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Digital Watches

AC+R: Tactics and Pressure

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I'm really surprised no one's posting anything in here. 

Gatlings all the things is too accurate though. I'll throw up what I found on here instead of the combo section because I feel like this belongs here instead, at least this portion.

2P->5S Gatling because I'm horrible at spacing 2P -> Rensengeki.

 

  • With 25 tension you can be a jerk and do FB Rensengeki, guarantee'd to hit as long as 5S connects..  All techs lead in a tech trap.  If it's forward, you get a nice corner bomber loop (from midscreen.) , if it's backwards, you get 6K - 2S (which too was a really nice gatling change.) , neutral tech results in 2S. They do anything dumb off of that, you have all the time in the world to react with a high counter.
  • Off of 5S you could also do Axl's unblockable. You have enough space to not get poked out of it, so you can force them into eating the unblockable, or if you think they're going to jump, you can feint it and... Well you know where that goes. 
  • The third thing off of 2P-5S you could do is the cross up ( 63214 S) . I'd say use this sparingly, because after awhile this move will get blown up. It's good if you catch them sleeping though, so if you think you're good at trolling your opponent, then go nuts.

 

But yeah I decided to experiment with 5S, and imho this gives Axl yet another way to scare and confuse the opponent into jumping, or forcing them to jump anyways.

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Yeah, I've been super busy, my bad.

 

6K-2S always worked, it's 5P-6K that's new.

The 2P changes are insane to me, because f.S was always a strong spacing/battering tool in strings, and being able to do it from a massive-reach low is great. I highly recommend going for FB Kyokusageki even when you're not close enough to land the f.S. Also, once you've got them thinking that's your go-to string, bust out the 2P-6H chain. The crazy buffs that move got work in your favor here: it's a lot faster than 63214S as an overhead, and it's relatively safe on block.

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Oh shit, I didn't even consider that as an option. I think about it now, if you have 50 Tension, you could RC the overhead on hit and put them back in a new pressure string. Jack up their guard bar even more, so when you do land that Bomber loop, it's going to look like a combo video but hurt like something else.

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Alright, so I was told to look into 6 S+H throw option selects when I went down to Arcade Legacy for matches.  As a new Axl player, I wouldn't advise it until getting Rensengeki FRC down completely, but I decided to look up Axl's throw range anyways, because I wanted to see what is the minimal range I could throw someone.

DW feel free to correct me on this, but I tested this out on Faust, Sol, and Ky. Throw range for Axl always seems to be half a shoe away. Took a picture of it to help out others too. [link]

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Technical throw range is 45 pixels, which can be measured exactly if you take the time to, but that looks roughly right. I'll note that while 6S+H is usually the best option select, you get good mileage out of 6K+H if you're sure you're in range, because it'll nail them out of jumping back and get you advantage even if they manage to FD it. Use with caution against characters with good throw-invuln moves.

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