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Digital Watches

Advanced Axl: Heavy Raei and why falling from the sky can be good

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63214H: Heavy Raeisageki Alright, so "many" is a funny word to use for a move that's hardly useful at all. Still, this move is cool for a few things, which I guess can be discussed in this thread: So here are some wacky properties and uses for this wacky move: 1: The RC puts Axl neutral on the ground almost if not instantly (Might be like... 1-2 frames at most, it's not listed in the frame data, so I'm not sure). This means that you can do silly things like using it against an opponent that's high in the air, landing WAY before they land, and then AAing them with Axl's S+ tier anti-air. This is especially awesome against opponents with little or no meter, as it will take them a long time to get to the ground, especially if they teched the 63214H. The awesome RC properties, as well as the fact that the move floats on hit, make it easy to combo from, which in some cases is worth half your meter, since it doesn't prorate at all, and gives you ample time to do basically whatever air combo you want from a grounded or low aerial hit. 2. The FRC is actually quite safe if you FD afterwards, since it's basically a free chicken block. Combine this with the extreme amount of horizontal control you have over the move, and the high extent to which running momentum effects it, and you have a runaway tool that can travel the entire length of any stage. Granted, it has a lot of startup, so it won't get you out of pressure, but I've been able to get people to try to punish it with things that are quite unsafe on block. I've seen some shenanigans where a blocked, JI'd 63214H can lead into a low airdash mixup, but that's combo video nonsense that you'll probably never use. You can also running momentum to get in with this move, although light raeisageki is probably better for that purpose. However, against many characters, it is possible to use the directional control on block to get out of the character's effective poking range, making it safe without the FRC. 3. The beginning of the animation looks suspiciously like a normal/super jump, which will bait bursts, uppercuts, and all manner of reversal attempts on oki. Using minimum hangtime (IE don't hold the button) or close to it, you can punish pretty much any DP, super, blue burst, throw attempt, and be safe against a gold burst with proper timing. Just don't get predictable. 4. With momentum applied, hold time, and directional influence, this move can be a very ambiguous crossup against characters that don't have fast reactionary uppercuts. You can even make the move cross up in the middle of hitting the opponent! (Usually on the second or third hit) Aaand that's all for now. I can't think of anything else I've actually done successfully. Keep in mind that this move is pretty terrible and if you do it too often, you'll probably get punished. Still, it's a fun and marginally useful tool. If you have any more, feel free to post them here.

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i really wish you would use the move notations when referring to moves instead of the names...it always takes me forever to realize what the hell u're talking about...

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Alright, so "many" is a funny word to use for a move that's hardly useful at all. Still, this move is cool for a few things, which I guess can be discussed in this thread:

So here are some wacky properties and uses for this wacky move:

1: The RC puts Axl neutral on the ground almost if not instantly (Might be like... 1-2 frames at most, it's not listed in the frame data, so I'm not sure). This means that you can do silly things like using it against an opponent that's high in the air, landing WAY before they land, and then AAing them with Axl's S+ tier anti-air. This is especially awesome against opponents with little or no meter, as it will take them a long time to get to the ground, especially if they teched the 63214H. The awesome RC properties, as well as the fact that the move floats on hit, make it easy to combo from, which in some cases is worth half your meter, since it doesn't prorate at all, and gives you ample time to do basically whatever air combo you want from a grounded or low aerial hit.

Maybe stupid question but is the frc for 63214H useful, the same way, especially if u ][ on landing?

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Covered that in the first post, but what does ][ mean?

Release the hardslash on impact, its a negative edge notation. The first post says the Roman cancel, not FRC

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Nah, there's a section on the FRC too.

Ok my bad I see, u say the FRC isn't that useful, but what I was TRYING to say was can't you use the FRC and by charging back, do the FRC, and pull Rashousen(bell spiral) or Rensen on impact as a free hit? I've done it at a safe distance, have you?

Also I use H Raesegeki as a lazy way to avoid Dark Angel, but not predictably. The reason for this is well, I suppose laziness. To Superjump it, you need to have perfect timing and be able to input Sj well. It's easier to just chicken out and use H Raesegeki, and turtle. Or use it as a cross up if pulled fast and unexpectedly, especially with the FD afterwards as u stated. This plays tricks on the venom player. Good Stuff:keke:

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Ok my bad I see, u say the frc isnt that useful, but what I was TRYING to say was can't you use the FRC and by charging back, do the FRC, and pull Rashousen(bell spiral) on impact as a free hit? I've done it at a safe distance, have you?

Eh. Since you have to land after the FRC, they have ample time to jump.

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Eh. Since you have to land after the FRC, they have ample time to jump.

Even on normal block, usually I've seen them block to wait it out, and punish.

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Cool beans. It's not a big deal to me not seriously playing Axl, but if I were new I'd be frustrated trying to figure out which move is Kokuugeki and which one is Rensen etc.

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Found something new: We all know from wacky combo vids that JIing H Raei can allow you to airdash after the FRC. This in itself is pretty cool, but it is kind of hard to do, and since it involves an airdash, a bit hard to make useful and fast. HOWEVER, non-JI Raei FRC can be made a bit more safe by adding a j.6P. It's a move that'll hit from fairly far away before the tiny bit of air you get from the FRC makes you land, and it's overhead. I think it'll make opponents think twice before starting to block low or trying to attack a whiffed H Raei, and it could make for some funny mindgames, especially since it's a very safe air normal. I'mna play with this next time I get to play someone (Although some of my prospective comp may be reading it. If so, hi Ross! :v:)

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We all know from wacky combo vids that JIing H Raei can allow you to airdash after the FRC.

...There are Axl AC combo vids?:psyduck:

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Nah, there aren't, but the trick's been around as long as that move's had an FRC.

...Goddammit. I got my hopes up for nothing.:8/:

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4. With momentum applied, hold time, and directional influence, this move can be a very ambiguous crossup against characters that don't have fast reactionary uppercuts. You can even make the move cross up in the middle of hitting the opponent! (Usually on the second or third hit)

You can't cross up the opponent if they're air faultlessing, so you probably shouldn't use this move for this, specifically, against experienced people, at least if they have tension (or if you're willing to blow 50% to drain their tension, but that seems pretty sketchy unless they have little enough that you can drain it all and AA them for a combo).

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