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VR-Raiden

[Xrd] Sol Badguy vs. Axl Low

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  • Use this thread to discuss the Axl Low matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.
Round Start:
  • ...

 

Neutral:
  • ...

 

Offense:
  • Wake up timing: 25f face-up, 21f face-down.
  • Safejump Option-Selects: OS 5K, c.S, 5HS (ground hit) hit backdash, but lose to DP and Overdrive. OS backdash dodges DP (RC) attempt (tight timing).
  • On regular safejump timing, you can bait reversal DP (RC) attempt with an air backdash, but it cannot be performed below about head level or it tags you.
  • Deep j.S/j.D (JC) > fuzzy j.P/j.S works.

 

Defense/Punishes:
  • Overheads: 6HS, 5D.
  • Dust: f.S/2D on IB.
  • Dead Angle Attack (-5): 5K(2nd hit)/c.S on block. Can be low profiled with 2D, but no guaranteed punish. GV will low profile it and punish.
  • DP (623S): (dash) 5K/c.S/WT on close block, (dash) f.S/5HS/6HS on far block.

 

Combo Notes:
  • WT, delay j.S > j.K > j.D |> Fafnir, BB, dash 6P > (delay) 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR. Combo is burst safe through the Fafnir.

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Punishes:

Low Sparrowhawk Stance chain can be punished on normal block with CH 2P, 2K, or 2D, if Axl didn't cancel it to another chain or cancel the stance immediately. He can't cancel to the same angle chain twice in a row. There's a big gap if he uses the same angle twice.

2P is most practical, you can whiff it and still be safe if he did low chain, low chain. 2D knocks him down, but will get punished by a second low chain, and also is pretty tight timing. There isn't much reason not to try the 2P punish as far as I can tell. Example here: https://www.youtube.com/watch?v=Wav_eppzYVM&t=3m27s

You can go for more rewarding punishes at higher risk. One thing that looks interesting is blocking a low chain then YRC > run and if he cancelled it to a higher chain, you get a CH 5HS IAD combo. But if he did another low chain you have to jump or it catches you.

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Some more punishes:

So if you manage to IB > CH 2D punish a low chain and have 50%, you can RC the CH 2D and have time to run up f.S > 5HS > IAD combo routes. Also if you missed the punish timing you'll either YRC or PRC the 2D if you automatically put in RC.

You can punish his DP (623S) with dash 5K/c.S at close range. Dash f.S or 6HS work from far range. It's a normal hit punish. Interestingly enough, you don't have to air FD when blocking it in air.

Sickle Storm overdrive can be punished after blocking the first part. If you normal block, you can forward jump CH j.D or whatever else. If you FD the first part to prevent chip damage, you have to neutral jump the last part, then airdash CH j.S/j.D punish. You can also TR between hits if you're in range.

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Rensen is a major threat now. YRC'd, it's basically like a horizontal DP/projectile, all in one. It's very hard to get out of it in blockstrings and will straight up beat anything you're doing in neutral if you don't hit him out of it before the YRC (afterwards you will always trade with the projectile).

 

Jumping over it is hard, he can always not YRC and go for Melody Chain (the window for canceling Rensen into 8/9 or 2/3 is also wider now IIRC) or YRC and do one of his far reaching anti-air normals, swatting you out of the air if you don't FD. A well timed double jump (jump forwards over Rensen, wait for Melody Chain, then double jump back) or air backdash will make it whiff, but there's not much that can be done to punish afterwards. At certain ranges a perfectly timed Kudakero (as soon as the chain hitbox disappears) will punish, but more often than not he'll recover before you hit and land a free DP or IB the dive kick and avoid the flame pillar altogether. I had more luck just landing with j.HS (to cover for his attempts to poke during the fall) and trying to establish pressure from there. It might be worth trying to neutral YRC to extend his recovery and actually have a chance to get in on him.

 

With your back to the wall, Riot Stamp sometimes avoids Rensen and it's projectile and nets a punish if he didn't YRC, but that's very far from reliable. I found no other ground move (special or normal) that can in any way be used to get around Rensen YRC (unless it was done very late on reaction to BB, but then he can just YRC > counter).

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Something I learned the hard way, they upgraded the hitbox on Sickle Storm 2nd hit. So if you just try to jump normally as before after blocking 1st part to make 2nd part whiff you get hit now. You have to FD immediately after leaving the ground to get it to whiff, then you can do the same punishes.

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On Sparrowhawk stance, the mid chain hitbox reaches lower in 1.1, so you can't 2P under it. That means the old low chain > low chain punish with 2P is not safe if he does low chain > mid chain now. 2D will still punish low > low and goes under mid, but is still super tight and bad on whiff.

Block low chain > CH 6P or VV will punish blocked low chain > mid chain, but 6P is very tight and both are going to get punished on whiff.

Block low chain > 5P is a safe way to hit a low chain blocked > mid chain, and recovers in time to block low chain > low chain.

An OS that seems somewhat reliable so far: block low chain > 5P > 2P mash. 5P counters mid chain, and if he does low chain, 2P should counter it after your 5P whiff. This can prevent him from just chipping your life away for doing 5P whiff > block low chain instead.

If he does spaced out Rensen > low spin chain, at a distance where if you FD he is pushed out of connecting range after the first few hits, you can Fafnir punish. Unfortunately it's normal hit and very tight.

If he does this move close enough, you can punish the last swing on IB with f.S.

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If you are in the corner when you block a spin chain, you can fd and riot stomp punish.

 

if he gets you in a stance, then tries to go back into stance, wakeup gunflame. He can't send the chains out because they hurtbox goes out early. You can then run up and dp or mash jab, whatever. If you dp and it whiffs, you still get to throw him because going out of stance takes so long

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