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Taco

Axl Low

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I know people say this is like a 6>4 in Venom's favor match up. BUt im having the hardest time dealing with a highly aggressive, One combo means death or 80% damage Axl. I find sometimes it is better just to jump with the players body on some mixups. I know you can't afford to get poked because of stagger. I guess my big problem. Is making time to summon and shoot when he is constantly on me. Sure, If i hit him with like one or 2 cue balls he's dead. But I'm having a reall hard time making the safe space i need to summon, shoot, and spam against him. OOO and i know not to do a bad burst or get thrown.

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I haven't really played a good Axl in a couple years, but there are a few things that still apply. He doesn't really have anything awesome in terms of anti-air unless he's waiting for you to jump and not poking much, so there's an opportunity for you to get in. Another thing to keep in mind is that S stinger aim crouches a little bit during startup, so it goes under Axl's 5P chains. Good to try to get some pressure/momentum going, even if you have to eat a 2P for it (forces hm to either jump or block). Aside from that, be careful when poking at the start of the round since he still has those stupid counters, and just try to keep the pressure on as much as possible.

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I know people say this is like a 6>4 in Venom's favor match up. BUt im having the hardest time dealing with a highly aggressive, One combo means death or 80% damage Axl. I find sometimes it is better just to jump with the players body on some mixups. I know you can't afford to get poked because of stagger. I guess my big problem. Is making time to summon and shoot when he is constantly on me. Sure, If i hit him with like one or 2 cue balls he's dead. But I'm having a reall hard time making the safe space i need to summon, shoot, and spam against him. OOO and i know not to do a bad burst or get thrown.

Stay away from his range so you can summon safely. I do a lot of back dashes at the start of the match finding a safe zone to summon. <K>S ball, stinger aim cancel, 2P combination> is pretty sweet, it summons 3 balls at once ( stops axl from normal poking, 46S and jump slashing ) After you push all the balls, you should have already summoned another ball as 46S will eat your ground ball so basically he's free to poke you again if you don't have another ball coming at him. Oh stinger aim S and dash goes thru 5P. Use S stinger aim to buy you more time to either dash in or summon balls.

Summon and zoning:

Note: remember, you have to be out of his range >_>

1) Summon P/S ball then punch it as early as possible

-it stops axl's jS and 5S and shatters axl's momentum. and as you know axls 46S will eat your balls so punching low balls isn't really advisable.

2) Summon K, S, then 2P, stinger aim cancel

3) Air summon ^_^

-Just don't be predictable when doing it.

Don't be afraid to fight close up as axl is pretty much useless in close-range. Do use jump-ins if you anticipate 46S, 2H, 2P and dash in if you know they'll use anti-air 5P, 6K, 2S. And remember to bait those counters if they love doing it. Oh and when he's doing 46H cancel, 2S, jump in then FD (axl's 2S can't be normally blocked that is why you have to FD) Or you can just 2S when he's charging 46H, i think this is the best option lol but still there are times where you get surprised and you won't be able to react to it and jump >_>

Axl isn't really that hard to fight if you have projectiles, moves that goes thru his pokes, badass pressure and strong combos.

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Zawwsome, thanks. Lol it's funny my friend that mains axl. name is Kyon. But yeah i will deffintely abuse 3 shots, and escape tactics. I also use that tip about 2S to beat that dog gone hanging movie. I hate that ish. I've gotten to be able to jump in and what not. But is still catches me every now and then. And as far as combos go I'll go more for lockdown than damage that he could possibly tech out of.

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Yeah, basically, keep pressure, keep balls flying around, and don't come in too much from the air if you're not covered (by hit/blockstun or knockdown or balls or something.) When you get pressure, keep it. Venom is probably Axl's worst matchup if you can keep on top of him.

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Lol thanks for the help. I have defintely gotten closer. And yes air is defintely not an approach path against the anti air withouth multiple back ups and buffers, aka cueballs. O and do yall have any advice for blockstrings. Oh and Kyon, Yeah stayin low with 2S is more safer than jumping his charge trap crap.

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Lol thanks for the help. I have defintely gotten closer. And yes air is defintely not an approach path against the anti air withouth multiple back ups and buffers, aka cueballs. O and do yall have any advice for blockstrings. Oh and Kyon, Yeah stayin low with 2S is more safer than jumping his charge trap crap.

whose blockstring? venom or axl?

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whose blockstring? venom or axl?

Oh lol Venoms. I have problems keeping my blockstrings/ lockdowns going. He's always able to escape. Ussally I get 3 or 4 blocked hits in. Then he jumps away. about 65 percent of the time i can get away with a grab. I've actually learned his block strings well.

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Do a small combo that doesn't end in 2D.. end combo In a charged shot(you dont have to wait for it to turn black)... now this is where your mind games come in. First you want to do a small 3-4 hit combo that you made up.. follow with a charged shot.. (make sure the combo gets axL off of you a bit first for safety purposes end in a quick famed move).. Now axL should expect a charge shot after that combo you just did.. So you do your same 3-4 hit combo and do a charge cancel mix-up!! -(I prefer a Grab.) Tips.. Jumping Randomly Is a No Go... | always go in with a ball.. if he's a counterer.. run-> shield-> to blockstring or grab.. Never over summon:: For Fun. summon a ball then get behind axL.. Do a block string then teleport behind him.. Just for fun lol.. P.S. I kno venom doesn't have long blockstrings. AxL wants your legs, making you wanna jump.. Then He got You.. so work on FD gaurd while dropping... Don't ever summon in AIR.. Its very stupid.. Axl is gonna try to sickle you no matter what.. Its just bad idea. and it has bad recover time.

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Use this pressure strings: 1. 5S(3hits) 2. carcass raid loop 3. 2S loop 4. 5P> tk mad struggle 5. [any one string that connects with 2D], 2D, dubious curve S, carcass Raid H don't forget to use 6H if you know he's gonna jump.

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A good Axl will try to 1FJ chickenblock (just hold FD) if he knows he's not getting out any other way (In which case 6H will just be blocked and you're back to square 1 as far as I know.) What I actually suggest is learning how to react to the jump and try to airthrow. This isn't a venom-specific thing, but generally, someone who's fast about doing that is really hard to fight, since it means Axl has to get out some other way, which is risky as hell.

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oh right i forgot to say this, use 6H if he pushed you back after your pressure. and if he blocked it do ball summon. IB his 6H and SB/IB air Axl bomber. you can punish him after IB 6H. And if i can remember it correctly Axl will still be in frame advantage even if you IB his bomber. edit: axl bomber can be 6P'd

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cool. Thanks yall. I'll defintely go for the air blocking and air grabs more. I was finding out the hard way how much better it is to jump then block that 6h instead of ground block.

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