixLover

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About JJMeowMixLover

  • Rank
    Honorable Fighter
  • Birthday 12/16/1992

Other Info

  • Location
    MN, USA
  • PSN
    J_or_DanMML
  1. JJMeowMixLover

    [Xrd] Axl Gameplay Discussion

    In order shown: - Recovery (?) time increased - Wall sticks (lol wat?) - Cancel time increased Someone tell me I'm reading that second one wrong.
  2. JJMeowMixLover

    [Xrd] Axl Gameplay Discussion

    From Shoryuken article for Resengeki/Sickle Flash: Untechable time increased, now downs When activating Yellow Roman Cancel immediately before start-up, the projectile still releases. You mean we get guaranteed knockdowns off of call-outs / catching normals and (something better than) FRCs of Resengeki now? AND I get a good safe option with 25% while om nom nom-ing Ky/Sol/Faust/Bedman/Venom/pretty much everyone on ground game from far-mid range? (Among other uses.) In other words: Every other change is a bit meh. 5P extended hitbox was the second interesting thing I noted. Also, general mechanic wise: Buffer reception time for button inputs, forward dash inputs, etc. has been extended. Inputs for certain command moves such as Special Moves and Overdrive Attacks have been made easier. ...so anyone having trouble with or getting late Axl bombers might find/want to look for an easier/more efficient way to do their thing when patched. Of course, we'll need to touch the game and/or analyze 1.1 play to say anything concrete, but my post is a post.
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