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Shoto

General Information

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- Matchups -

CONTENT:

I. Japanese Matchup List

II. chara specific setups and stuff

---1. 6H as combo starter

---2. Dealing with uppercutters

III. Personal List

---1. Short List

---2. Commentary

I. Japanese Matchup List (very much outdated):

(5 = even; >5 = advantage; <5 = disadvantage)

ABA: 5,5

Anji: 6,5

Baiken: 4,5

Bridget: 5,0

Chipp: 5,0

Dizzy: 5,0

Eddie: 4,5

Faust: 5,0

INO: 6,0

Jam: 4,5

Johnny: 5,5

Ky: 5,5

May: 5,5

Millia: 4,5

Order SOL: 5,0

Potemkin: 5,0

Robo-Ky: 5,0

Slayer: 4,5

SOL: 5,5

Venom: 4,5

Testament: 5,5

Zappa: 5,5

II. Matchup Specific Setups

1. 6H as combo starter

Against about half of the cast it is possible to combo from a 6H into 5K, 2D, rensen even without a CH as long as it is done from the right distance and hits them crouching. The distance in which it is possible to combo is actually between the max range for 5K to connect and doing it right next to the opponent.

Here’s a list of possible setups for the right distance (end them with 6H):

5H / 3P / S© / 5K, S© / 2K, S© / 5K, 3P / 5K, 5H / S©, 5H

Except against those characters marked with * (or **) the best way to do them is out of a dash or run, starting the pattern right next to the character (so the best way to incorporate that into your gameplay is either after a FRCed Rensen or after a KD with the initial attack being meaty.

Works on:

ABA*

Anji

Bridget

Baiken*: only 3P / 5H / 5K, 3P (harder then the rest) / 5K, 5H

Chipp

Eddie

Faust** (against him you can even do: 5K, S©, 5H and S(f), 5H)

INO

May*: only 5H / 3P (quite risky) / 5K, 5H

Millia

Venom*

Zappa

* If you do a single hit setup too close to the character 6H will cross him up without even hitting them.

** Since Faust has such a broad hitbox while crouching 6H will cross him up, but will still hit. Nevertheless if this happens you won’t be able to combo.

Does not work on:

Axl, Dizzy*, Jam, Johnny, Ky*, Order SOL, Potemkin, Robo-Ky*, Slayer, SOL, Testament

* If you do 6H too close it will cross them up without hitting them.

(Nevertheless this is nothing you can rely on too much as 6H is easily blocked on reaction)

B]2. Dealing with uppercutters

(:eng101: this is the same text as in the General Stratgies thread)

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

a. Dodging / avoiding stuff

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).

b. 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^^.

c. 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^^.

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III. Personal Lists

The Text is only supposed to give you a short overview and some reasons why I rated the matchup as I did (so it's very much a "what Shoto thinks" thing). While I have played against every character (played by at least a decent player) for some time, I only know about half or the cast good enough (and more important have an understanding of the matchup that is good enough) to actually rate it.

The purpose of this short overviews is to give an idea of what the matchup is about and maybe gives some general hints. These paragraphs are in no way some sort of guide as they just don't contain all relevant information (some are even a bit random to be honest). So apart form that they are here to get discussions going^^.

1. Short List:

ABA: 6,0

Anji: 6,0

Baiken: 5,0

Bridget: -

Chipp: 5,0

Dizzy: -

Eddie: 5,0

Faust: 5,5

INO: 6,5

Jam: 5,0

Johnny: -

Ky: -

May: 5,5

Millia: -

Order SOL: 5,5

Potemkin: 5,0

Robo-Ky: 5,5

Slayer: 5,0

SOL: -

Venom: -

Testament: 5,0

Zappa: -

2. Commentary:

ABA

Shoto:6,0

ABA can’t even change into or out of Mohora mode(even if she uses her blood projectile to cover her up) as long as she’s in range of rensen. Her long range normals may be great to start pressure from a distance, but in that range it is hard for her to work around Axls catches. Furthermore Axl can score a KD from nearly everywhere and her air movement is just not that good to easily work around Axls anti air game. That her long jump startup makes her even more vulnerable for Rashousen / Rashousen Feint Mixup is another factor that shifts this matchup in Axls direction.

Anji:

Shoto:6,0

Ok, I haven’t played Anji too much, but like in Slash he has terrible problems getting in on Axl and his guard point normals aren’t have as good against a chara who either works on long range an thus is out of reach or doesn’t use classical frame traps for rushdown. But honestly I may not know enough of this matchup to judge it right now.

DW: 6.5 (Maybe even 7)

Considered Axl's best matchup. For one thing, Anji is not a character whose aerial moves can easily deal with Axl's long-range moves, and thus approaching from the air is seldom if ever an option for him. Axls fast, far-reaching lows fuck up his autoguard (which for the most part only blocks high). Fuujin's H and D followups (If you don't beat the Fuujin out with a rensen) can usually be punished on reaction with a 2K, 2H, or 623P, and the fan one can just be blocked. Block low until you see the startup animation after Fuujin, however, because the S followup is fast. Make sure you're punishing on reaction, however, as you'll want be ready if he tries to do the K followup, in which case you can typically throw him before he can throw you. Dealing with butterfly rushdown is also remarkably easy with tools like rensen for far away, Raeisageki or simply j.S at mid-range, and 623P or 2K close in. Or just get out of its range and watch it fizzle and die like the weak fireball it is, while still keeping up your long-range offense. Think of it as a stun edge, except slower, less range, and no threat behind it.

Baiken

Shoto:5,0

This matchup has to be played differently by both players. Baikens big advantage is that Axl has no normal that is fast enough that it couldn’t get successfully guard canceld and Axl is not an character that has good standalone mixup. Therefore Axls 623P makes Baikens air tatami a risk for her and his Anti Air game is fully intact. Furthermore on long range the only counter that is a danger for Axl is the Ouren (“Superman”) guard cancel. Nevertheless if you cancel your normal into a 63214S you may escape it or if you feel lucky or your opponent spams it you can even cancel in one of your catches; and on long range you should not get punished for that if she does just block. Just stay away from 2H outside of punishment situation, it's just not a valid tool in this matchup. Try to interrupt her when she wants to close in on the ground or to make her jump where you don’t have to be afraid of her guard cancels and can make fully use of Axls anti air matches.

Nevertheless this is a tough match for both players. Except developing certain one hit setups and relying more on throw setups the key to this matchup is to understand the way Bakien has to be played and judge when a player wants to guard cancel, i.e. waiting for you attack and in when he is either trying to move / attack and can be attacked / interrupted.

DW: 5.5

Until AC, a good Axl could zone Baiken out all day. This changed when Ouren was added... or did it? Ouren's achilles heel is that it can't connect in the corner. At all. This means that if you're in the corner, Ouren is no threat. On the contrary, in fact, it's a very long jump that leaves Baiken very punishable. Now you can zone Baiken to death again! Lows will cripple her ground approach with her guardrun (or anything else, really) and Axl has the best Anti-Air options in the game. Just stay out of Sakura range and you should be golden. If you feel ballsy, you can try to bait Sakura with c.S and cancel into S raeisageki for a meterless 300+ damage combo.

Bridget: -

Chipp

Shoto: 5,0

This is a weird matchup. It’s a patience / hard work matchup for both players. Since Axl has no fast or at least high priority short range poke he has no real chance to break free once a Chipp is pressuring him and since he has lots of good low hitting moves 623P / 623S are no reliable option. Nevertheless Chipps Mixup isn’t too variable, so all he can do is raise the guard gauge. Once he tries something not perfectly safe, like a throw (counterhtrow or 5K into combo) or something from an air dash (air throw or 2S) you have a chance to get some damage. As Chipp has a very good air movement he can quite deal with Axls anti air game.

Don’t believe you can play that matchup in a keep away style. On long range it’s about a few fast decisions. A whiffed poke (no matter if aerial or on the ground) will allow Chipp to close in and in some cases even to punish you. Don’t try to close in yourself or to switch distances, if you move forward Chipp just have to do the same to be in his optimal range again. So only do short dashes and then jump back or up to not give him that opportunity. Once you are able to combo him, go for a KD variation if you can; staying on top of Chipp is usually worth the lost damage. His Uppercut isn't really good.. while you can’t duck it with 2K, a 3P and all the other methods of baiting it or forcing a clash work wonder. Furthermore the risk to get punished is too high for a chara with such a bad defence modifier as Chipps.

The key for an Axl player is the be patience, block his mixup, learn to deal with his tech traps and catch him out all of his unsafer setups; on long range try to safely keep him away using your full arsenal but try nothing that could result in direct punishment (don’t guess!!) even if that means allowing him to rush you. This matchup is quite fair as you can get damage out of every right decision, which Chipp can’t, but nevertheless it can only be won if you have a very good understanding of Chipps offensive options.

Dizzy -

Eddie

Shoto: 5,0

I consider Axl a semi-counter pick to Eddie, as except for his offence he has a hard time dealing with all the stuff that Axl has. While Flying he becomes an easier target for his long range anti air pokes and his airdash isn’t of much use either. As long as you spam 5P drills are not an option, if you are in range of the S Drill and anticipate it you can even score a CH with Axls 6H. If you’re jumping j.S or even a low j.6P will hit Eddie right before the Drills will hit you (Except for the FB Drill). Axl DAA does hit Edie out of the rush (instead of the shadow) what gives you an useful tool against his offence what most charas lack. Eddies 2s which is a very good all purpose poke can be bet by Axls 5K, which gives you a limp hit which can even be comboed into 2H. Furthermore as all of your long range pokes have 2hits, Eddie players can’t keep out the shadow outside of their rush, as the first hit will hit and destroy the shadow and the second will hit Eddie; this limits his game further.

As he has no good defensive options, Eddie is open for all of your pressure / mixup options once you’re in the offence. The only thing that Eddie still has (and what is one reason he is considered toptier) is his great offence and damage potential from there, but that is something that nearly all characters have to deal it without having the great tools to deal with him in all other situations that Axl have.

DW:~5

This match should be played offensively. Eddie and Axl both have bad defense, so it's rush down or be rushed down. If you use j.S, Eddie should have a very hard time summoning little eddie. And once he's lost little eddie, Axl should go on the offensive. Axl's blockstrings and pressure game work extremely well against Eddie, who has no real fast normals. He has a hard time dealing with 5H, and you can focus on trying to build his guard meter, which means that ideally, one slip on his part will lead to most of his lifebar being taken away, and probably a knockdown as well, giving Eddie the rare opportunity to fight a character whose combos can be as scary as his own. Also, Eddie's hitbox is very forgiving for comboing after 6H.

Eddie's j.K is a strong option for trying to beat out mistimed pokes, and flying makes it easier to change his direction quickly, making it hard to react for AA. On the other hand, 2K is an amazing AA option against Eddie, as it will go under all of his normals in the air and most of his ground pokes, and either hit him or give you time to do something. 6P is viable if he gets close.

Unfortunately, when Eddie gets his offense, he's as dangerous as he is in other matchups. There's a reason he's top tier. You can easily die in one combo->Unblockable->dizzy->Combo, so learning to block his mixup is key, and IBing and FDing (Protip: IB Mawaru) is essential to survive blockstrings. Axl's narrow standing hitbox can help if you're Ibing, as you can make Eddie's 5K (primary low option) fail to combo sometimes.

Faust

Shoto: 5,5

On long range you are the king of the hill; even that Faust usually gets more damage if he hits your 5P will just beat everything Faust has and even make it hard for him to throw out items.

Once out his items are actually more of a problem than one would think. Mini-Faust / Pot / R-Ky control aerial space as long as they are in the air they are quite problematic for your movement and long range pokes; should you ever come in a position to have to block them you should be careful what you do after that as this usually leaves Faust with the advantage (but the problem is it is rather situational what Faust gets from this so you just need experience with that kind of situation)

He furthermore has good jump ins with good range which if used in the right manner and the right situation can interrupt your air to air and anti air pokes. Furthermore Faust has some of the best Anti Airs in the game so don’t put too much emphasis on jump ins.

He doesn’t have a real lockdown, but should he get you cornered his fast big hitbox normals are a danger if you try something stupid. Should you want to jump be aware that Faust has good long range air to air normal which make escaping via air out of the corner somewhat risky.

Nevertheless all the stuff that makes Faust good can be countered to a good degree trough your long range options which force him to be very cautious with attacking from long range or throwing items. Furthermore your 6H goes over his 2P and his treasure chest OD, taking away his only options he has to escape pressure. As his air dash is arguably the worst in the whole game he just can’t get in easily on you and has to constantly work his way into his optimal distance. The rest is knowing his moves and knowing situations which are created through his items.

Ino

Shoto: 6,5

Actually there is not much that Ino can do against Axl. Her dash lifts her just in the right height for a 5P to connect and jumping / airdashing she has to deal with his long range anti air stuff. Even using a note to cover her while getting in is of not much use as Axl can usually just avoid her trough (air) movement and still get a chance to poke at her. Even if she has the advantage it's quite hard for her to utilize it. She needs to dash to get near during many of her patterns which leads to situations where she often only has a high option. That makes her very vulnerable for Axls 623S and 623P. Her Stroke The Big Tree is not of too much help either as if you await it you can directly counter it with a 6H which scores you a CH.

Should she get rushed by Axl she generally no good options to break fre. As wakeup move al that she has is her frame advantage OD which, should it get blocked, allows her to rush the opponent. Sadly Axl can just stay out of the range of her fast pokes and do a 623P as okizeme without any danger (which should it succeeds even gives him a CH hit).

The only thing that hast to be learned playing INO is to adapt ones blocking habits: Default blocking is now high; you only block low if she lands right next to you (where you have to expects a throw as well) or if you see a stroke the big tree. Little tip: Many of her dash in variations won't allow her to follow up with a low variation if you FD them.

Jam

Shoto: 5,0

Jam has to say goodbye to some of her toys in this matchup. Her Puffball FB is not only worthless in most situations but a real danger. If done at the right time / distance 63214S will go over it and you can counter them on reaction. If you keep out of the distance in which a normal fake Puffbal into throw will be efficient there is not even mixup you have to fear. All other puffball variation can be stopped through 2P or even 2H. Her instant Air dash is low enough for 5P to connect, and since it is fast and has lots of forward momentum chances are good that you can go right on with a combo. Her Uppercut whiffs if you do a 2K as reversal; as you can start nearly all of your pressure / mixup options this move is lost to her as a reversal. Apart from that even that she is quite fast thanks to her really bad range she has to get real close, what gives Axl a lot of time to react to her, and especially in anti air situations you are in reach for anti air attack way before she can connect an jump in and all of her delaying and crossup stuff often just gives you more time to aim; not to mention that your catches have no problem dealing with corssups. If she has grounded you her 6H is so damn slow that depending on how she times it you can even reversal her out of it on reaction.

The only thing that makes this matchup close to even for Jam is that she has incredibly good damage from random hits and you have to make unpleasant decision once your on the receiving end, as you have no chance to poke her out and she has good tick throw opportunities.

DW:4.5

While a lot of what Shoto says is true, I'd still say that this matchup is slightly in Jam's favor. Axl may have a lot of options against her IAD, but most of them are made risky by IAD Gekirin or TK Ryuujin. FB puffball loses its usefulness as a stand-alone move, but given the low stance of the slide and the invincibility of the move itself, it's still a decent way to punish a lot of Axl's mistakes from most ranges. IAD j.H will go over and counterhit 2H, 2P, Rensen, and, given a SJIAD, oftentimes 5P as well, which means that some AA has to be pre-emptive.

2H is definitely a good option if you see a slide coming, and 3P is a great way to prevent run-ins. This match is the only one where I'd use 5H a defensive poke, as it'll beat out a lot of slide variations, IADs, and TK Ryuujin when timed properly. On the offensive, Rashousen becomes much more risky, but by no means does that mean that it's not viable. Besides airthrowing (which is always a danger), Jam doesn't have a lot of answers for Raeisageki (S) with running momentum from across the screen. Also: While not many Jams use this, a 236S dash into Choujin (FRC) is very weird for Axl to deal with, particularly if he tried to beat the dash with 2H

Johnny: -

Ky:

DW:5.5

Against Ky, you don't want to throw out random pokes, since he can usually just pick off a whiffed 5P or 6K with a stun edge. This match is pretty generic for Axl. The only matchup-specific things here are that 2K becomes a much more useful option. A running 2K goes under stun edge (Slow stun edge is harder), and a meaty 2K outside of Ky's throw range is 100% safe. Any move Ky tries on wakeup is either is ducked by it or starts up too slowly and allows Axl to block. In fact, oki against Ky is easy because 2K is all you really need. If you're in the corner and want to mix it up, 623P isn't fully safe, but is good against most of Ky's wakeup options, and if you bait a VT with it, you get an air CH for a ludicrously painful combo. Rensen is a good way to kill projectiles (But not CSE). Other than that, just do standard stuff.

May:

Shoto:5,5

Ok, I haven’t played decent Mays enough to really judge this, but from what I experienced and what I know about her I say it’s an about even matchup (but with little a tendency towards Axl) which requires a lot of patience from both players.

A horizontal dolphin will loose to a 5P and may get countered by214S (623P won’t help as May gets pushed back after the dolphin connects). A vertical Dolphin has to be blocked high, but after that you can punish with either 5P into combo while she is airborne, or (much easier) with 2H into 6H. This makes Dolphin spamming not on option for May in this matchup.

May could be said to be the second grappler of the cast, as she needs to get near and deals the big damage tough her command throw and short range low hitting setups. Nevertheless while she can’t take as much damage and doesn’t have okizeme as dangerous as Pots, she is much more mobile and quite fast. As she doesn't have to many offensive tools to bridge the distance and is vulnerable to anti air stuff, so prepare for a lot of movement from both players.

Nevertheless she still can wear Axl down as she may get meaningful damage out of single hits over the time, but Therefore you can rather safely rush her down.

Once she gets her KD or get near trough other means you have to deal with her mixup (which is actually not that strong once you got used to it. She uses 2H for crossup / fake crossups setups and her j.D gives her some height and thus works similar like an additional double jump. During her offence (which is usually quite short) there are two moves that may not hit you: her 2D which allows her to go into an insanely high damage combo for 25% tension and her command throw which gives her a bit less damage but needs no tension. Nevertheless her mixup is not too variable so after you learned to deal with it (usually just block [except for the CT of course]) it, becomes very hard for her to really get in some big damage combo. Outside of that the only thing that may never happen is that you get hit by a CH j.H, which nets her a free over 200dmg combo. Apart from that its business as usual for Axl.

Millia:

DW: 5?

I won't say this match is in Axl's favor, merely because everyone seems to disagree, so I must be missing something. Once Millia gets close, you have to work to avoid her mixup, and the only advice I can really give here is play her a lot, watch for crossups, fake crossups, quick lows, tick throws, overheads, etc. Obviously it's hard to block. If you can get Millia's pin away from her, she has no real way to deal with Axl's AA game, so unless she tries to get in by ground, she's risking combos, which for her means losing half her life, and more if it's a B-loop. Remember that her roll isn't invincible, so hit her or throw it.

Order SOL:

DW:6

Order Sol can't get in. Period. All of his specials have easy answers on reaction, from 623P to zoning with f.S and 2H to IB+throw (against BRP), his jump is too low to confuse Axl's anti-air. He's got no good options. This is possibly THE only match in the whole game that I'd say can realistically be played all-zoning without many problems. Just don't fall into traps by throwing things out randomly. It's not worth the chance of eating Storm Viper, and there's nothing you shouldn't be able to react to as long as you're keeping optimal range. If he tries to charge, just hit him with a max-range low j.S, or run in and 5K. If it doesn't connect, block. You should have plenty of time before the charge burst actually hits, and you can punish it for free. If he's already doing in when you run up, FD break your run. This might be HOS's worst matchup.

Shoto: 5,5

coming soon

Potemkin: 5,0

This is Axls hard work matchup. As the match start (that is after you gained some distance) your have a very big advantage. Pots movement is more limited than that of every other chara, which in most situations make your anti air chains unavoidable for him (the best he can do is block). Furthermore your 2hit chains beat his Hammerfall on long to range and a 2P or even a charged rensen will hit him out of the startup or his Slide Head. Furthermore there is not much he can do against a j.S. The only options you have to think about in that range are his anti air grab once you get nearer or his Heavenly Potemkin Buster. What gets quite problematic in this matchup is that even if there is a safe opportunity to start rushing, you can’t seize that fully. All you get is one or at best two guerrilla like attempts. After a 6H you can’t rush without leaving a gap that could be enough for a Pot Buster; every option that just leaves a tiny gap allows him to backdash and then pot buster.

Once he gets you grounded you are in serious trouble. You can’t countertrhow and if you jump your opening yourself up for his anti air grab. Your reversal is not a real option as his standard okizeme involves a low starting combo, nevertheless as it is throw invincible it may be some sort of last hope thing. Since you should have lots of tension as you won’t have too many chances for combos or for rushdown, if you can even DAA tick throws (that is the P attack that starts the mixup). As pot gets his main damage from throws, even your burst becomes something pre-emptive, you burst to escape mixup.

As you can see you collect damage over the time having nearly constantly the advantage but seldom being able to land a big comb. Nevertheless should you lose it chances are very good Pot will turn the tide. Weird as it is this makes it a fair matchup for both players.

The key to this matchup is that you have to play as variable as possible even that you have the advantage in most of the time, as if your opponent figures out patterns or recognize a flaw in your gameplay he will get a chance to instantly win the match. (btw: Keep an eye on the timer as in this matchup time outs are quite common)

Robo-Ky: 5,5

coming soon

Slayer

DW:5

Surprisingly, despite not having a run, Slayer has a lot of options against Axl. Slayer's forward dash can be a nuissance for Axl, as can his short airdash, which lets him FD fairly quickly when needed. Also, Slayer makes it dangerous to throw moves out. 2H will beats low pokes (6H or Kokuu to beat that up close), and BBU and DoT will punish you for random pokes. He can also dash or BDC through rensen. Try following up with 2 whenever you see him go for this. Dandy steps help him get in on 2H and the like. Ergo, it's good to try to get in on Slayer, rather than trying to zone him out. Get him in a guessing game and get damage in when you can. Without meter, he can't really beat his way out of rushdown, but if he has meter, watch out for that BBU!

Shoto: 5,0

coming soon

SOL: -

Testament

Shoto: 5,0

Even that I don't believe this is a real good matchup for Axl (imo its dead even) it forces Testament players to change their general gameplan, while you as Axl can play pretty standard. Testa can't rely on Exe Beast outside of rushes as you can simply jump up and hit him with j.S. His Webs are not really that much of a threat as you can usually destroy them and still get a shot at Testa thanks to your range. Testa doesn't have too good options against your anti air game, so his air movement is limited and even that Testa himself has quite a good reach he will now see him confronted with a character that outranges him. Btw.: Random Gave Digger FBs get beaten by a simple 5P and in many cases allows even to go on with a combo.

What makes this matchup even is that Testa just gets you grounded from nearly everywhere and has a very strong high / low okizeme.

DW:5.5

If you know how to play it, this matchup is slightly in Axl's favor, and therefore is probably Testament's worst matchup.

First: Don't let Testament get Warrants. Some less experienced Testaments try to warrant pokes, but you shouldn't get hit by them. 5P and 2P cancel into 63214S/H and catches, 2H into 6H, and don't fish with rensen. Also, you should learn to do screen maintainence. Watch where Testament lays Zeinests and kill them with long-range whenever you're free to. Hitomi and Zeinest are opportunities to activate 623P, which is good to have out. If Testament is using lows to prevent that, you can get rid of normal trees by just hitting him with something, and if you get a running start, you can jump the screen with either raeisageki. Against large trees specifically, you can actually try a running rashousen, since it carries Axl over the trees but doesn't get him hit.

S EXE beast blockstrings will often contain gaps if you IB the beast, due to Axl's narrow standing hitbox, so throw out the occasional 5K to probe for openings after the beast. Testament has some trouble with Axl's range and AA stuff, but eventually he might just go for S EXE Beast (623P that or just jump it) or just set up, so getting in is better than zoning. 2K and 3P are great low hits to get in with. 6H isn't bad, although it's a bit risky, as Testament does have AA options. Note that Testament has a hard time dealing with 5H in blockstrings. Also, don't be afraid to go for a throw on wakeup, as 5H will beat Badlands for a CH into nice damage.

HS EXE beast: You don't want to trade with it, and it comes out in 0 frames. A well timed 6H, raeisageki, or 623P will avoid it, but it's safer to jump. You'll also have to deal with is Testament's poison OD, which is fast and usually trades with things.

Lastly: A marking is Testament's only way to turn the match around. It stuffs your offense, gives Testament offensive help, and can set up unblockables. So don't get marked. Save bursts for combos that can mark, avoid high markings, rensen through or 5P over low markings. If you do get marked, wait it out. Block Testament's rushdown, and if you see the crow turn into the girl, jump and FD. If you see an opportunity, hit Testament with a poke to get rid of the mark. Try to attack as soon as it ends.

Venom:

DW:4

This is Axl's worst matchup, plain and simple. Venom can have projectiles anywhere Axl can have chains, and they'll beat chains out every time. Zoning is very limited. Try to punish Venom for summoning balls when possible. Venom's rushdown also doesn't leave a lot of big gaps (especially with that stupid aerial FB). Save your burst, FD him to get off of you, and above all, try not to get in that situation in the first place. Eat his projectiles with rensen when you can, but obviously this won't always work. This isn't unwinnable by a long way, but be careful.

Zappa

DW:5.5

Naked/general: 6

Summon is throwable, and Zappa has a hard time getting in against 2H/3P.

Ghosts: 4

Probably the hardest for Axl. You can react with 5P if he tries to throw anything out. If you get possessed, you can use the golf ball to get a 623P. Watch for unblockables. Rensen will go through the forward ghost if you don't have time to stuff it. Be careful AA pokes, as ghosts will beat out your chains unless you're punishing something. If you can't reach him, just go for 63214H. It's not perfect, but it's a good tool for reaching high quickly.

Dog: 5

If you get knocked down, avoid the meaty unblockables with reversal 1FJ or light benten. Remember that you can't hit the dog when it's not moving, and you may get punished for throwing things besides 2K out to kill it.

Sword: 5.5/6

Just zone it out. FD if he gets close, and use f.S, 2H, and standard AA stuff. This summon is probably the second-easiest for Axl, next to...

Raou: 7.5

Axl should have no problem with Raou. You can poke him out of fireball AND super startup, or just beat the fireball out with rensen. In the meantime, he can't get in for shit, and if you block low and wait for overheads, you should be able to block everything he tries. Remember that his effective low range is huge, though. Make sure to FD him out, because getting in a fireball trap loses you a lot of health in chip damage

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