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DaRealZil

[Xrd] Leo Whitefang vs Axl Low

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vs Axl is the usual be patient because of his long normals but if you're BT at decent distance you can react to his normals with 632146S and it'll catch him pulling back the chain for huge damage.

Even whiffing 5S at that range can payoff because it's hitbox will collide with his chains first before hitting you, counter doesn't do much though since it will only deflect at that range.  On top of that our fireball stops him from pressing buttons too even the S version can condition him to not press 5P/2P to cover that space in front of you stopping your approach. 

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new to the game and ran into a situation where I was full screen against axl when he was in that stance where he spins his chain and for the life of me couldn't get in, any help would be appreciated.

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He can only throw out a maximum of six chains while in stance, then has to re-enter stance to do it again. Also, you can block the low chain and 2P it on reaction, which will knock him out of stance and allow you to approach again.

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Also, you can block the low chain and 2P it on reaction, which will knock him out of stance and allow you to approach again.

Note that 2P won't hit Axl if he cancels low chain by a mid or high one asap, if that happens, after your 2P whiffed you can go straight into an S fireball that will hit him if he goes for another chain while the fireball is active, YRC is recommended as Axl can delay the next chain a bit and hit your recovery. 

YRC will also allow you to close the gap, and if you get closer Axl stance isn't really scary at all, at the right distance after a blocked low chain, 236H will CH if he tries to do any other one (for the distance, go in training and do one backdash with Axl from start position), but he will be able to block if he cancels the stance asap after the blocked chain, 236S will hit even if he tries to cancel but you need to be a little bit closer for this.

Honestly his stance is annoying at first but once you know how to defend against it, it's not really that strong.

 

Another few things, some Axls like to do rensen on block then another one right after it, S fireball will stop that and will also beat the low followup if he does it a bit too far (YRC will allow you to get an iad combo), the low followup is safe on block done close enough on normal block, but if you FD the whole thing you can make the last hit whiff and punish with 236S. Upward followup must be IBed to get a punish with 5H or 236S, but you won't get it from max range.

 

At round start 5P will beat his 5P and also 6K, two common round starters from Axl, you'll be safe from 63214S and even be able to air thow it if you're fast, at least IB it to get the advantage. It will trade with fS which isn't really good for you even if you can mash out the stagger and not get comboed, his fS loses to jump forward jK j236H but you're exposed to 6K.

His DP hits behind him so you can't get it to whiff with 236H like you can with Sol or Ky, also don't do 2D or rekkas into H fireball without meter to YRC, his reversal DP will punish you. On block it's easy to punish, just go for 5H into rekkas.

 

Overall this matchup isn't easy but feels fair, he can zone you out but it ain't easy for him to do so.

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Against his stance, if you block a middle attack and do S flashkick straight out of blockstun, it will hit whether he cancels into a low/high attack or not.

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