GGST/Axl Low/Strategy

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< GGST‎ | Axl Low
Revision as of 21:40, 16 May 2021 by Nuttacon (talk | contribs)
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Overall Strategy

Gameplan

Know how to play both a solid keep-away game and how to move in for aggressive close-range pressure, and know when to use each of these approaches. For example, there's little reason to move in aggressively on Sol as you're better served by continuously shutting out his close and mid-range options where he is strongest. However, against a character that has big normals with slower startup such as Nagoriyuki, it can be better to move in and challenge with close-range normals, throws, and frametraps rather than lingering in the far and mid-range areas he threatens.

Neutral

Control the ground with 5P, 2P, 2H, Rensen, and Mantis. Be careful not to be too predictable and overuse Rensen as it can be avoided and punished. Unlike Xrd, Rensen (8) has much less ability to swat the opponent out of the air because of the huge dead zone.

Intercept air movement with 6K or j.P. Have 6P and 2S ready to counter jump-ins at a closer range. 5P can be combo'd into Rensen on a jumping opponent.

j.S is an extremely versatile poke that can be used as a keep-away tool while jumping back, or to start an offense with forward jump or IAD j.S into more pressure.

6H can be an aggressive ground tool to try to win a counterhit combo, but remember it is negative on block.

Rainwater can be used to gain some space, but the corner is very powerful in Strive so try not to get pushed back too far and prefer to hold your ground if possible.

Snail and j.Snail are incredible long range attacks. Be careful not to use them too close because of the dead zone, and be mindful of the long recovery.

f.S is much stronger than in Xrd as it has more versatile routes:

  • f.S > 5H > Snail (or Rainwater)
  • f.S > 2H > Snail (or Rainwater)
  • (CH) f.S > Rensen (2)

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.

Use Rainwater and Faultless Defense to gain space and return to a mid-range game as needed.

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

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

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).