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Digital Watches

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About Digital Watches

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    Charlatan
  • Birthday 05/07/1990

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    NobleKazoo

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  1. Digital Watches

    [Xrd] Axl Gameplay Discussion

    Real talk I hate the raei change. Even forgetting the input aside, it's gone from Raei only coming out when I wanted it to (Because there aren't really input overlaps with anything) to coming out sometimes when I'm going for running 2K, which is hella obnoxious. Tons of buffs this iteration but that change is horrible and I don't understand it at all.
  2. Digital Watches

    [Xrd] Axl Gameplay Discussion

    Honestly it's just a matter of timing. Your tech traps need to involve moves that have lots of active frames, so you can take advantage of tech recovery. I use 6K and 2S, depending on what kind of tech I'm trying to cover, but 6P works pretty well if you're looking for forward techs specifically. As for rensen YRC, the idea is that you're letting them out of blockstun for a frame or two to get the YRC, so you're looking to YRC late into the animation (As close as you can get to when they block the actual projectile.)
  3. Digital Watches

    [Xrd] Axl Video Posting thread

    Sick set! Your neutral and pressure are really solid. There were a lot of situations where I think you had the right answer, but were a little too hasty with it (Especially some of those DPs).
  4. Digital Watches

    [Xrd] Axl Video Posting thread

    Lots of counter, lots of backdash, 3P and fS to stop approaches (As opposed to 6K/2H, both very risky). Spend your meter to abort bad guesses with YRCs. Stay away from the corner. That's all I can say about chipp.
  5. Digital Watches

    [Xrd] Axl Gameplay Discussion

    Hey! The wiki has been kind of lacking so I wrote a little bit of a spiel on the strategy section. Check it out! Give me feedback and stuff.
  6. Digital Watches

    [Xrd] Axl Combo Science Thread

    Though often a j.6P will limit what options you have to follow up. A 2D will land from extremely close spacings into the corner, but most of the time j.6P pushes them too far out. On tall characters j.6P, 5P will work consistently, though on most of the cast I have to resort to f.S. This means you won't get a knockdown unless you use cool tech like 63214S RC to follow up.
  7. Digital Watches

    [Xrd] Axl Gameplay Discussion

    It works but like... why do I care? Any situation where it's actually advantageous to be in stance is oki IMO, and you have plenty of time there. Any situation I'd do YRC stance in e.g. neutral would be better to get YRC (Run up) 6K or something
  8. Digital Watches

    [Xrd] Axl Video Posting thread

    Nah. I actually haven't gotten a single accidental command grab since 1.1 dropped. Failed TK bombers look like sj.H (Because I push H too early)
  9. Digital Watches

    [Xrd] Axl Video Posting thread

    Yeah, I haven't really gone into the lab and made sure my throw combos solidly work on all characters, so my priority is guaranteed knockdown period. Losing that extra ~20-30 damage might hypothetically cost me a match in some weird edge-case scenario, but dropping the combo and not getting oki is way more likely to. (I dropped a few early in that match and decided to just go for shorter combos)
  10. Digital Watches

    [Xrd] Axl Video Posting thread

    Heh, if people really want to see me play (And commentate! I'm awful don't watch that) http://www.twitch.tv/teamkhaos/v/5367681 Xrd starts around 1:10
  11. Digital Watches

    [Xrd] Axl Gameplay Discussion

    School and work have been eating a ton of my time, but I try to make it out when I can! I wish metsu monday had a stream ;-; Khaos streamed the last Rose City Rumble and I got on stream, but it was during combo breaker so probably not a lot of people saw it
  12. Digital Watches

    [Xrd] Axl Gameplay Discussion

    1. You're *definitely* catching people with 5K because it's faster. That's the only reason 5K ever needs to be in combos. 2. Pretty close to all the way on most of them. 2S and 5P are shorter than hitbox by a decent amount, but 6K, 2P, j.S, and j6P are pretty close to 1-1 (I think all of them are slightly longer hitbox than hurtbox)
  13. Digital Watches

    [Xrd] Axl Gameplay Discussion

    I've heard of this character, might give him a try. CAN I BE IN THE ARMY TOO?
  14. Digital Watches

    [Xrd] Axl Gameplay Discussion

    This character feels unstoppable now. Also I am no longer getting rashousen when I try to throw. Best patch ever.
  15. Digital Watches

    [Xrd] Axl Combo Science Thread

    Yup. Pretty useful and been around since XX: Some characters' crouching hitboxes are either thinner or lower than usual, meaning that the attack will hit more meaty. What I actually wonder is if the old trick with 3P-6H as a gatling still works: Some characters' animations will predictably sway in such a way as to let 6H hit meaty, even if standing. The 3P puts them in little enough blockstun to reset the standing animation to a point where you'll "go through them" enough for this to work. Notable examples were Millia and Bridget. This means you can get a meaty (And therefore comboable) 6H even if they stand up and block it (Letting you continue a blockstring), but I'm not sure if it works in this game (And don't have a system to test on.) Can anyone check it out for me?
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