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Everything posted by Yannick
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If it's showing up garbled, change the encoding settings to a Japanese encoding (Shift_JIS, for example). From there, you should also be able to manually translate or have your browser translate for you if you want.
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Oh, speaking of Elphelt (damn, I wish I could remember this stuff when I'm actually practicing), I remember Watches couldn't find a hard knockdown on her from a throw. Has that changed at all now? I don't think it would have, but it would be a pleasant surprise if it did. P.S. - Maybe new Rensen? o_0 Hmm.
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Hey, I'll take it. Oh, forgot to ask. Does 5P feel different? Anybody using it more often than usual?
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One of the smarter changes Axl got for sure. How are j.D and CH 2H looking? Haven't gotten my hands on it yet. D:
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I actually have three questions for you. Is 5P noticeably different while playing? If so, does it significantly impact how you press buttons or make decisions at that range (or maybe a little closer)? Regarding j.D wallstick, I think it's weird, apparently Yousuke thinks it's weird, it looks weird, it's weird...but what do you think? It looks like it makes the traditional air series into Bomber wonky, but there may be some j.D specific low altitude wallstick routes that we'll need to find (or that 1.1 players have already found). How are you feeling about the move? I know it's a bit early for this particular question, but how do you feel Axl's matchups have shifted, if at all? Slayer, I-No and May are some matchups that I'm interested in particularly. Thanks in advance.
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That's the main Mikado stream, by the way. Really good to go through their archives if you care about their 3v3 tournaments. They will be streaming plenty over the coming weeks. Mikado uploads to YouTube at the channel Goldenrody, if anybody cares. When that particular stream started last night, I caught some Axl and Yousuke was right; j.D in the corner during the typical air series is definitely super awkward. It looks like you can go for a specific corner variation that actually utilizes the bind, but it doesn't seem to lead to knockdown (then again, it was just practice so the person who was playing Axl could be on to something). Rensen beemu~ CH 2H seems cool. Wonder what you can get if you RC the first hit. 5P is something I would need to play with myself. Same with Haitaka. Didn't see much of f.S > 2S, but I'm sure it will come with time.
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Gonna be honest; not sure that's a great idea.
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Room disband notice yehsss #Kreygasm
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Danger Time is great. Free damage boost, free CH starter, free RC. I can't ask for much more than that, but that's just me. :]
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It looks like the only changes that were walked back were Rensen YRC and the first hit proration on Rensen. The dream... D: At least we still have the untech time on it.
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I hate the way Japanese is used for fighting games. It's really annoying. It looks like Yousuke's finding the new j.D awkward and thinks it looks good to stop aerial combos at j.D since the Bomber and following up after it is weird. It also looks like he's having trouble with extended Bomber loops because he's having some kind of issue with people teching at/between j.H-j.D, but he's trying to wait and catch the techs with c.S. Sorry if it was a bit vague, but FG Japanese is a little goofy. P.S. - In one of his previous tweets that's MUCH easier to read, he's not feeling the Sol matchup, LOL. Apparently, Nobu's Sol nailed him with 5H CH against Axl f.S at round start with no adjustment to spacing. It seems as though Yousuke is looking to practice taking the initiative with Raiei at round start and get a CH when he feels Sol will start with 5H. P.P.S. - Seems like Sol 5H got a stealth speed buff or Axl f.S got a stealth speed nerf? Unless Yousuke's timing was off, Sol 5H shouldn't CH his f.S with the current list of changes.
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lmao @ 3+2 Shark Strike I already liked this overdrive before, but if that sticks, it'll be more than enough. If that's real, I need to head down to the bank so I can fill out my application for a tension loan. Between Rensen YRC and Shark Strike I will spend ALL the tension. New f.S gatling would be dope.
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I would imagine if you get the intuition to spot that range at which 2S won't connect properly, you can just jump cancel the 6K and strike with j.6P or j.S. Or you can roman cancel and get into range for 2S. :D
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I don't know about doom and gloom, but I can see where other people are coming from. I feel like Axl is one of those characters you have to play to find out why he's weak, though. Personally, I think he's quite fun still, but maybe it's the fact that I only played AC Axl which makes me miss the real grime this character used to have. Axl doesn't seem as bad as he seems honest. He just doesn't seem to have the super grimy tricky nature he did in AC (at least, in my opinion). On top of the honesty, he lost some of his easymode things like P chains (but I think the current P chains are faster...?), some of his great gatlings, some of his old counter hit effects and then to round out the losses, his old tactics with FRCs and many of his routes to really big damage have now become quite expensive. I think it's easy to see that Axl, when compared to other characters in this game, just isn't as ridiculous as most of them, but he still plays a good game. I think coming up with an effective gameplan is a bit difficult and it seems to me as though the game forces Axl to try to be more aggressive even though his changes don't really promote that too well (which is weird). I think Axl can really throw his weight around in the tension/RISC control areas (forcing FD, building RISC with 2H/Rensen/long gatling blockstrings) and he has his natural control/reaction game (great DP, good normals, GREAT corner carry) to use, but he doesn't seem to have access to the kinds of crazy things most other characters can do. Despite how relatively little they mean in such a small game, Axl is probably low on these lists maybe not because he's bad, but perhaps because he's probably just not ridiculous.
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SB.Zio beats meteors as long as none of them land smack on top of Betty's dainty head.
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I've had this happen several times already. It seems that if the opposing player breaks your last Persona card after you've already performed a cancel into another Persona move, that move will still occur.
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Hmmm, think I'm gonna start a list of moves you can't use Megidolaon against. Just played a Yukiko who was a fan of Maragidyne fullscreen and she recovers before Megidolaon can catch her. Shame.
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Shoutouts to Marv--don't hurt me!
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Has anybody been able to get 5AAA > A.Bufu > jD.Garu > 2A > 5B > etc.? It's probably not optimal, but this should be able to work. Trying to use an angled super jump to get this to work, but if I do that and churn out the Garu too fast, I get Mamudoon sometimes. I've only gotten it once, but it felt really mashy and unclean; trying to see if there's any way to flow from A.Bufu into jD.Garu. =__=
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Let's be serious, now. Rage + SB.Anything = kinda unfair.
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Ugh, if j.C hit overhead...
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The first few pages (depending on how many posts per page you show) of both this thread and the general discussion thread have tons of advice. The wiki also has a bit of info in the Garudyne section. Hmmm, maybe we should make a thread specifically for Garudyne? I feel like we're coming to a more complete understanding of it every couple days and I can see "Garucombo" questions becoming very commonplace in the future.
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Good stuff on the Garudyne paths so far. Am I once again behind the pack when I ask if this move, the more I experiment with it, seems more about moving the opponent around on top to a sweet spot than it is about the actual pathing? We all know to get the last hit of the move for the increased hitstun, but it seems like there may actually be a sweetspot for the move just up and barely to the side of Liz's face. Forgive me if this sounds like gibberish, but this is just what it's seeming like the more I play around with the move and noticing when followups connect and when they don't.
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I love and hate this move at the same time.