GGReload/Axl Low/Okizeme

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Introduction

A short paragraph explaining in the broadest terms what the character's oki is like.

This section should be accessible to players who are fresh out of the tutorial and to people who do not play this character. It's OK to have this section be a little redundent when compared with the more detailed sections of the oki page. The goal here is to provide an overview that somebody can read with little to no experience with the character and walk away with a basic understanding of the character's goals during an oki situation.

Oki Theory

3P

This is Axl's primary oki and for good reason. Primarily because it is his only chain move that does not have a hurtbox on his actual chain, so you can out-space DPs and other wake-up reversals.

After the opponent learns to respect it and block, it makes a great pressure-starter since it hits low and has gatling routes into highs (6H, 5D), other lows (2H, 2D), Rasshou Sen, and frame trap/tick throw because it's +2.

There are three ranges to consider when using this as an oki, all with different advantages and drawbacks.

The usual range is mid range. (Meaning you want the entire scythe handle to overlap with the opponent's sprite, but you have a little wiggle room on that.) This is best for the aforementioned high/low/Rashou Sen mixup, but you can still run up and throw them or fish for a counter-hit if you like, however there will be more of a gap for them to hit you than at close range if you go for the throw.

Doing this oki at close range (just outside of their wake-up grab range) so that the 2nd hit pulls them close enough to grab them creates a really nasty situation if you option select the throw because of this move's +2 frame advantage. The downside is that they may grab you instead if you mess up and grab during their 5 frame throw invul period, and being that close makes it easier for them to DP and pick up the combo. Because of that, this oki is best done when you're pretty sure they're gonna just block and respect you. Because this is technically a frame trap, it can be a good strategy to do an RC'd S Benten Gari instead of grabbing because that move has throw and strike invul, so it will get them if they try to use their 5 throw invul frames to throw you first.

When done at long range (hitting them with the very tip of 3P) it can be hard for opponents to contest this move. The main purpose of this is to bait a reversal from the opponent. You can tempt them to DP by running at them and making them think you are going to 6H. At this range, 3P is more likely to clash with things, which is great for you because you can block or punish however you want. A sub-technique of this range is to do 3P so far away that it barely misses and you avoid the reversal entirely, or intentionally do it too early so you can finish the move and block.

Example Routes

This is the equivalent of the combo list from the combo page but for oki.

Close range 2D Knockdown

Meaty Button

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Meaty Projectile

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Empty Jump Throw

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

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