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MoralHazardPay

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Everything posted by MoralHazardPay

  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.
  16. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    What input are you using for TK Bomber? I've messed around with 6283 and 6321473, but the former tends to be a bit iffy and I get Sparrowhawk too often on the latter. Same combo off a 6H counterhit?
  17. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    You saw nothing! Also, this YRC is pretty nifty. Really loving the f.S 2S chain though
  18. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    I HAVE FOUND A USE FOR J.D WALLSTICK! . . . If you land one as a counter hit in the corner you can do another one then go into 5P 6K 2S SJC J.HS J.D Bomber (204 damage) I don't have the Bomber loops down, but I'll give it a shot and see what I can do there; it most certainly will do even more damage. So yeah, not much Edit: Messing around with doing it after a 2H in the corner, as you have enough time to jump in after the second hit. Not doing more than dust so far. Going to see if I can get anything off an RC Artemis into j.D wallstick. Success! Getting ~7 more damage off a basic combo!
  19. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    Oh god I'm so hyped to try out f.S into 2S later; it also means that if you mess up your run in after a CH 6H you can still combo.
  20. MoralHazardPay

    [Xrd] Axl Combo Science Thread

    Catching them crouching makes it meaty enough in most cases
  21. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    Huh, I may have to use Sparrowhawk to end midscreen blockstrings; that did stupid chip. Can Venom not punish it or something?
  22. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    Wasn't the third loketest yesterday? Has anyone tweeted out changes to Axl yet?
  23. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    Rensen and 2H CH knocking down are pretty nifty, but they just make him better at his current game plan, not create while new tactics like the Rensen YRC would have so there isn't much to discuss. Give us the 2D follow-up to 2H and you'll see some excitement, or some new tech with the wallsplat j.D and we'll talk
  24. MoralHazardPay

    [Xrd] Axl Combo Science Thread

    So what are the useful TKBomber combos and when to use them? I'd like to up my damage potential or at least get better KDs than the 2S SJC HDBomber
  25. MoralHazardPay

    [Xrd] Axl Gameplay Discussion

    The pull in super? I think the only time you get more off it than an RC is off a counterhit 2P at range where an RC wouldn't help you much (maybe a 5P as well?), as the only other time I can see it being used against a grounded opponent is off a f.S, but an RC does more there. It does wallstick against aerial opponents in the corner, so there might be some use there?
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