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Shadow Ninja 64

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About Shadow Ninja 64

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    ShadowNinja64
  1. Shadow Ninja 64

    Site Feedback/Suggestions

    I'm not sure if this thread or the General Revamp thread is right for this so I'll post it here. My two disappointments with the redesign are the apparent lack of any color customization and the fact that the character subforums are no longer nice and neatly aligned into columns but instead in a haphazard blocky list. Other than that, things still seem to be organized and findable so it's cool for me who is generally more just looking for info than participating in discussions.
  2. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    On the topic of 2H RC, you have a couple options: ... 2H(2) RC IAD j.H-D land, (c.S or 5K)-5P-6K(2)-2S(2) sjc j.-H-D-Bomber [does not work on Faust for sure] ... 2H(2) RC (dash) 5D~8 into regular dust combo The first option only works right from a longer/max range 2H(2), whereas the second option is doable from any range as long as your RC and dash timing are on point. In the corner you have the option of going into a 5D~6 combo instead, but if you have too much stuff early on (like 5K-3P-2H(2) opener) then you might not be able to do the full wall dust combo.
  3. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    I apologize for transcribing an entire video's worth of combos into the notation I've been using for years before even looking at your OP. I'm also sorry that folks are confused about XX notation for special/super cancels, although in my defense people have been using that notation across all kinds of games for as long as people have been discussing fighting games on the internet. Edit: Removed a line that in retrospect sounded different than what I intended.
  4. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    I went ahead and set the training dummy to quickest possible stagger recovery, and 5K 3P f.S Shark Strike, dash 6K c.S 5H 2D Rensen~up worked just fine. As a footnote, that does 160 on Sol and recovers about 13% Tension just from eyeballing it.
  5. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    Counterhit 2P Rensen is one of the first actual Axl trials in Challenge mode once you get past the ones that are just single moves. It doesn't work on normal hit, though. After Shark Strike, you can get dash in 6K(2) c.S 5H 2D Rensen~up on everyone that I've tried it on except Faust because of his hitbox during his spin stagger thing. That works off both 5P and 2P starters and also lengthier starters like 5K 3P f.S, and it's not black beat or anything so I assume no amount of mashing would escape it as long as your timing isn't off.
  6. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    Yes, special or super cancels.
  7. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    You have a lot more leeway with Rensen~up as far as side switch combos go since you have like an hour to run under and do the c.S-2S(2), but you won't get three Bombers if you combo into Rensen like you do there with the DP.
  8. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    I was doing the 5P-6K(2)-2S(2) thing at the end because I was starting from Axl cornered and ending midscreen. As far as I've ever seen, a c.S won't connect in that case, but I'll give it some tries anyway. I can definitely see that working well when you make it to the corner, though. Anyway, just so I have something of substance to add with this post, I noticed that, if you're cornered completely, you can do something like: (2D XX) 623S RC dash under c.S-2S(2) TK Bomber, (5K-2S(2) TK Bomber)x2 So I guess if you're cornered and land a desperation DP, there's a pretty decently damaging option that reverses the situation nicely.
  9. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    The idea with doing combo into sj height Bomber RC dash TK Bomber is that it not only pretty much guarantees you get around RC damage proration but also can allow you to sometimes get 4 Bombers in the combo still with the hard knockdown, like in that AA 2S(2) combo I mentioned before that does 235 on Sol. It might not be the best idea all the time, but it's worth exploring. Also, I have to admit, I initially didn't believe you about Benten RC (Benten is the DP, right?) being a better option than Rensen~up R. That's mostly because Rensen~up also allows you to easily wait out the time slow of the RC, thus avoiding the proration. However, I decided to test some things anyway with these results: [midscreen] 5K c.S 2D XX [4]6S~9 RC dash TK Bomber, 5P 6K(2) 2S(2) TK Bomber [158, hard knockdown] 5K c.S 2D XX [4]6~9 RC dash c.S 2S(2) TK Bomber, 5P 6K(2) 2S(2) TK Bomber [175, very difficult midscreen, hard knockdown] 5K c.S 2D XX 623S RC dash c.S 2S(2) TK Bomber, 5P 6K(2) 2S(2) TK Bomber [184, very easy midscreen, but hard knockdown difficult to get] Edit: Dumb optimization: Change 623S RC dash c.S 2S(2) to 623S RC dash 6P 2S(2). It's more damage and it seems like it makes it easier to both carry further toward the corner and also keep them close enough to land the 5P if you're still midscreen after that point. It was very surprising to me that the 623S combo didthat much more damage while still dealing with RC proration, but I guess that can be attributed maybe to it being a single hit move and Rensen~up being four hits? Also, getting the hard knockdown with the 623S combo is extremely difficult, basically requiring you to catch the 5P as low as absolutely possible, and it was hard even if I cut out the c.S after the RC dash. Maybe c.S straight into TK Bomber is a better option in some or all of these combos, but I'm still very inconsistent at that so I didn't check it. Weirdly enough, with the c.S 5H 2D starter, it seems like you have to go straight to 2S(2) after the RC dash in the 623S combo, otherwise they recover before the last TK Bomber connects. It's possible it works and I'm just bad, though. Another thing worth mentioning is that in the corner you have to have dash momentum for 5K c.S 2D XX 623S to connect, at least on Sol, which I imagine means a ton of characters require the dash if your opponent is cornered. Finally, one last consideration is the damage done before RC, where Rensen~up does 17-21 more damage before the RC than 623S, depending on starting string. It's something to keep in mind if you know your opponent is waiting for you to spend meter before bursting out. Of course, in that case you're probably going to RC into Sparrowhawk juggle anyway, in which case the damage seems pretty much tied between Rensen~up RC and 623S RC.
  10. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    "Absolute tons" might have been an overexaggeration. That combo as listed does 235 damage to Sol with the bonus of the hard knockdown, which is still a nice chunk of damage off an AA BnB conversion. The post-RC portion is 98 of that damage.
  11. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    I don't see something cool and important mentioned in here yet. I was talking about Axl combos elsewhere on the internet and was told by someone that you can get around the proration added to RC combos if you are able to wait to hit the opponent until after the time slow effect ends. There aren't too many characters who can take advantage of that that I am aware of, but one of those characters is Axl with Axl Bomber. You can do something like: AA 2S(2) hjc j.H D XX Bomber RC, dash TK Bomber, c.S jc Bomber, 5K 2S(2) jc TK Bomber. This assumes you reach the corner after the second Bomber, but two Bombers already have pretty good screen carry. Anyway, the TK Bomber after the RCed Bomber connects after the time freeze ends, meaning the combo doesn't get the RC proration and does an absolute ton of damage. I know other characters like May can do the same thing off their throw, but I don't know if Axl has any other ways to take advantage of it.
  12. Shadow Ninja 64

    [Xrd] Axl Combo Science Thread

    A poster in the Q&A thread asked for a transcription of ble axl's combo video. I'd already been thinking of doing that for my own sake, so I went ahead and did it. I am completely unfamiliar with the names of Axl's moves in any language, so I stuck to notation only. Video link https://www.youtube.com/watch?v=toOUmwdVVbM Note: Every instance of OTG 2K does exactly 1 damage and is almost certainly not worth it, but I noted it down since that's what's going on in the video. Edit Note 2: I also just realized I didn't note which jump cancels are high jump cancels. Basically, most of the combos that go into j.HS D XX j.623HS are high jump cancels. Part 1, close S combos into RC/super: [midscreen] c.S 5HS 2D XX [4]6S~9 RC 63214HS~PKPKPK [197 damage] c.S 5HS 2D XX [4]6S~9 RC dash c.S 2S(2) jc j.HS D XX j.623HS [200] c.S 5HS 2D XX [4]6S~9 RC 63214S c.S 2S(2) jc j.HS D XX j.623D [196] c.S 5HS 2D XX [4]6S~9 RC IAD late j.623HS, 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [195] c.S 5HS XX 214214S, dash 5P 6K(2) c.S 5HS XX [4]6S~9 [180] c.S 5HS XX 214214S, throw, dash 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [167] c.S 5HS 2D XX 623S RC dash c.S 2S(2) jc j.623H, 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [218] c.S 5HS RC IAD j.HS D, c.S 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [196] c.S 5HS 2D XX 2363214HS [200] [corner] c.S 5HS 2D XX [4]6~9 RC dash (c.S 2S(2) jc j.623HS)x2 [206] c.S 5HS 2D XX 214214S, dash 5P 6K(2) 2S(2) jc j.623HS, 5K 2S(2) jc j.623HS, OTG 2K [196] c.S 5HS RC 5D, IAD j.S(1) HS D, c.S 5HS XX [4]6S~3 [199] c.S 5HS RC 5D~6, c.S 6P c.S 5P 6K(2) 2S(2) jc j.623HS, 5K 2S(2) jc j.623HS [199] c.S 5HS RC IAD j.HS D, c.S 5P 6K(2) 2S(2) jc j.623HS, 5K 2S(2) jc j.623HS, OTG 2K [197] Part 2, throw combos: [midscreen] (Sol) throw, dash 5P 6K(2) 2S(2) jc j.623HS, dash OTG 2K [102] (Ram) throw, 6K(2) 2S(2) jc j.623HS, dash OTG 2K [97] (Venom) throw, 6K(2) jc j.623HS [83] (Venom) throw, 6K(2) jc j.K jc dj.S(2) HS XX j.623HS [103] (Pot) throw, dash 6K(2) 2S(2) jc j.HS D XX j.623HS, dash OTG 2K [104] [corner] (May) throw, (c.S jc j.623HS)x2, c.S 2S(2) jc j.623HS, OTG 2K [140] (Sol) throw, 6P (c.S jc j.623HS)x2, c.S 2S(2) jc j.623HS, OTG 2K [138] (Pot) throw, dash (6P c.S 2S(2) jc j.623HS)x2, OTG 2K [123] (Pot) throw, dash 6P c.S 2S(2) jc j.623HS, 5K c.S 2S(2) jc j.623HS, 5K c.S jc j.623HS [120] Part 3, dusts: [midscreen] 5D~8, j.D D K jc dj.HS D XX j.623HS [121] [corner] 5D~6, j.S(1) HS D, c.S 5HS XX [4]6~3 [139] 5D~6, c.S 6P c.S 5P 6K(2) 2S(2) jc j.623HS, 5K 2S(2) jc j.623HS, OTG 2K [141] (Pot) 5D~6, c.S 6P c.S jc IAD j.HS D, c.S 5P 6K(2) 2S(2) jc j.623HS, OTG 2K [128] Part 4, [4]6HS combos: [midscreen] [4]6HS(0) RC IAD j.HS D, c.S 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [212] [corner] [4]6HS(0) RC IAD j.HS D, c.S 5P 6K(2) 2S(2) jc j.623HS, c.S 2S(2) jc j.623HS [221] [midscreen] [4]6HS(full) RC dash c.S 2S(2) jc j.623HS, 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [187] [corner] [4]6HS(full) RC dash (c.S 2S(2) jc j.623HS)x2 [171] Part 5, 623S RC combos: [midscreen] 623S RC dash c.S 2S(2) jc j.K jc dj.HS D XX j.623HS [140] 623S RC 63214HS~PKPKPK [140] 623S RC dash c.S 2S(2) jc j.623HS, 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [171] Part 6, 214P RC combos: [midscreen] 214P RC c.S 2S(2) jc j.K jc dj.HS D XX j.623HS [156] 214P RC c.S 2S(2) jc j.623HS, 5P 6K(2) 2S(2) jc j.HS D XX j.623HS [177]
  13. Shadow Ninja 64

    [CS1] μ-12 Combo Thread (Updated 10.30.10)

    This video shows that exact combo working on Noel at around 1:32: http://www.youtube.com/watch?v=rhIuuyD1mpQ You have to dash to connect the second 6A. In any event, the other combo you posted is probably better anyway due to all the weird BB combo proration rules, but I don't know that for certain. I know I prefer to see things like jump cancels and dashes listed, even when it seems obvious for them to be there.
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