GGST/Axl Low/Strategy

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< GGST‎ | Axl Low



Overall Strategy

Gameplan

At mid-range, challenge the opponent's ground approach with 2/5K, f.S, 2H, and j.S, and punish aerial approaches with 5P, 6K, or 2S. j.P and j.K can be used to challenge the opponent's aerial movement as well.

End ground combos with

Snail
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/

Bomber
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/OTG 2H to force the opponent to long-range, and toss

Rensen
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to force them to respect you fullscreen, mix with the S followup, and keep throwing moves at them until you think they're ready to approach. Then either preemptively throw out your buttons again or try to react to what they do. Be prepared to occasionally get close to your opponent and either try to bait them into do something commitful with either IAD back j.S or

Rainwater
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, or start your own close range pressure with 2K, c.S,or throw.

Neutral

Many of Axl's moves are high-commitment - a wrong guess can put you in an unsafe situation. Pay attention to whether your opponent tends to keep to the ground or take to the air, and cover ground approaches with 5P, 2P, and 2H, and air approaches with 6K and 2S.

j.S is a versatile attack that can be used as a keep-away tool while jumping back, or to keep the opponent locked down while jumping or air dashing forward for more pressure.

6H can be used to preemptively call out jump attempts out of your pressure in the corner. If the opponent blocks this normal correctly instead of trying to jump out, you are screwed due to the opponent at worst, getting a throw and at best, getting a punish combo, (only  Sol and  Chipp can punish with a combo) It's a very high risk button.

f.S is a strong poke to use if the opponent is conditioned to stay grounded- if they jump or go low-profile, it can be beaten easily, due to its 19 frames of recovery. This move is great on block due to being able to gatling into 2H and start

Rensen
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zoning from mid-range. This then forces the opponent to start dash blocking to gain space on Axl.

Regarding your anti-airs:

- 5P is your "lowest anti air" - it covers a small angle upwards. In some matchups, this button is useful everywhere. In others, it can feel hard to use effectively. On block or hit, cancelling to

Rensen
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into

Cherry
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is almost always safe and can be very rewarding if the confirm lands and you have meter due to being able to confirm into

One Vision
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even if you did not install it beforehand. Always try to incorporate this into your anti-air game.

- 2S is the anti-air Axl is most infamous for. On CH (sometimes even on non-CH), you gain a massively rewarding combo (for Axl standards), but on block, doesn't lead to much except a lot of RISC gain for the opponent if you cancel into 2H to catch their landing. The weakness of this button is that it tends to trade a LOT, so watch out if you're low on health. This button is also great to use after 2H to bait the opponent into jumping over

Rensen
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- 6K is a weird one. It covers the middle angle between 5P and 2S, but has no reward on non-CH or block. Use it only occasionally to sniff out opponents trying to be either really predictably aggressive or tricky(trying to bait your 2S/5P)

- 6P is a button most Axl players forget about. Don't be most Axl players. You should use this to catch very fast air buttons that can be hard to 2S, or are scared to trade with 2S because you're low on health. If you need a button to react quickly to a jumping opponent, it should probably be 6P. Just be mindful you get very little reward on hit.

- 5/2K are honorable mentions. Against certain setups, 5K can be a great anti-air that can lead to very rewarding damage, while 2K is secretly the "best" anti-air in terms of potential safety. It low profiles to whiff against or trade with too many air buttons in the game for Axl players to not call this an anti-air.

Close Range

5K, 2K, and c.S should be your go-to close range starters. Axl is not a mix-up machine so the basic high-low and throw mix-ups apply here - 5K, 2K, or c.S into 5D or 2D, a tick throw such as 2K > Throw. A gatling into 6H can surprise the opponent with an overhead and grants a combo on counterhit, but it can be interrupted and is minus on normal hit and block. Your jump cancellable normals, 5K/c.S, can lead to even more options on block. You can choose to IAD backwards to take the space,

Rainwater
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early in the string to cheat out plus frames, or incorporate a high/low mixup. IAD backwards j.S is not a good mixup. Only use it to make space. Ending with

Rainwater
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can return you to a mid-range spacing, and also has the opportunity to catch the opponent in a counterhit ex:

Rainwater
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> 5P > Rensen
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If you want to maintain close-range pressure, jump cancel with a forward jump and do j.H for an instant overhead, which can be confirmed with meter, or delay it a bit to make it a true blockstring with j.D. If you delay the j.D, however, you can get even more plus frames. Do it at your own risk.

Axl has several frame traps with his gatlings. The most common ones are 5K/2K > dl.2D c.S > dl.f.S (> 5H) , and anything into

Snail
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. Use these frametraps to threaten your opponent. If they're expecting another button of your blockstring, you can simply try to restart your pressure with the start of your string again. Then you can incorporate some of the pressure described above. If you can read a backdash, confirm with a c.S for an easy

Bomber
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punish, hopefully leading to huge corner carry or a wallbreak. With meter, c.S > jc > 66BRC can lead to some trickier strings such as c.S > jc > 66BRC > j.D > 2K, or c.S 66BRC > crossup j.D (requiring the 66BRC to be performed slightly later to allow air dashing over the opponent). On hit,

c.S > jc > 66BRC > Bomber
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> c.S > Tiger Knee
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Bomber
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is great corner carry that can lead to wall combo if close enough.

Okizeme/Setups

Rensen (8) and Axl Bomber are the two primary methods of creating an okizeme situation.

Rensen (8) knocks the opponent down at point blank range where you can start close range pressure. After landing this move, OTG close slash 8IAD cancelled into j.H is a consistent safejump starter, which thanks to the nerfs to reversal speed can now cover all invinsible reversals in the game, with the exception of parries such as Baiken's hiiragi.

Rensen (8) can also be used as a sideswitch if you're cornered. Even better, it can lead to an ambiguous crossup meaty. The route is [whatever] > rensen(8) > jump over them > land > 2K.

Axl Bomber also causes a knockdown which allows enough time to move in for a setup, which is a reason to use TK Bomber as an ender rather than Snail if you want the okizeme opportunity. For example, c.S > TKB, or with meter, c.S > f.S > 2H > Snail > 66RC > c.S > TKB.

6H or IAD j.H are decent overhead meaties to use on opponent wakeup. On meaty hit, 6H becomes plus and can combo into c.S or 5K for example. 6H meaties can be auto-timed in a variety of ways, such as off a Throw knockdown > microdash > 6H, or far Mantis > double T-Bag > 6H (not joking). Video evidence here. This strategy is very weak to wakeup backdash, so be weary of it.

It should be noted that in general, all situations where you can land a 2H OTG guarantees a meaty rensen from fullscreen. This is insanely powerful since it reliably can reset the opponent back to fullscreen off of any combo that goes into 2D (Yes, even your abare 5/2K!!!). Even after a TKB, you can get a dash 2H > Rensen in. No timing required either! Just cancel the 2H OTG into rensen and enjoy the space.

In some matchups where your primary goal is to get out of the corner, you can safejump from fullscreen using uncharged winter cherry ([4]6S ~ S > run > IAD > j.S). You don't get much pressure off of it from that range, but you get good distance from the corner.

Defense

Use Yellow Roman Cancel (YRC) to stop opponent pressure. Use Faultless Defense to gain space.

The most important thing to do when cornered is to be patient and block. Make use of Faultless Defense to push the opponent back to find an opening to counterpoke with 5P, to jump and counter with j.H or j.S, or to jump and air dash out. Faultless Defense after jumping if you anticipate being challenged in the air and try again. Challenge the opponent's IAD attacks with 6P. Don't be predictable with how you try to escape corner pressure - you may block several strings before finding an opportunity to escape. 2K: Axl's 2K is not only Axl's fastest button that puts him on par with all 5F jabs, it is also the most noncommittal low-profile moves in the entire game, while still having a stupid amount of low profile value. Certain setups, jump-in normals, plus special moves can all whiff hard on Axl's 2K, allowing you to either trade with them, or punish with a throw. If you think a move is too strong, but it looks 2K-able, try it! You will be surprised.

Use of Tension

General

Note: This section is currently based on one Axl's conjecture - please contribute to the topic.

As mentioned in the previous sections, your Tension is best used for Sickle Storm (236236H), Faultless Defense as your way of getting out of pressure, and occassionally to enable your mixup potential.

Faultless Defense pushes opponents further away on block, negates chip damage and risc gain while blocking. Now that it costs less meter per hit and is more consistent with its own button, it is extremely important to know when and how to use FD effectively.

Sickle Storm is best used on wake-up to punish meaty attacks and break the wall. Since they can react to the super freeze and block if they dont go for a meaty, you want to be really careful and predictable using this move. Breaking the wall with Sickle Storm nets you high damage in the corner, and most importantly gives Axl a safejump opportunity (8iad j.h works automatically) after the wallbreak to run his offense in positive bonus.

Finally, axl can use Roman Cancels to make his otherwise weak mixups much more rewarding: C.s jc j.h 22rrc is a way for axl to gain reward and stay advantagous on block while using his rising j.h as an instant overhead. you can go to a c.s 6239h and convert into big damage if near thr near the corner. Axl can use the jump and dash cancels on his c.s and 5k to give him strong advantage and enable uniquely powerful blockstring and combos using Blue Roman Cancel. Finally, you can use RC or One Vision to extent your combos and deal big damage if you can end the round quickly.

Roman Cancel

There is something to be said about raw non-drift Blue Roman Cancel (BRC), Purple Roman Cancel (PRC) and Red Roman Cancel (RRC). Their uses are very situational and most of the time not worth the meter. The reason why they are this way, is mostly due to the nature of Axl's entire kit and his character archetype. Most of Axl's moves are intended to push the enemy character away, which seldom goes along with the new changes to Roman Cancels introduced with Strive. The slowdown and, for example, the follow-up knock-back effect from a Red Roman Cancel require you to be in close proximity to the opponent. In previous games from the Guilty Gear Series, such as AC+R and Xrd Rev2, the slowdown effect was quite long-lasting and also effected the entire screen, regardless of your proximity to the opponent, which meant that moves such as Rensen ([4]6S) could be Roman Cancelled meaningfully even at full range into entire ground-to-air combos. In Strive, however, Rensen ([4]6S) can't be cancelled into anything meaningful without a follow-up like Winter Cherry ([4]6S-S) or Soaring Chain Strike a.k.a. Rensen ([4]6S-8). Realistically, the only combo opportunity from Winter Cherry ([4]6S-S) is what the community affectionately calls The Double Cherry Sundae. As you can probably see, any Rensen ([4]6S) combo, which costs you 50% of your Tension metre only nets you ~95 damage on average, which is almost half of what you would get from a generic starter c.S or 2K combo. The issue is twofold: Use of Roman Cancel as an offensive tool is very limited by range, and the damage proration (net combo damage reduction) from the act of Roman Cancelling only serves to make the use of metre completely and utterly pointless outside of very niche situations where you need just a little bit more damage to close off the round. At max-range, a useful "guard-breaking combo" is a Purple Roman Cancel (PRC) quickly after Rensen ([4]6S), which turns it into a projectile, with useful properties in neutral. The ability to cancel a Roman Cancel with a special move, allows for us to input a Winter Mantis (41236H), which will command grab anyone who blocks the projectile flying towards them, and with proper timing can even grab some attempts to Instant Air Dash (IAD) over the projectile. This is similar to using Xrd's Yellow Roman Cancel to do much the same, but with the added benefit of a command grab that comes from the back, rather than the front.

Drift Roman Cancel

On the other hand, let us consider Roman Cancel as a mid-range option with a move such as Snail (214H). A sample combo would be: 5K > 2D > 214H > 66.RRC > 5P > [4]6S-8 > c.S or c.S > f.S > 5H > 214H > 66.RRC > 5P > [4]6S-8 > c.S. Both of these combos only work if one performs a so called Drift Roman Cancel (66RC) (more general info here), in this case a Drift Red Roman Cancel (DRRC) - in this case a 66RC, i.e a dash, towards the opponent, followed immediately by a Roman Cancel. Using a regular Red Roman Cancel (RRC) would result in the combo dropping, as the opponent would not be effected by any of the beneficial elements of a Red Roman Cancel (RRC). The reason why this may be an issue is that doing that after Snail (214H), which finishes in a 4 input, requires a somewhat unintuitive double tap forward (i.e a 466 motion). This may be somewhat alleviated by the use of the Dash macro in tandem with with the Roman Cancel macro, which you can now configure as their own separate buttons, as otherwise you would be forced to press the dash button as well as three other unique buttons to perform the motion. Let me remind you that you also need to begin charging for Rensen ([4]6S) immediately after in order to make the cancel worthwhile, effectively turning the input into 466[4]6. Needless to say, making effective use of metre while also pushing the offensive also requires somewhat good execution and dexterity. Some shorter permutations on the combo starters are possible in order to make use of the benefits of a non-drift Red Roman Cancel (RRC), but result in a net loss of damage, as you are effectively mission out on hits not effected by the Roman Cancel's damage proration, as they are prior to the cancel itself.

There is a route from mid-range which relies on a 66RRC after a successful Snail combo ender, after which a short dash is performed followed by 5P > 6H, which results in a wall bounce. With proper spacing the opponent can be hit with 5K > 6K > Snail, after which they will be stuck to the wall and you have a free choice of moves to wall-break with. The full string can be as follows: 5K > 6K > 214H > 66RRC > 66 > 5P > 6H > 5K > 6K > 214H > 5P (WB). [Video] 6K and onwards can be substituted for a TK Bomber finisher for more damage, if one is confident in their execution.

At close range, the common option is doing a Drift Roman Cancel (DRC) from a j.H safe jump or instant overhead. One uses the 22.RRC variation, resulting in a downwards drift, which allows for any combo starter. The benefit here is that if the hit is blocked, the cancel will most likely result in a Purple Roman Cancel (PRC), which can allow you to get out of the messy situation you've gotten yourself into and try to reset into neutral. On hit, it can result in some of the most highly damaging Axl combos, such as the beginnings of a TK Bomber loop or a simple 5P > [4]6S ender.

Conclusion

Suffice to say, all of this should generally paint the picture that there are two, if not three, viable situations in which an aspiring Axl can, with great difficulty, utilise a non-drift Roman Cancel to some amount of success. Most other characters, except for perhaps Faust and Nagoriyuki, seem to be spared from such considerations.

Charge Cancel Roman Cancel

Despite the comically long name, this allows charge characters to effectively remove the need for holding a charge in specific combo routes. The inputs allow one to do the equivalent of 5P > 4RRC > 46S, rather than [4]6S (the brackets, signifying holding the direction).

In terms of usefulness of this tech regarding Axl himself: He never uses this specific tech. If you made a mistake in a combo and need to patch it up with rensen it can work, but as of today there are zero practical uses for this specifically for Axl.

For more general system information on the topic, see here.

One Vision vs Roman Cancel

One Vision, to some players, might seem like a tool used over RC because of the unique combos and corner carry that you can get out of it. Others might see it as only really a unique combo tool that can confirm into wallbreaks whenever Axl can. In reality,

One Vision
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does have its uses outside of combos and within combos that are very useful. The most notable thing about One Vision is the fact that once it hits, the opponent is not allowed to burst. This is really powerful not only to make sure combos land the way you want to, but it can also be used to end a round without the fear of bursts!
Outside of combos,

One Vision
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can have its uses ever since they allowed us to super cancel into the install. The most notable thing is being able to confirm off of instant overhead j.H as shown in the combo recipe(s) below. However, it can be used to frametrap as well. Remember that

One Vision
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hits full screen quickly, which means that it can catch IAD attempts, jump startup, and certain characters' dash startups.



That being said,

One Vision
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is not a super to be spammed outside of combos, and even some setups, because there is more risk putting yourself in the install and potentially not being able to cash out versus the instant reward of an RC. One other thing to note though is that with some creativity, not many players can expect what might happen while you're in the one vision install. They might play or act differently, and you can adjust accordingly. Overall, never forget

One Vision
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's uses outside of combos or try potentially putting it into combos in order to make them even more burst safe! But be careful, because if your

One Vision
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doesn't hit, it's a wasted super.


Here are just a few examples of using

One Vision
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for a mixup oppourtunity.



Training Recipes
Name Recipe Number Difficulty Notes
PC
Onevision Instant Overhead Oki 45306 Easy Axl will do a hard knockdown into Onevision install, a meaty c.S, and then into j.H into a Onevision activate.

Frametraps

Axl only has a few types frametraps to note:

  • Any gatling with a reasonable delay ex: c.S > f.S
  • Most gatlings into Snail
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    ex: 2D > 214H
  • Rainwater
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    into a long range or short range button ex: 214S > 2H/2K (Depends on range)

It's hard for Axl to frametrap by the conventional means because he only has one + on block move,

Rainwater
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. After having the opponent block rainwater, most of Axl's buttons will still not reach with the moves vacuum effect. But a close range

Rainwater
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has the possibility of catching jump startup with Axl's 2K. If hes is too far out for this, then he will be forced to use buttons like f.S and 2H. What's particularly risky is that

Snail
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is horribly negative on block, so choose how deep you want to go in strings wisely.


Axl has the ability to gatling his j.H into j.D, Axl can use that in order to frametrap, but it's mainly used as a safe blockstring.

Blockstrings

The deal with Axl's blockstrings is that he has no true way to safely end a long blockstring. Unlike other characters who can end their pressure with a safe move, Axl can only end his pressure with a safe move with the first hit or two of a true string. As for his special moves that seem like the go-to blockstring cancels:

  • Snail (214H) is very risky to end blockstrings with, as most if not all characters can punish it in reaction to blocking it.
  • Rainwater(214S) and Rensen([4]6S) are very weak to the opponent simply IAD'ing towards you.

The key with Axl and his blockstrings, then, is to either end the string early and go for a pressure reset or take a risk at the end of a blockstring with a snail/rainwater/rensen, with an attempt to read a jump, dash, or mash.

If you decide to end a string early, use his jump cancelable normals (5K and c.S) to threaten the possibility of jumping backwards to make space. With this threat, you can also let it rock and not jump cancel it in order to mix it up by running in and doing another button or throw them. It should be noted as well that you can perform a blockstring using jump forward j.H > j.D. It's approximately +8 or so, but leaves you at a distance from the opponent.

If you decide to RPS with his special moves, it can feel like a modified RPS. Here are some of the scenarios:

  • You special cancel into snail. Loses to blocking. Wins against mash and jump.
  • You special cancel into Rainwater/Rensen. Loses to jumping and some mash moves. "Wins" against blocking and some mash moves.
  • You do nothing where you would normally special cancel. Loses to mashing. Wins against blocking and jumping (assuming you can anti-air)

It cannot be stressed enough how much sometimes, doing nothing is the best thing to do when doing strings as Axl. Axl heavily relies on his opponent being threatened by being stuffed out by a long-range move, whether it be an anti-air, snail, rainwater, or anything else. In order to get there, you have to sometimes not do anything and react to what your opponent does.

Mixups

You can get a fuzzy mixup from j.K in multiple ways shown below.

These mixups are powerful because they are very hard to react to, and have to be blocked based on reads from the opponent.

Training Recipes
Name Recipe Number Difficulty Notes
PC
BRC Fuzzy Setup High 45307 Normal Axl will do c.S > 66BRC into the high j.K fuzzy. This version allows for a metered conversion into a full combo or any j.H jump-in combo starter. Can be canceled into j.623H, but only loops in corner. Axl is not able to be punished by 5f normals even if this is blocked.
BRC Fuzzy Setup Low 45308 Normal Axl will do c.S > 66BRC into the low j.K fuzzy. This version allows for a Snail finisher for potential metered conversion at mid-range or Rensen near corner for potential [4]6S-2 oki.
BRC Fuzzy Setup Low Max Damage Starter 45309 Normal Axl will do c.S > 66BRC into the max damage low j.K fuzzy. This version allows for the most damage, as it can be canceled into a TK Bomber. It also allows for a conversion into a j.H safe-jump.

Getting j.K in the first place can be an unreliable situation to account for, hence most Axls rely on jump cancelling 5K or c.S into a Drift Blue Roman Cancel (66.BRC). This is possible because at the point of jump cancelling a normal, a character is not within a move's active frames (hence no Red Roman Cancel (RRC)) , nor within a move's recovery (hence no Purple Roman Cancel (PRC)).

For most intents and purposes this fuzzy is practically a metered option, but if you somehow get the situation without having to spend the tension, more power to ya. [Video]

Move-specific Tips

Rensen + Its Followups

Rensen's Followups aside from Cherry are VERY SITUATIONAL in neutral.

Rensen 8, if used recklessly, can drag your opponent right to your face, which is not what you want in most matchups.

Rensen 2 can be jumped out of on reaction, has an awkward hitbox, and is pretty minus on block.

Regardless, here are some tips and tricks regarding all of rensen's followups:

  • Rensen 8 is your fastest "out of rensen" option from fullscreen, not cherry. You can use it if you need that extra bit of speed.
  • All of Rensen's followups can be done even if a projectile consumed the original rensen's hits (e.g. projectile supers, nago clone, ram sword)
  • Rensen 2 allows you to hold it to extend the duration. You can also choose to let it end early by letting go of down. This can help recover in time if your opponent decides to do a late jump, maybe even anti-air them!
  • Some characters can blow you up for doing delay cherry. You can always choose to not do a followup after any rensen and then throw out other moves in order to force your opponent to mix up their approach.

Sidenote: Rensen Sickle Storm

As of the 1.18 balance patch, some characters are able to kara cancel the startup of certain special moves into supers. For Axl, this means that he can cancel either his rensen 2 or 8 into super, even on whiff! How this could be implemented is that you can easily kara cancel rensen 8 into sickle storm (inputs: [4]6S > 2362369H). In theory, you could use this to cover a missed rensen with super, but this requires very tight execution. Not many Axl players have implemented this into their game yet, but know it is possible!

TK Bomber

Your First TK Bomber

If you're having a hard time with TK Bombers try to focus on one thing at a time, be that the initial cancel from c.S/5K, the TK motion itself, the link to c.S/5K after that or the second/third TK Bomber in the sequence. What is important to know is that the whole idea of the TKB is to jump-cancel the c.S/5K normals, so be patient and wait for those to play out a bit, otherwise you're likely to get unwanted Winter Mantises, 2Hs or 6Hs. There is the alternative situation where you might be getting j.H instead, which likely means that you are getting the jump cancel timing somewhat right, but your TK motion is still slow, so speed up those inputs, speciffically, reaching the 2 and 3 earlier. After you've gotten the basic timing down, you should be able to do at least one TKB. Don't rush to TKB loops, their alure also hides madness. Practice just hit-confirming in your matches with c.S/5K > TKB for now, until you get the hang of it. If it helps, you could also do the TK motion raw in training mode. A cool and somewhat practical combo is to use One Vision and then do two raw TK Bombers on the training dummy, as time is stopped. Keep in mind that you will have to change the direction of the input for the second TK Bomber, as you will have crossed up. This should give you a fair amount of practice on both Player 1 and Player 2 side.

Stringing Two TKBs Together

Once you've started feeling yourself and are confident that you have mastered the single TKB, you will likely want to move into the corner, where all glorious Axl twitter clips are forged. The first thing you will need to realise about starting a TKB Loop is that your execution needs to be somewhat on point. Guilty Gear -Strive- has a somewhat generous input buffer, but that can be a blessing and a curse. At the core of a TKB Loop is the necessity for the first TKB to have started as close to the ground as possible. This ultimately means that the timing and the execution need to be tight and tidy, because if Axl jumps a little bit too high, that results in effectively higher recovery on your Axl Bomber, as Axl needs to fall down longer before he can start another c.S/5K, for which he needs to be grounded. Minimising that recovery means that the subsequent TKBs become easier to perform. I will refer to this as a perfect TKB. A simple visual aid is to hit 5K or c.S roughly whenever the opponent is at the level of Axl's headband. Note that depending on which normal you chose, the cancel window for the following TKB will be different. You can read more in the Advanced Combo Theory section in the Combos page, but the gist is c.S is slower but more lenient, while 5K is faster, yet tighter. In time you will learn that different normals are better at certain heights, but that is another topic. Another visual aid may be that Axl has reset to his idle animation for a split second after landing from a TKB, meaning he's ready to press buttons. An audio cue that may help you with your timing is Axl finishing the Axl Bomber voice-line, as the timing in the Japanese dub is pretty close to the link timing from what I've noticed. If you're getting the c.S/5K link, but are struggling to get the Bomber out, refer to the tips at the beginning of the first paragraph. A beginner-friendly technique is to hover your hand (or finger) over the stick (pad, analogue, etc.) until you see the c.S/5K link connect, after which you can start doing the TK motion. This should stop you from rushing to make inputs before you've even confirmed if the normal has connected. The Combos page has a few [4] Hard difficulty TKB loops, which substitute the third repetition with some other type of finisher. Familiarise yourself with those, until you are comfortable doing two reps of TKBs. They are more than adequate and are often safer in competitive play, as they secure the Positive Bonus from a Wall-Break, while minimising the risk of dropping the TKB loop, at the expense of a less than significant amount of damage.

Effects of Weight Class

A side note is that the weight class of your opponent plays a very real factor in the execution of TKB loops. The lighter they are the more lenient your Bomber loops can be; In fact, if you try TKB combos on Millia (for example) in training mode you will notice it is possible to have very sloppy and late TK Bombers and still get double or triple Bombers in a single combo. You will also notice under the Notes section of some combos in the Axl Dustloop Combo page making mention that the combos are more difficult or flat out impossible on heavy opponents (i.e. Potemkin, Nago etc). This is simply because the lighter your opponent the higher they will fly from your TK Bomber, which allows you more leniency to perform your next grounded link (be it c.S or 5K), which in turn gives you more time to perform the TK Bomber input as they don't need to be "perfect" as you have more allowable frames of recovery before your next relink. Using this information is very helpful during real matches; The lighter your opponent's character is the more internal confidence you can give yourself to perform that sweet TKB loop on your opponent so they will be more reliable. That isn't to say you should never attempt TKB loops on heavy characters, but moreso gives you a mental compass as to the risk-reward of performing the additional loop vs the possibility of dropping the combo.

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