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AC: General Strategies and Tactics

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- Thread Overview -

Page 1:

- Note on new 623P FB follow up

- Note on Axls 2hit chains

- Note on the 63214S FRC

Page 2:

- Kokuugeki discussion

- Notes on IAD pressure

Page 3:

- meaty crossups (that is: the lack of them)

- Kokuugeki corner crossup bug

- again 63214S FRC

Page 4:

- Anti Air Game

Page 5:

- Anti Air Game (continue)

- Wake up Rashousen after sliding

- question on air dash after FB Bomber

Page 6:

- Jump-Installed Raeisageki (63214S) FRC

Page 7:

- 63214S late and early FRC and it's uses

- 63214S done after 5H and air throw safeness

Page 8:

- 1Frame Jump

Page 9:

- Basic overview of Raeisageki

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

- General Strategies and Tactics Index -

CONTENT:

A. Basic Stuff

---I. Comprehensive change list from Slash -> AC

---II. List of gatling chains

---III. FRC Points

B. Move Analysis

C. Basic Gameplay

--1. Defence

--2. General Okizeme

---a. Dealing with uppercutters

--3. Keep Away Tactics

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A. Basic Stuff

I. COMPREHENSIVE CHANGE LIST FROM SLASH -> ACCENT CORE

(contributed by RedBeard [thanks for that^^])

On Startup or things like that, Frames listed in [] brackets are the 2nd hit of the move. During Active frames, things in () parenthesis are inactive frames between the two hits.

- CHANGES -

* 5P: Damage 28->15x2. TG 5.3->5.3+2.6. GB+ ??->6x2. GB- ??->5x2. Level 2->2x2. Startup 9F->9F[13F]. Active 8F->5F(2F)6F. Recovery 16F->10F. Frame Advantage -12->-1. 1st hit midair hit untechable time 24F->16F. Gained 2nd hit. 2nd hit has 24F Vacuum Effect.

* 6K: Damage 40->18+22. TG 3.8->3.8x2. GB+ ??->14+10. GB- ??->4+5. Level 4->3+4. Startup 13F->13F[17F]. Active 7F->5F(2F)8F. Recovery 23F->19F. Frame Advantage -13->-9. Midair CH Blowback untechable time 64F->72F. Gained 2nd hit. 2nd hit causes Vacuum Effect.

* 2P: Damage 28->12+18. TG 5.3->5.3+2.6. GB+ ??->5+6. GB- ??->4x2. Level 2->2x2. Startup 12F->12F[16F]. Active 6F->5F(2F)8F. Recovery 18F->10F. Frame Advantage -12->-4. Gained 2nd hit. 2nd hit causes Vacuum Effect.

* 2S: Damage 34->18+22. TG 5.3->5.3+2.6. GB+ ??->10+6. GB- ??->5+4. Level 3->3+2. Startup 7F->9F[17F]. Active 8F->9F+6F(15F total). Recovery 18F->12F. Frame Advantage -12->-2. Gained 2nd hit. 2nd hit causes 20F Vacuum Effect.

* 2H: Damage 40->20x2. TG 3.8->3.8x2. GB+ ??->11x2. GB- ??->4+3. Level 5->4x2. Startup 11F->11F[17F]. Active 8F->8F[6F]. Recovery 22F->16F. Frame Advantage -11->-5. Gained 2nd hit. 2nd hit causes Vacuum Effect.

* j.S: Damage 28->12+16. TG 2.6->2.6x2. GB+ ??->10x2. GB- ??->4x2. Level 3->3x2. Startup 10F->11F[15F]. Active 7F->5F(2F)9F. Recovery 18F->9F. Can be used as Air to Ground now. Gained 2nd hit. 2nd hit causes Vacuum Effect.

* j.6P Damage 16->8+10. TG 2.6->2.6x2. GB+ ??->6x2. GB- ??->4+5. Level 2->2x2. Startup 7F->7F[13F]. Active 12F->7F(2F)3F. Gained 2nd hit. 2nd hit causes Vacuum Effect.

* Air Throw Range 110 Dot->88 Dot.

* Bentengari(S): FRC Added, Frames 7-8.

* Bentengari(H) 1F->8F Lower Body Invincibility. 9F->10F only Axl's back leg can be hit.

* Additional Axl Bomber: On hit, falling arc changed to cause more downward fall.

* Rensengeki: No longer affects GB+.

* Sensageki: 6F Hit Stop added. Better vacuuming properties, less likely to hit as OTG.

* Rashousen: TG 3.0+1.2->1.2. May input Rashousen Feint from 25F->27F.

* Tenhouseki(P): Damage 80->60. Frame Total 29F->31F. Recovery after missed counter window: 10F->14F. Active Counter Frames 4F->19F to 4F->17F. Forced Proration 50%->65%. No longer FRCable. Axl recovers fast enough to combo after the actual hit takes place on a successful counter.

* Tenhouseki(K): Damage 80->60. Frame Total 29F->31F. Recovery after missed counter window: 10F->14F. Active Counter Frames 4F->19F to 4F->17F. Forced Proration 50%->65%. No longer FRCable. Axl recovers fast enough to combo after the actual hit takes place on a successful counter.

* Housoubako: Recovery after missed counter window: 6F->14F. Frame Total 23F->30F. Active Counter 2F->17F to 2F->16F. No longer wallbounces on normal hit. Causes 25F blowback on normal hit. Causes 62F Wallbounce on CH.

* Raieisageki(S): No longer causes float. Causes 45F slide effect. Causes 58F knockdown if opponent is not combod. 90% Proration. FRC Timing changed to 26F->28F.

* Raieisageki(H): 112F Max Hold->106F Max Hold.

* Axl Bomber: Changed to an overhead. Has a downward arc. Startup 9F->17F. Active 4F->Indefinite(Until he lands). Landing Recovery 11F->18F. Causes 25F Blockstun on Stand-Guarding opponent. Frame Advantage +7. No longer causes float. Causes 50F ground bounce. 90% Forced Proration.

* Kokuugeki: Landing Recovery 10F->12F.

* Shiranami No Homura: Changed to a FB. Damage 30x2+50->18x2+50. Startup 7+8(flash)->7+0(Flash). Strike Invincibility 1F->14F to 1F->7F.

* Axl Bomber FB: See New Attacks.

- NEW ATTACKS -

* Rashousen Feint: Hitting P during Frames 25-27 of Rashousen will cause the Feint to happen, which will finish in 36-38F depending on how soon you hit it.

* Axl Bomber FB: 623D in the air. Adds lots of damage and woohoo. Allows you to use any jump actions you left over after recovery and whatnot.

I believe that is a complete list of the changes. The only things I can't check are GB+- values being changed. So there ya go.

II. List of gatling chains

(contributed by Axel [again thanks^^])

Normal which combos

Normal which does not combo

Ground

5P - 2S

5K - 5P, S©, S(f), 5HS, 2P, 2S, 2HS, 2D, 6P, 3P

- 5P, S(f), 5HS, 2P, 2S, 2HS, 2D, 6P, 6HS

S(f) - 5HS

5HS - 2D, 6HS

2K - S©, S(f), 2P, 2S, 2HS, 2D

2S - 6K

2HS - 6HS

6P - S©, S(f), 2S, 2D, 3P

6K - 2S

3P - S(f), 5HS, 2S, 2HS, 6HS

Air

j.P - j.K, j.S, j.HS, j.6P

j.K - j.P, j.S, j.D, j.6P

j.S - j.P, j.HS

j.HS - j.D

III. FRC Points

Rensen: After it has travelled about a third of the distance (2 frame timing).

623S: Just after the move gets active (2 frame timing).

63214S: FRC window starts right before (!) the attack comes out (first 2 Frames) but ends when the attack just got aktive (3rd frame).

63214H: Shortly after Axl bounces off the ground (3 frame timing).

Koku: Just before he starts falling down again (3 frame timing).

2H: Just when the sickles touch the ground (2 Frame timing?)

Always have in mind that the FRC timing for a move that hits is slightly later than for a move that whiffs as after the hit there is a short hitpause. Nevertheless this does not apply to projectiles (like rensen) which cause no hitpause.

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B. Move Analysis

This is a basic overview over Axls move set and its uses.

If you’re looking for Frame Data go here:

http://www.dustloop.com/data/ac/axl.html

..and for system data here:

http://www.dustloop.com/data/ac/system.html

If there are references made towards combo options you will most likely find them here:

http://www.dustloop.com/forums/showthread.php?p=102100#post102100

1. Normals

P:

One of Axls maior pokes. Supposedly the fastest long range Normal in the whole game. Axls attack with the longest reach together with rensen. As it has a great recovery it can be even spammed in some situations / matchups to prevent the opponent to build up something from distance (for example it will prevent Eddies drills, Fausts item throw and Chipps teleports). Nevertheless it won't connect on all standing opponents and it is possible to run under it (as a charas hitbox gets smaller if he is running).

If it hits an airborne opponent, the two hits and the vacuum effect allows to go into a combo on reaction using the gatling into 2S (at least in certain distances).

5K:

With a Startup of 6 Frames this is actually Axls fastest normal (together with 2K and j.P). Very good way to start pressure; good priority.

S©:

JCable. Has its greatest use in combos and pressure strings.

S(f):

Decent range, very good priority and quite fast. On CH it gains the stagger property, which enables you to combo into a rensen or a 63214S. One of Axls best medium range options; first choice if you want to stop a chara running in on you in medium range (nevertheless it will whiff against low profile moves, making it harder to utilize in some matchups).

5H:

Has some us in some pressure patterns (has the same Gatlings as S©). No other special uses I know of. More reach then once would think.

Dust:

Has a decent range but is rather slow, even for a Dust Attack. Nothing you can base your game on but nice once in a while. As all Dusts has to be blocked high.

6P:

Standard 6punch, nothing special. Has Upper Body Invincibility and knocks down on CH against groundbases opponents. If it hits against airborne oppoents you can follow up with a nice combo.

6K:

A decent long range anti air. If they try to jump over your 5P or for any other reasons jump at you from long range use this to keep them away. As Axl still is groundbased while executing this move, it has to be blocked using FD. As it has slightly more startup and definitely more recovery than P, 2P, 2S you can’t utilize it in the same manner. Only use it on reaction or against an enemy who is moving away from you (or if you’re damn sure). It is only save if it done from some distance. If it hits on an airborne opponent, the two hits and the vacuum effect allow you to go into a combo on reaction using the gatling into 2S (at least in certain distances). As for all of Axls anti air options the real strenght of this move lies therein that you can attack them in ranges where they can't, not in the priority which is not too great.

6HS:

Has to be blocked high. Useful tool in specific situations. Covers some distance, especially if executed while running (but try not to end up in throw range). Tons of active frames. Gives you some frame advantage, the greater the later it hits in his active frames (but leaves you at least with +1 except if IBed).

Done from the right distance, or as meaty on wakeup it will give you enough frame advantage to go on with some pressure pattern (go to the Lockdown and Pressure Thread for more information). As a bonus, it goes over some low attacks.

Has no to good priority, will lose against lots of stuff! So only use it mainly on wakeup (if the charas has no good wakeup move), in rushes or in other situations where you're enemy is likely to block.

2P:

Not quite as good reach as 5P and a bit slower, but hits low therefore, which means your opponent can’t run under it, thus making it a valuable poke in its own right. The two hits allow you to charge a rensen everytime it connects. Has some other options for long / medium range pressure (go to the Lockdown and Pressure thread for more information).

If you do a 2P right next to your opponent (as okizeme for example) the enemy will end up just in throw range after the second hit (nevertheless a very risky setup).

2K:

Basically a low hitting version of 5K with slightly less reach. Does less damage and prorates. Therefore it ducks under lots of things, such as Kys Stun Edge, Kys Vapor Thrust, Johnny's OD, SOLs Bandit Bringer or Revolver (etc.) and most high hitting Normals. You even should be able to let most jump in attacks whiff.

2S:

Great Anti Air if the opponent is high up into the air or obviously jumping at you as it has awesome vertical reach and has to be blocked using FD while airborne. Only drawbacks: As it is 2 frames slower than in Slash it should need a bit more vertical distance between Axl and the enemies chara and it has only average priority, which means it will loose against high priority air moves. If you score a hit you can follow up with a nice combo on reaction.

2HS:

Good long range spacing tool that hits low. Has a rather fast startup, a good amount of active frames and great reach but therefore a bad recovery. As long as it connects against the opponent (or gets blocked) you’re perfectly safe. As its second hit draws the enemy towards you it’s one way to start pressure from long / medium range (but beware of SlashBack), thanks to the gatling into 6H (go to the Lockdown and Pressure Thread for more information).. but be cautious: if they manage to jump over you, be sure to be punished.

If it scores a hit it causes stagger, that will allow you to combo into 6H and from there to pressure either with 5K or if the distance is greater with S©. The FRC does have some uses, but nothing too great.

If you do a 2H right next to your opponent (as okizeme for example) the enemy will end up just in throw range after the second hit (nevertheless a very risky setup).

2D:

Nice reach, comes out quite fast but has a bad recovery. Use it in combos to be on the safe side (in some cases it may serve you as a medium range low hitting poke, as it comes out faster and has more reach than 3P (and you have a crouching hitbox while executing), but these are rather specific and still involve a risk). If it gets blocked either cancel into rensen to push yourself back, or into 623P to shorten the recovery, if you want to stay close.

3P:

Very useful tool. Even that Axls is in a standing animation it hits low. Decent reach and gives you frame advantage on block. On CH it causes a knockdown. It is one of the few medium range tools that Axls has (together with S(f)). Combos into 2D and has a gatling into 6H which is of great use. The priority is really good, it clashes with lots of stuff if used at max (!) distance, so it’s a valid tactic against one hit reversals (like Chipps Beta Blade or Kys VT). Thanks to its gatling into 2H it allows to go for a little combo if it hits or to start some pressure if the 2H gets blocked (go to the Lockdown and Pressure thread for more information). If you score a CH (where it knocks the enemy down), you can go on with a little combo on reaction.

j.P:

Nearly no reach and still 6F startup. If you need a fast hitting air to air normal go for j.K. Has some use in IAD pressure nevertheless.

j.K:

A fast hitting air normal with a very good priority, but nearly no reach. As it is JCable and leads to a good amount of untechable frames, it can be combed into every other air normal that Axl has, including j.D.

j.S:

A great long range air to ground move. Very save thanks to the distance (even that there are some exceptions against certain charas).

To cancel out the recovery and to shrink your hitbox afterwards you can use the gatling into j.P after both hits if the move has been blocked or you scored a hit.

As it has two hits, it is possible to time it in a manner that the second hits connects shortly before Axl lands, which means that you can either combo directly into 5K or at least use the frame advantage you gained to start pressure from there. As the second hit will furthermore draw the enemy towards you can do this even from some range, making it a bit safer and harder to avoid.

j.H:

Nothing too special. Used mainly in combos and has some use as a jump in attack as it allows some pressure if it gets blocked.

j.6P:

Quite a useful tool in specific situations, but not as good as you would expect it to be at first glance. Has an incredible reach and if timed right it will even hit standing and most crouching opponents. It gets active even before it is fully extended, so it serves as a medium distance air to air move as well. Use it to intercept incoming enemies early if you're in an Air to Air situation. Nevertheless in practice its quite hard to incorporate and in many situations there is a better option available (which usually involves not getting airborne, so use it only if you’re already in midair). Has two hits and the second sucks the enemy in, but how this can be useful has yet to be explored.

Throw:

Nothing too special here, except that is has good combo options afterwards, especially if your opponent is cornered, where it leads to a tension free Bomber-Loop. It switches sides, what basically means if you want to throw the enemy forward you have to tap 4H and vice versa.

Air Throw:

Standard Air throw. A little bug incorporated: if you catch your enemy very low above the ground he recovers faster than you do, but this happens very seldom (happend only twice in all VS matches I had until today). Then there is the corner crossup bug: Should you airthrow a character into the corner you can jump or airdash into the corner and do a meaty kokku which they have to block in the opposite direction (this even overides some of the game engines crossup mechanics which for example allow to block meaty crossup attacks in both directions).

DAA:

Quiet a decent DAA, it’s major flaw being that it can be actually ducked by nearly all crouching attacks. Therefore it goes over some “assists” like Eddies “little Eddie”, hitting the chara instead of the "helper" and ending the rush.

If it should get blocked gives you frame advantage anyway, so you can simply jump away afterwards (or even start pressure in many situations). Keep these things in mind as it is an important defensive option for Axl.

2. Specials

Bentengari light (623S):

A questionable reversal, as it only has above knees invincibility, so it won't work against low hitting moves at all.

It actually has throw invincibility from the first startup frames to the first active frame, so it is actually a ghetto way of dealing with throw attempts. Has an FRC which makes it save if it whiffs or has been blocked (where it even allows pressure) and allows to combo afterwards.

Bentengari heavy (623H):

Finally made useful in AC? Has lower body invincibility, means against low hitting moves with a low hitbox it will work as a reversal (furthermore it features 10 Frames of throw invincibility), nevertheless it's slower than the S Version.

Furthermore thanks to its 623H follow up it can be used in certain combos to go for a knockdown in exchange for some damage.

Rensengeki ([4], 6S):

One of the moves that Axls Gameplan is centred around. About the same reach as 5P and the projectile itself travels damn fast even that there is some startup. The FRC is the first FRC you are supposed to learn and it is one of the best option for long damaging combos. Furthermore it’s the safest way for Axl to build up / keep on his rush. Since it has three hits, it will go trough many one hit projectiles such as Stun Edge or Gun Flame and still stay active. On hit it knocks down.

Tapping 2 afterwards will result in a spinning chain move which hits low and may catch aggressive opponents of guard (and may add some further hits in some combos). Tapping 8 will lead to some sort of anti air extension which has to be blocked using FD while airborne [but won't connect if the opponent is already too near].

The charge time is exactly half of a second (30F).

Rashousen ([4], 6H):

Unblockable and knocks down. Regardless of the immense startup of this move, there are some nice setups / mixups where it happens to be successful far more often then one would imagine. If you push P before it comes out you can actually cancel it, which will help you building up some traps as an enemy that sees this move coming will most likely jump (see the Lockdown and Pressure thread for more info on UB / UB feint setups).

Won’t connect against charas which are in a stagger or slide animation.

Same charge time as rensen (30F). The move won't come out if the enemy is gounded or in his get up animation, but considering slides you can do the move slightly before the getup animations starts so that it will hit meaty.

Tenhouseki (214P/K):

214P counters high and mid hits, 214K low hits. The have uses, as they will counter everything except projectiles no matter what and will allow a nice little follow up combo.

Nevertheless as the startup is higher they are a bit riskier to incorporate into your gameplay than the 623P catch (but therefore this catch is less reliably as the actual counter attack still has to connect).

The 241P catch has some use as some sort of ghetto anti air or in long range against opponents that have no low attacks as long range pokes, especially against crossups as it has an autoturn property as long as it is active. Nevertheless try to restrain to the use of the 214 catches, and use them very carefully, as they are easy to punish if they aren’t successful.

Housubako (623P):

Axls fastest counter. It won’t award you with instant damage, as it just will lead to an invincible Counter Attack (which will miss against certain moves), but it has only one frame before the counter gets active (active time is the same as for the 214 catches) and counters everything that can be blocked high including projectiles. As it generally stays out shorter than the 214 chatches, you may even get away with it if your opponent didn’t attack, thus making it a bit safer.

On CH it has the wallbounce property, allowing you to combo a rensen afterwards in some cases or even more damaging combos if the opponent is hit while airborne and is close to the wall.

You can use it as a round opener if you know you opponent likes to spam high priority (not low hitting) moves at the start of a round (like Eddies 2S).

Raieisageki light (63214S):

A decent move, that hits overhead. Used in the right distance it will cross the enemy up and still leave you in a good distance afterwards. The most common use is after a pressure pattern, but in some matchups it will do well as some sort of single hit mixup and it will even help you escape in some situations. But if you judged the distance wrong and come down without the move hitting (or being blocked, but landing right in front of your enemy) be sure to be punished or at least pressured. The FRC is a weird one, depending on the frame you hit it the move will be FRCed before (2 frame window) or slightly after (1 frame window) the hitbox comes out. So if FRCed early it will whiff on every chara.

A hit leaves the enemy sliding, allowing to add a rensen for extra damage.

Raieisageki heavy (63214S):

Has some very specific uses, but still is nothing more than a gimmick. You can delay the off screen time trough holding down HS and it will react more reliable to your right / left inputs. The fact you can vary the off screen time is the reason most people will wait for it and block, what gives you a better chance to actually land this move or to use it as crossup.

The FRC is not too good, as the only thing it can do for you is to enable you to block afterwards, if the enemy blocked the move. So if you want to get some damage from a hit or at least a rush down attempt, you’ll need to RC it rather early. As the chances to be successful aren’t that good, this is only an option if you have the tension and are either loosing and desperately trying to shift the momentum of the match, or you’re winning, the enemy is low on live nevertheless and you have tension to burn.

Axl Bomber (623H while in midair):

Can be used as a jump in attack (but you can be hit out of the startup which is quite high). Has good priority after it gets active and allows mean follow up combos if it connects as CH or hits a cornered opponent. Needed for the famous corner only b-loop and has uses in pressure, as it can be done very low to the ground so that it will work as some sort of instant overhead (go to the Lockdown and Pressure Thread for more information on TK Bombers). As it is a lvl. 6 Move it gives lots of frame advantage on block, but if it whiffs it will allow your opponent to punish you with all he’s got.

Kokuugeki (63214S while in midair):

The FRC is essential if you want to incorporate this move into your gameplay, as you won’t be able to combo afterwards (except for a CH) and as you won’t be save afterwards if the move gets blocked. But even then the combo options are somehow limited. You will only get the opportunity to do some damage if do kokuugeki rather low to the ground. These facts (especially the fact that it costs you 25% tension), dimishes the usefullness of this move.

Even that it is a mid air move after, it doesn’t count as overhead. A special thing about it is that you have to block it using FD if you’re in midair yourself. But as the hitbox of the move is very small, using kokugeki in air to air situations is rarely a good idea.

This move has a minimum height requirement.

3. Force Break Moves

Force Break Axl Bomber (623H in midair):

Can be done in air combos instead of the kokuugeki to allow longer, more damaging combos, as you recover before your enemy and may catch up on him utilizing your air dash. Especially useful if you started the combo near corner where it may allow ending the combo with a short b-loop routine. In some specific situation it can be used to combo from an air to air hit with certain moves (for example j.S). No other uses known right now.

Shiranami no Homura (412D after Housubako has been activated):

The 623P follow up FB. Adds some extra damage through the FB itself and allows to go for a short air combo afterwards. As not all moves will be hit by the Housubako counter attack itself they should be caught by this follow up as it has more range and a vacuum property (= it sucks charas in), making the catch more reliable and damaging. Has some invincibility frames on it’s own, but attacks with long active frames (like SOLs 623H) will hit you out of it nevertheless. Once the chara got hit by the first hit he won't be able to burst.

4. Overdrives

Byakuerenshou (2363214H):

A weird super. It has tons of invincible frames and a great hitbox (except for the space behind Axl) but actually a very long startup. Even that it is completely invincible during that phase it will allow opponents which attacked meaty on wakeup to actually block again (except for the slowest attacks) and then try to punish you (which they can do by jumping over the “projectile part”). May be used as some sort of desperate action, as the invincibility will get you trough nearly everything (pressure, air to ground attacks, meaties, other ODs) but only scores you a hit if the enemy is using a real slow move.

So if you have 50% Tension and need to break free spending it on a DAA is the better option in most cases.

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C. Basic Gameplay

1. Defence

a. General Notes:

One thing to get in your mind: There is nothing wrong with blocking! A match may not be won through defence, but it is lost through it!

The main problem in the defence is that you either focus on looking out for high /low /throw mixup, or on searching for the gap to break free trough jumping / poking / a reversal / a backdash or a catch; While in the first case you should have a much better chance at blocking right you are likely to miss gaps, and in the secande case you will have problems adjusting your block height / throw teching etc. (exept of course your opponent does completely obvious stuff but don't hope for that). The trick is finding the right moment for both and knowing when to switch (but don't get me wrong, blocking is always the basis!).

Furthermore these shifts have to be quick. If you just whiffed a counter and got away with it or only got punished with a mere poke, don’t ever think of going for it in the next possible gap. The enemy will look out for such signs and change his gameplan accordingly (throws, low pokes.. he may even leave a gap for you to try again).

b. Pokes

The first truth about Axls defence: He has no valuable short range poke. While other charas have at least one poke that has 4 or even only 3 startup frames, Axls fastes move (5K) has 6. This means that you will have a hard time utilizing gaps to poke yourself free. Nevertheless against throw setups counter throwing / throw teching is your safest option (everything else should be too slow). Trying to go for 5K to counter throw attemps is likely to fail (as chances are good you get thrown in your startup).

A theoretical way of breaking free is 2K into 2D. While 2K is equally slow as 5K and even has less range, it is a low profile move which means it will duck many high and most mid hitting moves. Nevertheless from my experience it fails at least as often as it succeeds I wouldn’t rely on it, but it is an option for specific situations if the risk isn't that high (i.e. you won't get punished with a damaging combo but just poked out).

If the pushback gets so high that you enemy will end up in medium distance (FD may help with that^^), but he still tries to pressure, stop him with a S(f) (but keep in mind that some moves may go over S©, and even more important low profile moves will get under it!). If he jumps in that distance or does an IAD go for a 2S (only of you have the distance / time) or 6P.

c. Reversals

623S has only above knees invincibility, making it useless against low attacks. Nevertheless if you know that your opponents rush is based on certain moves that don't it low (like Jams 6H), or are in certain situations based on air to ground attacks (INO, Baiken) you can use this move to counter them. Furthermore the move will work against obvious and slow overheads or deep jump ins.

For all other purposes you should forget about that move.. it’s not the move you can spam if you get nervous hoping for a lucky shot and a knockdown that changes the match. Every Character that can work with low hitting moves (or moves with a hitbox that goes low enough) during their rush will heavily rely on them as they shut down this option completely, leaving you with 623H as your only option against low hitting attacks (from my VS-experience I’d say 623H is just too slow to be useful!! At least it won’t work against fast hitting low pokes like many charas 2K as they can block before the move gets active). Finally keep in mind that 623S has not that good range.

The FRC is quite straightforward. You hit you combo, you get blocked you pressure. Neverthelss as the hitpause you will get if it hits or gets blocked changes the timing you won't be able to FRC it if it whiffs (exept you exspect the whiff and time the FRC input accordinly but then it won't get FRCed if it hits / get blocked.. I guess you got the picture :P). DW: Note that this move is probably your best reversal option against throw-invulnerable meaties, such as Baiken's 6K and Jam's 6H. Some characters like to throw out such moves in order to bait a throw attempt, but usually the startup is obvious enough to allow you to throw out a 623S in time to beat it.

d. Counter

623P is the fastest of Axls catches with only one frame of startup, making it your first choice. Nevertheless only use it if you know that the only possible (or at least sensible) follow up options your opponent has are non-low-hitting moves (as for many charas low hitting moves that are good for rushing are usually short range pokes it often is a distance thing). This catch has furthermore some use against jump in attacks, but will whiff against fast moves (nevertheless against things like Baikens Tatami or any high priority air to ground move this catch is godlike). the FB follow up gives you a little more range and damage potential and overcomes the problem of fast moves whiffing^^.

214P can be used as an anti air against charas that tend to jump at you during your rush. Nevertheless keep in mind, that it is easy to avoid bait / trough double jumps air dashes and empty jump ins.

214K is a pure “I know what happens next option”, especially if you’re being rushed.. keep away from it in such a situations!

For the 214 counters keep in mind that they have 3 frames of start up. The usual gap you have in a blockstring during a rush is actually about 3 frames.. so you'll need a bigger gap for them to work than for the 623P catch (which therfore needs more time to input thanks to the more complex motion, so you may have to buffer it while your still in blockstun).

e. Dead Angle Attack

DAAs allow you to attack while in blockstun, so they are a great addition to your arsenal (even that they cost 50% Tension).

Nevertheless, as mentioned in the Move Analysis Axls DAA does not hit most crouching opponents, which meas if they attack low chances are good the DAA will miss them. If you’re lucky your opponent has to rely on moves that have so much active frame / recovery that you can DAA them on reaction (an example for such a move would be Axls 6H :(). Another spot to do a DAA is after you blocked a jump in attack, but as landing on the ground again will cancel the recovery of most attacks, your opponent can simply block if he awaits it; but as this move gives you frame advantage that should allow you to break free as well^^.

In all other cases: stay calm. If you have 50% tension your opponent will expect the DAA; at least to some amount. He may bait it trough working with fast moves that allow him to block again or rely on crouching moves to avoid the attack. He may even go for an obvious throw setup, as he knows you now want to block something!

f. Backdashing

Axl isn’t famous for his backdash; it is pretty standart. Nevertheless as it is invincible in it’s startup it may get you out of some frame traps. In many cases it’s some sort of trade; you will get hit once the invincibility ends but as you count as airborne while backdashing you will be able to tech out of the whole thing. Nevertheless there is a brief period at the end of the BD where you can’t block but count as ground based and some moves may hit you in that period.

The other typical danger of a backdash is that you believed there is a gap but there isn’t any.. inputting a backdash makes you stand up and thus vulnerable for low attacks.

As it is invincibile on the first frame, theoretically you could even use a backdash on wakeup.. but forget about that, it's basically is a one frame thing. Use it if you know that you’re opponent will just be a few frames to late for a meaty attack (= an attack that hits on the first possible frame after you get up from a knockdown), that will give you some extra frames to work with.

btw.: Backdashes are a midscreen thing (at least for Axl), as if you're cornered you won’t get out of reach of the follow up attack (or even the initial attack itself if the active time is good enough) so you have gained nothing, even if you succeed.

g. Jumping out

Well there are gaps that just allow you to jump out, as well as it is in many cases Axls only defence against command throw, as you can’t counterthrow / throwbreak them and as Axl has no normal that is fast enough to poke them out of the startup (nevertheless should we talk about a setup which involves running up a while before doing the command throw, I recommend 2K, 2D since it will allow pressure or a combo even if he was up to something different and evades some midrange stuff if he was baiting your jump and does some sort of medium range poke).

If you chose to simply jump up and he whiffed whatever he had in mind (like a command throw) you can apply pressure by either using j.H on your way down or the Axl bomber (of j.H, Axl bomber being a favourite of mine^^). I usually recommend jumping up as it doesn’t give him any time to recover and chase you but forces him to deal directly with you (of course if your up against some high priority, fast move monster like Jam or charas with good and fast anti air attacks, getting away is the more clever choice). It's not the safest option, as if he has the time he can simply Anti Air your, but as you can see against some command throw setups you have not much choice.

If you try to jump out in shorter gaps or other situations where your opponent will still stay the aggressor be sure to FD as soon as you have done the jump input to cancel out the jump startup and to be safe against ground based attack which you can't block without Faultless Defence. Nevertheless I would only recommend doing that if you realy have an idea whats next as holding up generally opens you for low hits. Since Axl's jump has a startup of 4F (as opposed to the 3F of the majority of the cast), it is useful to know how to 1-frame-jump, which is done by inputting an FD before the jump leaves the ground, and is useful to get out of certain setups.

However, if your jump succed go on with a double jump or air dash to move out of the enemies range or to delay your time in the air if your opponent wants to grab / hit you out of the air. As you have a good long range air to ground attack with j.S you may even be able to attack him before he can attack you, keeping him away (let the air dash backwards and the double jump help you to find the right postion for it).

2. General Okizeme

a. Dealing with uppercutters

The first rule: don't do anything that you can be reversaled out on reaction, especially not a dashing 6H from some distance!

aa. Dodging Stuff / Avoiding

Some reversals can actually be dodged by Axls 2K. These are Jams Dragon Kicks 214K, Kys Vapour Thrust 623S or H and Johnny's Overdrive (as well as the Uppercut Zappa gains in sword mode). Except Johnny OD (where you will simply hit him out), if they actually to the reversal it will completely whiff, allowing you to wait till they land and go for the punishment combo of your choice (or even combo on them while they are still airborne^^).

Nevertheless since 2K starts a lot of pressure patterns (which substitute as combos as well if you hit) you will have no real loss even if they simply block^^. It's really that easy^^. DW: Just make sure to stay slightly out of throw range when going for meaty 2K. If spaced outside of throw range, 2K is your safest Oki option against most characters.

Against many reversals (SOLs VV being the most noteworthy exeption) you can actually do a late meaty 3P. If they choose to do their uppercut 3P will whiff during the invincible startup frames which allows you block again. Nevertheless should they choose to block, 3P will hit them allowing you to work from there. You can use 3P furthermore as part of a bait (see next paragraph).

bb. Baiting

Do a 3P or 5K (something from where you can start pressure but what has not too much recovery) in a range where you could continue with a pressure pattern and are in the range of their reversal (but whatever happens, stay out of throw range!), but time it in a way that it will not even connect if they should block. This will allow youto block if they go for a reversal. Try to make it as ambiguous as possible If they mistake this for a meaty attack they will be tempted to uppercut^^. If they don't, well you have lost nothing and can go on with pressure, even though you won't be able to follow up with a real meaty (but that may even work in your favour if they can’t hold their feet still ^^ ).

After they get used to this and are unlikely to reversal if they see an attack timed in this manner it even gets better. You use this as a throw setup as you have already established that the best thing for them to do is to block. Since your move doesn’t connect it deals no pushback and they are not blockstun so you have to run up less and don’t have to wait till their throw invincibility ends. This makes a throw attempt a bit harder to see, especially as since there won't be any hitpause the whole thing takes less time.

Another variation of this bait is a so called safe jump: Jump in with an attack but land (and through this let the recovery of the attack get cancelled) before the reversal gets active. J.H seems to be a good move for that '(Nevertheless I personally don't really use that).

As soon as they realize what this bait is about a welcome side effect is that they will get more careful with their reversals. Actually this is the higher purpose of these setups as solid players don't tend to fall for these baits too often but will therfore cut their usage of reveals which allows you more variation on wakeup^^.

cc. Long Range Okizeme

Against all the other uppercuts things get a bit more complicated. If you want to avoid them go for pressure / mixup that can be done from quite a range. A max 3P will allow you some pressure (got to the Lockdown and pressure thread for more info) and in that range every uppercutter should be much more reluctant to attack, as in most cases you are not in range of his reversal move if you don't attack. Furthermore even if he should anticipate the attack the 3P usually clashes, which allows both players to immediately cancel into any other move. Should he not get that his uppercut will still whiff and you get your combo, if not, well nothing has happen right now^^, so it takes the risk away. Nevertheless against Sol it is nearly impossible to use 3P to get a clash as the sidewards range of his Volcanic Viper is just too good.

Here you can use 2H or 2P while staying out of his uppercut range for okizeme. He will get a limp hit if he reversals but at least he can't RC it for a follow up Sidewinder loop. Furthermore in this range if you do nothing a VV won't even hit you but allow you again to go for a punishment combo. So if you just delay your oki form time to time if you expect him to attack he should get very reluctant to VV in that range. furthermore in that range even if you don't go for oki you still hold the positional advantage, so nothing is lost^^.

Of course all this can be used against the other uppercut charas as well, even if there are safer options.. but remember, mixup is the key^^.

b. A word on DAAs

3. Keep Away Tactics

right now only random stuff:

- don’t force into infight if you don’t have the clear advantage

- don't rely on 2H on long range i. e. if playing keep away.. use it for pressure and for whiff punishment, but not standalone

- if the enemy has recovered high up in the air don’t try to anti air him; wait for him to come down so you can actually see how the angles are and which anti air you should use.

- 5P makes jumping a risk for them and keeps many options down.. should you hit them with 5P at long range (which means no follow up combo is possible), you can go for another 5P if they recover into your direction or neutral, which will hit them again if they don't FD (maybe even a follow up with a combo is now possible if they are near enough). If they recover and want to air dash right at you, you may be able to catch them with 6K into combo in some cases.

- create distances and situation in which you can go for a 6K on reaction or with little risk (= are at least able to block if you guess wrong)

- Nevertheless don’t get desperate, don’t rely on 6K in any other cases, guessing is nothing to base your game on. Whiffing a 6K is in many cases just too risky.

- A low j.6P may be a now and then option against charas that have a higher standing hitbox (like Eddie), but against the majority of the cast it's not an option and whill even nearly always whiff on some charas (like Baiken)

- j.S is quite good.. on long range use it in combination with different movement. Use forward jumps, backdashes and double jumps to confuse and invite the enemy. Go for j.S into 5K only if they approach you too (so distance is cut down from both sides) or if you can go over one of their move and attack, but just airdashing in with j.S is very obvious so use it very rarely and only against charas / players it seems rather safe.

- should it ever happen that your opponent walks / runs directly below you when you wanted to go for j.S, you have to go for j.H as j.S will whiff (at least the second hit which means no frame advantage for you after landing or even disadvantage)

- mix up distances as well for 5P and 2P in combination with j.S

- backdashes are you friends, especially if you end up in a frame disadvantage situation which is still in your opponents medium range (like after a blocked 63214S) you should get out of range before the move even gets active, maybe forcing a whiff which could be utilized for example with a 2H.

- only use the tap 8 follow up in long range after a hit or a blocked rensen (depending if it severs your purpose (for example: done after a combo it allows the opponent to recovery and you to poke at him with 6K in some situations). If the rensen whiff, only do it if you’re a 100% sure it will hit or get blocked.. a whiffed tap8 follow up just adds extra time for the opponent to reposition himself or to punish you.

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ok..so everyone knows axls dp counter can counter alot of stuff....the cool thing about the counter in AC is, once u do the super...the attack is already completely extended and the startup is instant...so u could dp counter something like testys barney during his rushdown and if u see u're opponent moving at all during your counter, go into the super...as long as they're in range (which is a pretty good distance), they'll be hit...dmg for the free!!!

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Hm. One: Now that 214P has good followup options, it's definitely my first choice for trying to get around ambiguous crossups. It stays out for a long time, can't be crossed up, and, as far as I know, most crossups tend not to be projectiles. Now that it's a setup for standard combos, it's really easy to net damage while avoiding entirely the problem of determining whether a move will cross up. Note: I wouldn't recommend doing this unless you can do it on reaction to a move coming out, as baiting it will remain fairly easy if you're trying to get it in too often. Also: Now that the chains, especially 5P, 2P, 2H and 6K, are so much faster, stronger, and have more followup potential, throwing them out against characters that have to get in (and aren't Jam or Chipp) seems to be a lot more viable than before for spooking the opponent out of attacking, as well as controlling space on-screen. From a combination of conjecture, limited experience (local play), and watching some of the few Axl AC match videos, this seems especially viable against I-No, Zappa, and Anji. As a general strategic thing, reacting to any character's approach with the right chain-poke is more rewarding than ever now, and is a lot easier, since the chains seem to come out faster and also seem harder to beat. This can either hit the opponent, and ideally start a combo or change the momentum of the match in your favor, or at the very least force the opponent to faultless (if they're in the air). I also like Benten a lot more as a wakeup option now, although having to guess between needing high or low invulnerability is still annoying in a game with so many Oki options that can be hard to predict.

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ok, finally came up with some content (updated stuff from my slash posts).. will be rearranged / updated when I find the time and get more VS in AC^^.. ..as always everything's open for discussion :). (I will check it again for weird sentences and grammar / spelling mistakes.. some of it has been done in a hurry)

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63214S: Right before (!) the attack comes out (2 frame timing).

Hmmm.... I am pretty sure I've FRC-ed that on hit...u sure the second frame of the FRC isn't on hit?

Btw u forgot 63214 HS FRC point in the first section.

BUT nice selection of stuff and well explained. Just wish Axl had somethign to combo his f.S into(like 2D)

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I heard it should hit on Potemkin, but I haven't tried and don't remember seeing it anywhere.. ..well I think I'll try that one today ^^ . If there is a situation where you definately know that it will hit just post it and I'll check^^. ..and I added the FRC, thanks. (btw: The information is mainly for either GG beginners or those who want to try out another chara and could need some hints :P.. so in some parts its just an exercise in stating the obvious. Nevertheless tell me if you think I missed something or got something wrong.)

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Hm... 1. Kokuugeki seems a lot more useful to me than you mention. If the opponent is not expecting it, you can go for meaty ambiguous crossup Kokuu after running in to bait a throw. Since Kokuu stops airdash momentum entirely, you can do 1-frame-ambiguous crossups with it, and the FRC naturally leads to BnB combos (or B-Loop in the corner.) 2. Also: It's fairly easy to combo IAD+j.S (2 hits) into Rensen (FRC) BnB. Really this is just stuff to catch people off guard, but it's great for approaching if they can't stuff the chain, as it's very hit-confirmable, and doesn't prorate at all (At least according to the frame data). If blocked, it can make a great ambiguity, as 2D, 2H, Rashousen, Rensen, and Benten (For if they try to beat you) all come out very quickly after you hit the ground from it, either while they're in blockstun or barely after they're out (Actually, nearly anything will come out fast, but the ones listed can mix up/spook the opponent.)

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Have yet to try these things against human players, so I'm just playing theory fighter: -For IAD pressure on oki, use the standard j.P,K (j.K,P,K for tall characters) then land into 2K, 2D Rensen, or follow-up j.K with AB -During B-loop, hit 2S for two hits, JC and air throw the tech. Then go for cross-up Kokkugeki at the wall (you guys know this one, right?). Should be especially useful against those who mash tech. -TK Bomber on oki. This one I have actually tried against people. Holy fuck, it's cool. Whiff it while they are still invulnerable during wake up to try a throw -> B-loop setup, or meaty it for high frame advantage frame trap (or get B-loop if you're playing n00bs).

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Awesome stuff. I really frustrated some people I play with with Axl's zoning, the best part being when they yelled out of frustration "This isn't Dhalsim from street fighter!" As such, Shoto (and others), could you please update the long range and keep away tactics you had mentioned earlier? I'm familiar with the basic angles and ranges of Axl's normal attacks, but I know that there is more to Axl's keep away than that. If you could do something with keep away at close, mid, and long range, that would be wonderful.

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Thanks *blush* I will try to cover that.. but I actually still have some combos to check, need to go trough the pressure and lockdown stuff and wanted to write something about the defence basics.. (and have to go trough the Move Analysis once more..).. and I still have a life :P I'll try to come up with keep away stuff as soon as possible, but as it was my weakest "guide" I'm not sure when I find the time to restructure it.. but I'll try my best^^ btw.: don't take my stuff as a gospel truth or something, just try to figure out what works for your play style and tell me if you think I'm wrong on things.. (I'm nowhere in a position where I could claim I know it all)

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... :O MY RELIGION HAS ABANDONED ME!!!!! ::goes to burn his Shoto shrine:: Just kidding :D But yes, definitely an awesome guide, regardless of how much tweaking may still need to be done ^_^ I really need to work on adding 3P into my repertoire. I use 2HS far too much and that too little. The last time I actually threw out 3P I surprised myself and my opponent, thinking "it's got that much range?" >_>

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@ Digital Watches Ok, I think you're right.. it's quite useful in some situations; just the fact that you can't get good damage from it in most situations where it would fit and the fact that you have to pay 25% tension to use it safely makes it less favourable.. so saying it is generally not to useful is not fair to that move^^. and how do you connect the 63214S FRC on any other chara than Pot? ..and even for Pot it seems to need quite as specific distance.. I really could connect it only a few times.. :(

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Hm...

1. Kokuugeki seems a lot more useful to me than you mention. If the opponent is not expecting it, you can go for meaty ambiguous crossup Kokuu after running in to bait a throw. Since Kokuu stops airdash momentum entirely, you can do 1-frame-ambiguous crossups with it, and the FRC naturally leads to BnB combos (or B-Loop in the corner.)

Actually, that's incorrect. You can crossup with Kokuugeki, but only after an airthrow. You can't do a throwbait meaty crossup or anything. It still works amazing as a throw bait, huge damage off of it and it is incredibly useful. But Axl can't do ambiguous 1 frame crossups with it due to how the GG system works. Your opponent can block the "wrong" way even if you wait a short time after you cross them up, not to mention it will whiff most characters if they duck. Record the opponent to hold back in training mode and try crossing them up with Kokuugeki. By the time it turns into a crossup they're probably blocking the right way. Though you can do some semi-lame Airdash Backwards j.D FB Bomber crap on some people.

Primary use of Kokuugeki in AC is throwbait and crossup 50/50 after an airthrow.

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It never worked as a throw bait for me.. it's just too slow (jump start up, time to reach the minimum height, actual startup of the move).. everybody will see that you are airborne and not try to throw you.. (which is very said as yes, you can get a huge combo from a low to the ground hit against a cornered opponent). but tell me more about the air throw thing :)..

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Well the whole thing with throw baits is that you want to basically run right next to the opponent then jump just as they are about to be able to throw you. Thus, they attempt to wakeup throw you and throw out a laggy hardslash. You'll have more than ample time to jump and throw kokuugeki against pretty much every 5H/6H in the game. It's more of a timing thing, jumping too early will just get you airthrown. Air throw is just basically it allows you to cross up when you normally couldn't. The game is programmed to prevent 1 frame crossups or iffy 50/50's like DW described. IE, you can't just hop over someone's head as Axl and execute a 50/50 with Kokuugeki. The game will allow the opponent to block the wrong way for a set number of frames, I don't know the exact framecount. So say you start on the left side and your opponent on the right. Your opponent is holding back(right). You jump over his head and just as you reach the other side of him you toss out Kokuugeki. Even if your opponent is still holding right, he will block it. You can block both ways for a set number of frames and you will still block. You can still cross up with Kokuugeki, it's just not that quick. You still might catch people with it. The difference comes in a bug involving moves(most often airthrows) which cause the opponent to get up facing the wrong way. If a move or throw causes this, you can do meaty crossups on the first frame. Axl's air throw causes this. So say you do some bomber loops, bait a tech and then airthrow them. Standard followup is a dashing jump, you'll need to learn the timing but basically you execute a 50/50 where j.H hits in front and Kokuugeki crosses them up behind them. Pretty hard to block. If you wait too long though, you will rub on the front of the opponents frame and the crossup kokuugeki will fail. So learn the jump timing. If you're lazy you can do Raieisageki(S) crossup, but most better players will just block it.

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Oh yeah, and just as another small note and to clarify things better...like if you did a standard 2D->Rensen knockdown then ran up to the opponent and jumped over their head real quick and did Kokuugeki outside of the corner, they could block either way upon waking up if you hit on the first frame, even if you have clearly been on their opposing side for a long period of time. However, say you do an airthrow even mid screen somehow and run up to them, jump over the head and do the same thing on the first frame...it will hit due to the bug of them getting up the wrong way. So it allows you to do a meatie crossup. Doing any other fast crossup under normal circumstances is prevented by the game's mechanics. Doesn't stop stuff like Millia's H Disk FRC->2369K from being a useful crossup because it's hard to react to in such a short frame window.

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I think I used "one frame crossup" wrong. What I meant was that while the crossup isn't extremely fast, you can mess people up by starting the kokuu in different parts of your airdash, making it harder to tell whether you'll be past the person when it hits. While it's not an incredibly fast crossup, one frame of your airdash can be the difference between crossing up and not, and since the kokuu instantly stops the airdash cold, it's easy to control this. Even in situations where they expect it as a throw bait, I could get it to mix people up in slash, and have done it at least once or twice in AC, which, if you get the FRC after a hit, can net you a nice BnB combo.

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But that's what I'm saying. Even if you airdash, if you stop in front or behind them they can block by holding back because the game is programmed to not allow you to do 1-4 frame crossups. There is about a 4-5 frame window(rough guess) where the opponent can block back when you're crossing behind him where he can continue to block the wrong way and he will still not get hit. This is why you have to be careful with the timing on things like Zappa's air H ghost mixups and Millia's 2369K crossup because if you time it badly they will block even if they technically did it wrong. It's pretty simple to test what I'm talking about though. Just program the computer to walk backwards. Do Kokuugeki like right as you get over his head or just after. Regardless that you're behind him, he will block the wrong way but still not get hit. You can crossup with Kokuugeki but there is a window you have to wait for or they can just block it incorrectly. Do it too early and they can block by pressing either direction. IE it's impossible for them to get hit unless they FD or don't press any directional.

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Well then it's not a 1 frame crossup is it? :P You're not wrong really, it's a good crossup, but it's not 1 frame. It's easier to illustrate the effect if you do a dashing jump instead of an airdash because the airdash crosses up quicker(and thus you will be on the other side of the opponent for a longer period of time faster, thus allowing for a quicker startup). But you can't do it right over the opponents head or they can block both ways, it's just the way the game works. You have to at least be like 1 body width behind them from Axl's airdash in order for the crossup to work properly. And the 4-5F window is just a guess on my part, I don't know the exact number of frames.

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