GGST/Axl Low/Strategy: Difference between revisions

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===Close Range===
===Close Range===
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 can make close-range offense rewarding. 2D and 6H in particular provide opportunities for huge counterhit combos. Threaten low with 2K and 2D, and mix in an occasional 5D.
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, or cancelling into command throw (i.e. c.S > f.S > Winter Mantis). 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. Ending with Rainwater can return you to a mid-range spacing, and also has the opportunity to catch the opponent in a counterhit (i.e. CH Rainwater > 5P > Rensen).
 
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 > Axl Bomber > c.S > TKB is great corner carry that can lead to wall combo if close enough.


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


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 (8) knocks the opponent down at point blank range where you can start close range pressure. j.H can be used as a safejump starter, although it requires manual timing. Rensen (8) > c.S > IAD > j.H is a consistent safejump setup that works only against some character's invincible reversals. It is safe against May, Axl, Faust, Ramlethal, I-No's invincible supers, as well as Ky's meterless reversal. It does not work against invincible supers from Ky, Millia, Nagoriyuki, Giovanna, or Anji, or from meterless reversals from Sol, Chipp, or Leo.


Rensen (8) > c.S > IAD > j.H is a consistent safejump setup that works only against some character's invincible reversals. It is safe against May, Axl, Faust, Ramlethal, I-No's invincible supers, as well as Ky's meterless reversal. It does not work against invincible supers from Ky, Millia, Nagoriyuki, Giovanna, or Anji, or from meterless reversals from Sol, Chipp, or Leo.
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.


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
6H or IAD j.H are decent overhead meaties to use on opponent wakeup.


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
===Defense===
 
Use Yellow Roman Cancel (YRC) to stop opponent pressure. Use Faultless Defense to gain space.
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===
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.
Use Yellow Roman Cancel (YRC) (similar to "Dead Angle Attack" from Xrd) to stop opponent pressure. Faultless Defense and Instant Faultless Defense can be used to gain space. Use Rainwater to escape to mid-range.


==Matchups==
==Matchups==

Revision as of 17:10, 17 June 2021



Overall Strategy

Gameplan

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

End combos with Snail to force the opponent to long-range, and threaten with Rensen, Rensen(8), Rensen(S) and Winter Mantis.

On Rensen(8) hit, the opponent is knocked down at point blank range for a close-range mix-up opportunity.

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 an aggressive ground tool to try to win a counterhit combo, but is more of a risk.

Snail, which can be used on the ground or in the air, has incredible range, but be careful of the long recovery.

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, or cancelling into command throw (i.e. c.S > f.S > Winter Mantis). 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. Ending with Rainwater can return you to a mid-range spacing, and also has the opportunity to catch the opponent in a counterhit (i.e. CH Rainwater > 5P > Rensen).

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 > Axl Bomber > c.S > TKB 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. j.H can be used as a safejump starter, although it requires manual timing. Rensen (8) > c.S > IAD > j.H is a consistent safejump setup that works only against some character's invincible reversals. It is safe against May, Axl, Faust, Ramlethal, I-No's invincible supers, as well as Ky's meterless reversal. It does not work against invincible supers from Ky, Millia, Nagoriyuki, Giovanna, or Anji, or from meterless reversals from Sol, Chipp, or Leo.

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.

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.

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).

Nagoriyuki

Instant FD the second hit of his f.S > S string to push him out of range of throw mixup.

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