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Kumlekar

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About Kumlekar

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    Pomona CA
  • PSN
    Kumlekar

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  1. Kumlekar

    [Xrd] Axl Gameplay Discussion

    Honestly I was just hoping to have the rensen yrc to have something like the AC FRC for pressure. I'm sure they removed it because of the extreme range and speed of rensen, but it still makes me sad.
  2. Kumlekar

    [Xrd] Axl Gameplay Discussion

    I probably didn't notice that link because I almost never use 3P. I've never really figured out where I want to use it which is why I used to always lose to shining aquas.
  3. Kumlekar

    [Xrd] Axl Combo Science Thread

    I'm pretty sure you can't follow up on that without another RC. Axl's followups after a bomber are usually dependent on being lower than the enemy when the bomber connects. That's why most of the loops are 2S, or 6P into a TKed bomber. Someone may want to correct me on this. Also, for the combo notation, be careful to not put TK for a bomber that isn't actually being done with a tiger kneed input please. I think with the notation that watches listed in the primer that would be K-c.S-Rensen-2 RC, 6K-2S-j.HD-Bomber.
  4. Kumlekar

    [Xrd] Axl Gameplay Discussion

    Beging an idiot, I'm removing this post.
  5. Kumlekar

    [Xrd] Axl Gameplay Discussion

    omg omg omg omg You mean I can 6H after blocking for a long time? WOOT! =( on the benten change though. 30f is already long.
  6. Kumlekar

    [Xrd] Axl Gameplay Discussion

    Awesome. So they'll run a few of these tests. What sort of time table would it be from the final test to a console patch?
  7. Kumlekar

    [Xrd] Axl Combo Science Thread

    Throw, 6P(2)-2S(2) TK Bomber or 6P(2)-2S(2) j.HD-Bomber work. EDIT: I guess that doesn't knockdown on her, strange.
  8. Kumlekar

    [Xrd] Axl Combo Science Thread

    Has anyone played with Air throw RC combos yet? Everthing I've listed below I've tested on Sol. Midscreen 3P-2D-Rensen-8 [111] CH 3P, c.S-2S(2) j.HD-Bomber [160] - Not very useful as you have to be at point blank for the c.S to hit. CH 3P (RC), 66 c.S-2S(2) j.HD-Bomber [131] Corner: CH 6H, 6P(2)-2S(2), TK Bomber, c.s-2s(2) j.HD-Bomber [190] CH 6H, c.S-2S(2), TK Bomber, c.s-2s(2) j.HD-Bomber [191] Ground Throw Midscreen: Throw, 6K(2)-2S(2) j.HD-Bomber [113] - Doable with a normal jump, if the 6K lands early, it may require a super jump instead. Throw, 6k(2)-2S(2) Tk Bomber (RC), dash, c.S-2S(2) j.HD-Bomber [133] Air throw midscreen Air throw (RC), air dash, j.H-Bomber [95] - travels about half the stage in distance so as long as you throw in the right direction its going to put them in a corner. If you do the j.H too early, axl won't be facing the right direction. Easier with a higher air throw. May be possible to continue the combo if you hit the corner when you do the bomber depending on height. Air throw (RC), 5P-6K(2)-2S(2), sj.HD-Bomber [127] - Works on Elphelth too. Its easier with a lower air throw. Air throw corner: Air Throw (RC), 6k(2)-2S(2) j.HD-bomber [115] - Did this accidentially when I was trying to do the combo below. Haven't been able to land a 6P after the throw since doing this once. Air Throw (RC), 5K-2S(2) TK Bomber, c.S-2s j.HD-Bomber [136] - Works on Elphelth too.
  9. Kumlekar

    [Xrd] Axl Gameplay Discussion

    I always thought the blow back on it was strange. If they add wall stick or wall bounce it might open up some new combo options. Worst case if it messes anything up, j.H is a replacement for it in most combos.
  10. Kumlekar

    [Xrd] Axl Combo Science Thread

    Would said tech involved canceling the stance juggle into a bomber loop?
  11. Kumlekar

    [Xrd] Axl Combo Science Thread

    If its outside of 2S range, I'm pretty sure you aren't going to have a useful followup. Depending on position there may be a j.S or j.6P option, but my guess is that those are too slow. Edit, j.6 can hit, but theres no followup, As watches said, RC, dash 2S works, but that only extends the range a little bit.
  12. Kumlekar

    [Xrd] Axl Gameplay Discussion

    Well, landing a counterhit with it is a free air combo in xrd (it ground bounces now), but yeah, its super unsafe on anything else. Hm, something else to play with. I'm not sure how effective this is, but I've had a few times where I've accidentially activated Rashounen instead of jump canceling 2s into an air combo, only to have the opponent neutral tech (or if in the corner backwards) and land into the rashounen. Edit: Apparently its +1 on block, who knew?
  13. Kumlekar

    [Xrd] Axl Combo Science Thread

    What should I be doing off of non-CH 6H and 2H? Counterhits with them usually lead to really easy combos like CH 6H, dash 5k-c.S-2S, j.H-j.D-Bomber, and I'm sure some better players can get more creative with multiple bombers off of them, but what are my options off of a normal hit? I guess I should just link to a 5K gatling combo with rensen as the ender? As for 2H, I've just been following with a dust attack, though that doesn't combo. Most of the players I've been against have been walking into it and giving up free damage, but I've just been playing online, not at the local arcade. The level of play is much much lower than what I'm used to. Finally, do we have the frame data anywhere? Would be useful to answering some of my questions. EDIT: Found some framedata on the dustloop wiki, but I'm not seeing anything about hitstun or gatlings.
  14. Kumlekar

    [Xrd] Axl Gameplay Discussion

    I guess 63214S could be an option off a max range blocked f.S, though I think it takes meter to make that safe.
  15. Kumlekar

    [Xrd] Axl Gameplay Discussion

    Doesn't change the fact that I'm going to miss the old 623HS and j.63214S moves. =(
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