Jump to content

MoralHazardPay

Members
  • Content count

    78
  • Joined

  • Last visited

About MoralHazardPay

  • Rank
    Silver Member

Recent Profile Visitors

771 profile views
  1. MoralHazardPay

    [Xrd] Axl Combo Science Thread

    So do we have Revelator side dust combos yet? Especially for midscreen, it would be nice to have something ending in a knockdown so I never have to vertical dust again.
  2. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Leo is the classic Rekka character. If you want a Rekka route character a la Kyo or A3 Karin then Chipp does fill that gap; he can do 3 different followups to the first Rekka and then 2 to the second.
  3. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I believe clashes can be cancelled into fd or a move, and yrc might count as the second. Weird cancel stuff I've seen; not only a danger time cancel into IK, but as danger time counts as a dust for cancels apparently if Leo is in stance he'll cancel into non stance normals instead in DT combos
  4. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    6P; this is the one time it's useful but it beats the hell out of most forward techs. If you're close enough you can also go for the air throw
  5. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Good info! I still suspect Axl will do well in the matchup thanks to his longer pokes being low, but that's nice to know
  6. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    It's Pot; if any character god is going to give too much credit to Axl it'll be FAB because that matchup just ain't great. Axl's good, but his best matchups are low to mid tier (Slayer, Pot, I-No) and his worst matchups are high to upper tier (Chipp, Millia, Elphelt). He's in a great place (I can really only think of three buffs and a QoL change: I would kill for a 2H 2D gatling with greater pull in on the 2H to make it hit at decent ranges, maybe making 6P not terrible, and speed up the unblockable then for QoL I'd just give TK Bomber a grounded input) but other than that his design is pretty much where it should be. I don't think it's really possible to make his bad matchups not reasonably annoying just from a design perspective but I'm okay with that. That said, I think Revelator will be good to him. He's not really hurt that much by the Low Blitz change while having both low and mid pokes at a decent range in 3P and f.S. Jack-O also looks like a good matchup for him as creeps and houses don't eat up hits so he can kill them all while poking. As for Jam she doesn't seem to have great approach options in Revelator so far and it seems that your pokes are either from out of Parry followup range (unless she can YRC it) or low, plus you can punish whiffed parries.
  7. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Is he popular? There might have been a brief surge after 1.1 dropped (although I suspect that was more people just getting blown up by Rensen YRC), but I hardly ever see Axl players.
  8. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    That's for the 3v3 tournament, or is that just how they qualified?
  9. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    In terms of accessibility, one of the few good things that MKX did that I wish Xrd would steal are a few of the training mode options, namely being able to set your opponent to automatically reversal with any number of options as a switch.
  10. MoralHazardPay

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I believe you need 62.5% up front; doesn't a successful Rejected grant you back half your blitz shield's cost? I'm hearing split mechanics on the blitz charge; if you successfully blitz someone, is it a guarenteed combo with the charge move?
  11. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    I suppose, but I'd generally just Rensen YRC to make it a bit safer (and you can respond to them IADing at you).
  12. MoralHazardPay

    [Xrd] Axl Video Posting thread

    So, 200+ damage off a c.S no matter where you are and good oki? I like it, and some of those combos look fairly simple assuming the IAD timing isn't too tight
  13. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    Yeah, had that happen earlier when I was messing around (and not at point blank); it's probably just on the first frame so you don't want to RC there. Still a decent sized window. Also, I had not realized before this patch how badly the hitbox on j.D sucks. It just starts so far down his leg and does not have a good bottom hitbox; I'm whiffing it while stuck inside their body. Have you tried doing a 5K for a third loop? Gets you there a frame faster.
  14. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    There's a damn good reason that you can't run and Rensen. Also, another use for j.D wallstick: RC the initial grab of the unblockable, run them into the corner from midscreen and do a forward j.D to start your combo. I'm getting 189 from 6P c.S 2S SJC j.H j.D Bomber. If someone who is good with TKB loops can test it out we could see if it's optimal damage rather than starting with a TK Bomber
  15. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    That and the sheer fact that I can throw 6H out of blocking or charging makes all the difference.
×