GGST/Axl Low/Strategy: Difference between revisions

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*j.H > c.S > TK Bomber > 66RC > c.S > TK Bomber (or any fancy combo into RC, as long as you can run up and catch with c.S)
*j.H > c.S > TK Bomber > 66RC > c.S > TK Bomber (or any fancy combo into RC, as long as you can run up and catch with c.S)
*Meaty 6H > c.S
*Meaty 6H > c.S
*j.K or j.D > Axl Bomber


===Defense===
===Defense===

Revision as of 18:37, 15 May 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

Overall Strategy

Neutral

Funny British man pokes with chain sickle

Close Range

Use Rainwater and go back to comfy neutral. Also remember YRC is the new "Dead Angle Attack" - 50 meter RC to knock opponent back while defending.

Although Axl has fewer options to defend up close (no DP and no counters), he does have access to some frame traps and counterhits that may make being close range rewarding. 2D and 6H in particular provide opportunities for huge counterhit combos.

Okizeme/Setups

As always, there's nothing wrong with just going back to a safe neutral distance with Axl, locking the opponent down on wakeup with 5P, 2P, and 6H and having 6K ready to challenge their air movement.

Unlike Xrd where knockdown relies on keeping the opponent's height low enough to disallow an air tech, Strive has no air tech, and ground recovery is automatic - the type of recovery is dependent on the move used, not height. 2D, Axl Bomber, and Sickle Storm cause hard knockdowns and should be used in cases where you want to start safejump pressure.

Rensen safejump setup: Rensen (8) > c.S > IAD > j.H

Corner safejump: 2D > (slight delay) IAD > j.H - have to wait just a hair after 2D recovery to IAD in order to get the timing

TK Bomber safejump: c.S > TK Bomber > 66 > IAD > j.H - a very quick dash before the IAD helps control the timing as well as make sure you are close enough for the j.H

Ways to get into TK Bomber to go for knockdown (using c.S in these examples but 5K is usually pretty interchangeable as it is the other jump cancellabel move)-

  • Throw > RC > c.S > TK Bomber
  • j.H > c.S > TK Bomber
  • (CH) 6H > c.S > TK Bomber
  • j.H > c.S > TK Bomber > 66RC > c.S > TK Bomber (or any fancy combo into RC, as long as you can run up and catch with c.S)
  • Meaty 6H > c.S
  • j.K or j.D > Axl Bomber

Defense

Axl will want to make use of Instant FD to push the opponent back and put him back in his comfy neutral space. Remember Instant Block and Instant FD no longer change recovery time like in Xrd, but change the amount of pushback on Axl or the opponent.

Matchups

Sol Badguy

Ky Kiske

If you can bait out his DP with a safejump setup, can punish with a 2D just as he's landing for a counterhit combo.

Potemkin

Throw Hammerfall. If he breaks, he loses armor and you can punish. 2P > 6K can be thrown in-between. Watch for 2P into Mega Fist.

Chipp Zanuff

Instant FD doesn't change frame data like in Xrd - instead it pushes the opponent back. Probably want to use this to keep Chipp out. Can interrupt his rekka overhead ender with 5K > TK Bomber (https://twitter.com/nuttacon/status/1363179992977453063).