Jump to content

Archived

This topic is now archived and is closed to further replies.

Star-Demon

Baiken vs Axl

Recommended Posts

**RESERVED - probably obsolete in a few months. Hellmonkey Nerina feel free to edit. :P **

Normals and Specials:

Kabari: If you are reading this forum, probably nothing you don't already know about this move. It's slow startup, and while people seem to get hit a lot with it once it's out or even after you follow it up, You need to know if you're going to get away with it. Axl will beat it just like other chars would, except his chains are better.

2S: **RESERVED**

Jumping: Don't press 66 once you press 8 or 9. Get ready to block. Hit S or HS once he makes a mistake.

J.HS: Very useful if you understand where you are and where you are going to fall after Axl does something slow.

Suzuran: Suzuran is useful in this matchup, but don't be too dependent on it. If you yomi a high attack from him, you might be able to get an advantage off of it.

Counters:

Sakura: **RESERVED**

Ouren: Be very careful with Ouren in this match. He has many followups to moves that will stuff it, and Ouren might put you out of position with him. Ouren is useful, but as always it's one of the easiest to abuse.

Youshijin: As useful as it is in other matches - just make sure the hit you use it on isn't a bait and that it WILL hit if you use it.

Mawarikomi: Useful.

Baku:

All Baku cards useful.

S AND HS. SEAL DAT SHIT.

Getting out:

Don't get out. Hold 'Dat and stay close - Beware his 2HS and 6HS (double low chains and hopping overhead).

Getting in:

Slow, but steady. Block his stuff, remember he has a few specials that will mess you up.

If you jump, then think about blocking before you press 66, S or HS.\

On Knockdown:

1. Drop a tatami on his head.

2. **RESERVED**

3. **RESERVED**

Remember:

- Baiken thinks this guy has no balls because of his weapons. Just act like a badass and block his pansy zoning tools and smack the twerp in the face.

- Axl has very few defensive options when Baiken is rushing down.

- Baiken has many defensive options when Axl is rushing down.

- Baiken should be able to win this match with solid play and some IAD Pylon Sword-reads.

- Axl has to win this match with all in-reads and difficult confirms. STAY FROSTY.

Problems:

Axl can hit lots of S and HS and generally give you a hard time. Whether he knows what he's doing or not, the chains are long, they hurt, and they stop you from doing things and reward Axl very well for hits.

Axl also has counters. However, *his* counters aren't like *your* counters. Bait a counter or make him do something stupid to you, and you'll show him who the Boss is.

Share this post


Link to post
Share on other sites
I've found patient approach with a well timed j.HS or j.S can get you in quite well against him. Try not to let him get away once you have a knockdown.

Any suggestions on Knockdown? Mine is kinda...well, It's the only one I know that works on people.

Share this post


Link to post
Share on other sites

I've found that a properly handy way to deal with his 2HS > 6HS mix-up that some Axl's are fond of is a well placed Youshijin, after the second hit of 2HS.

Share this post


Link to post
Share on other sites
I've found that a properly handy way to deal with his 2HS > 6HS mix-up that some Axl's are fond of is a well placed Youshijin, after the second hit of 2HS.

I also think it's good in this match - I'll add that tomorrow after I try it on more of his moves.

Share this post


Link to post
Share on other sites

Did some lab work the other day. Changed my mind about Ouren, Played with J.HS, just need some experience to back up the findings.

Share this post


Link to post
Share on other sites

I'll keep this post short, as I could go on forever when it comes to matchups against at least half of the cast.

This is a really good matchup for Baiken.

This matchup mainly revolves around:

-------------

- Dash up, block (counters), favorable mindgames on block and closes the distance (his 5p whiffs etc)

- Walk forward, block (counters), tensiongain + same pros as the above

- IAD Pylon Sword (jH), reads on 2P and Rensen that leads to huge damage and knockdown.

--------------

When you have made the Axl-player afraid of using moves, one can start to use: 5H (kinda beats 3P with a certain spacing, of course you should buffer kabari) and f.S (kinda beats 5K and 2K, try to confirm standing counterhit into iad jP) and of course the good old dash up throw (with skidbreak if they like to abare with 2k). But mainly focus on the three options decribed above.

Axl really has to rely on unfavorable reads against counters. His catch-moves stop sakura, but loses to block (punish witih f.S to jD on reaction) and mawarikomi (throw). His mixup-game is also really weak, especially since you can youshijin/baku his 6H on reaction. Bomber can be sakura:d on block.

Heck, even rensen is favorable on block. Just know your spacing. He can beat Mawarikomi with the spinning-followup (but if you frc into block, you can punish it with ex. sakura). He can beat Ouren with the [8] followup. He can avoid sakura with spacing, thus you want to get up close on him.

If he gets to predicable with his 2P, you can youshijin it for a fullscreen counterhit. Kind of tricky, but doable.

The only mindgame I really fear is 3P/throw, but if you have tension you can easily fuzzyjump out and escape on reaction.

Rise up baku-OS also cleanly beats all of his meatys.

Kokuugeki is broken though, beats Baikens moves pretty cleanly. But its a bit difficult to use with all the frc-timings and whatnot.

I'd also mix up bit with iad jP (buffer jS and confirming whiffs into block or another jP before landing) and jS (buffer jH or tatami, confim into combo or whiff into land->throw).

If Axl is in the air -> he is an idiot. Just take the chance and get in close 6P or iad jS/jP...

------------

When scoring a knockdown, just be aware of his 5K (his fastest move) and his SRK:s (which are tricky to use succesfully but can mess up iad meaty:s) and do the same old mix-up game.

-------------

Combos: Just remember that f.S jD frc ad tatami don't work on him in the corner. Well, jD frc ad tatami don't work that good in the corner at all. I'd also recomend doing 2k 5s jK jS jD ad jS jD as your corner throw-combo of choice.

-------------

So this is a pretty stupid matchup, with some solid footsies but mainly focused on mindgames where the risk/reward pretty much always favor Baiken.

Axl has very few defensive options when Baiken is rushing down.

Baiken has many defensive options when Axl is rushing down.

Baiken should be able to win this match with solid play and some IAD Pylon Sword-reads.

Axl has to win this match with all in-reads and difficult confirms.

IF BOTH PLAYERS ARE DECENT ENOUGH!

Cheers.

Share this post


Link to post
Share on other sites

×