Axl vs Any Character

Axl vs Any Character

11 bookmarks
Custom sorting
The MOST OBJECTIVE Axl Matchup Chart
The MOST OBJECTIVE Axl Matchup Chart
This is SCIENTIFICALLY PROVEN to be correct. This is actually about as important and groundbreaking as the nuclear fusion breakthrough that was just announced 6 minutes before I uploaded this video. Important Disclaimer: 0:00 Sol: 0:22 Ky: 1:34 May 2:41 Chipp: 4:56 Potemkin: 6:02 Faust: 7:46 Millia: 9:30 Zato: 11:23 Ramlethal: 13:03 Leo: 15:23 Nagoriyuki: 18:15 Giovanna: 19:52 Anji: 21:16 I-No: 23:04 Goldlewis: 24:43 Jack-O': 26:29 Happy Chaos: 28:18 Baiken: 31:19 Testmanet: 33:34 Bridget: 34:37 Sin: 35:35 Thoughts on Season 2 Axl Overall: 36:48 Music: Khamsin - Goddess of Victory: Nikke OST ------ Check me out here! Twitter: https://twitter.com/RemiCeleste Twitch: https://www.twitch.tv/remiceleste TikTok: https://www.tiktok.com/@remicelestevt
mario050987·youtube.com·
The MOST OBJECTIVE Axl Matchup Chart
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
truthordivekick — Today at 10:50 AM Courtesy of Snap: the biggest tool axl has against characters like milia and chipp are high damage conversions off of reads. Both in neutral and on their pressure. You need to save meter besides fding their cs for transport bombers/jh or jd conversions. Against chipp in particular your best buttons in neutral are going to be 2k,5k, js, and jh without meter, and then moves like 2h, 2s, and 6k get better with meter. As for how to play the neutral, I’d tell you the most important idea to focus on starting out is to keep keep keep moving. You can not play stationary, you need to make them misspace their pressure or put yourself into a better spot. If they jump that is your cue to MOVE. Do not stay in place for even a second, until you are at a higher level and understand the leveling a bit better. Moving like this will let you find way more free openings. If they are pressing iad jh you have time to now 5k it preemptively, if they are further up you can 2s. 5h/cs can do both of these if you get an even better situation or need to cover right above you. Then you need to convert huge. You should be getting tkbers on chipp the vast majority of rounds you win. You need that damage, full screen resetting to neutral is BAD against him. He destroys you in neutral, get good damage in where you can. If you get caught slipping when hes in the air and are in a bad pressure situation, you can’t 2k under most of his buttons so you just have to take it. If he is approaching more on the ground, then run up 2k is great here, but make sure you apply good pressure after it. Not just always 2k 2d snail, just won’t cut it. Also important thing is knowing their possible holes in their pressure and trying to 50/50 in those spots. Make sure you practice 74d or 96d on reaction to chipp throw. Get him to press his - on block specials. Avoid the corner. You are going to need to fight for this. Fight with your god damn 5king life to make sure he doesn’t get you there. Once you’re in there though often times what you’ll do depends on your meter and health. If you have enough meter or are close to it, try and find gaps to fuzzy super out. Otherwise you’re just going to have to take some risks and press and it’s going to suck for you. Few other small things you should learn is a lot of his bad crossups can be ib thrown, and you can just backdash j2k for free basically. Anyways, don’t play too reactionary with your moves, play reactionary with your movement. You’re going to have to fight him. You do more damage than him, you just have to show him that. truthordivekick — Today at 10:52 AM Courtesy of the Chipp channel: 236p (palpha): crossup frame 28ish mid. Can be blocked crossup, ground thrown, or low abare'd 236k (kalpha): crossup frame 28ish mid. Can be blocked crossup, high abare'd, and jump thrown 63214s (leaf grab): beats backdash. loses to jump 236s (rekka): 1st two hits minus on block OR hit. Don't mash low or else rekka3 crushes 236h (gamma blade): catches jump over alpha/grab. 25f startup loses to 2k Forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab, but loses to rekka/gamma Of his two most common blockstrings, one will be (optional) c.s 2s 2h. If he runs a 3 hit blockstring then you can fd the 2s or 2h and this will result in more lenient timings and spacings (notably gamma blade will hit later, command grab won't reach, and kalpha will sail over your head). 2 hit blockstrings will give less wiggle room for this though, so be careful. The other blockstring is 5k 2k 2d, which employs a natural frametrap on the 2d. It will catch upbacks and will counterhit if you mash, but the 2d doesn't lead into anything and in the case that chipp tries to make the 2d safe with special cancels, all the above setplay theory still applies. In grounded neutral, Chipps like to use: f.S - decent range, but can be EASILY low profiled with 2k 5K - less range than f.S but combos into knockdown from 5K 2D, he has to dash in a little to use it 2K - similar to 5K but hits low, actually has more range than you think. Also combos to 2D 5H - disjoint, he doesn't get much off it 2S - not the best option, but he gets a huge reward from 2S hit (2S 2H 236K...) beats 2k low profile attempts if you block his j.2k, you can throw him if he chooses to go for 2K or 5K after blocked j.2k, but you'll be counterhitted if he rejumps, or he cancels j.2k into alpha k. truthordivekick — Today at 10:55 AM my go-to is dash - air grab until they demonstrate they can jK/jP it on reaction Goluxas — Today at 10:57 AM that's great info, thanks truthordivekick — Today at 10:57 AM 👍 imo the biggest takeaways are: 1. Make every hit count 2. Stay on the move 3. Get a read on his rekka so you know when to mash 4. React to alpha/command grab with forward jump
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Peter Susini on Twitter
Peter Susini on Twitter
Current thoughts on match ups for Axl #ggst_AX pic.twitter.com/k4sbcA6gh5— Peter Susini (@FGCFlash) December 7, 2021
mario050987·twitter.com·
Peter Susini on Twitter
Atticus on Twitter
Atticus on Twitter
I don't have much experience against some of these (Leo, Goldwater, Jack-O especially), but here's my rough matchup chart for Axl in advance of next week's patch. #GGST_AX pic.twitter.com/quExshuodX— Atticus (@atticusgg) October 9, 2021
mario050987·twitter.com·
Atticus on Twitter
Mystic on Twitter
Mystic on Twitter
This is my take on Axl's match ups in Strive currently. Feel free to ask any questions below or send a message! He is a very viable character that just suffers from a couple to a few hard counters. pic.twitter.com/wLVRtmoNQV— Mystic (@MysticSmash) September 26, 2021
mario050987·twitter.com·
Mystic on Twitter
Axl match up Technology
Axl match up Technology
Axl match up Technology SOL 5P over gun flame, useful after 6S mid screen 2S bandit bringer, at some ranges 2S will whiff but it’s unlikely never let Sol do 2 Fafnir if you can’t throw fafnir always block it low to avoid fuzzy situation yrc is guaranteed after fS Just block Take the throw never ...
mario050987·docs.google.com·
Axl match up Technology
Guilty Gear Strive - Punishing reversals with Axl Low
Guilty Gear Strive - Punishing reversals with Axl Low
Quick video on punishing dragon punches with Axl these give some good damage! 0:00 - TKB 5p 6k rensen[8] 66 prc 5k TKB OTG rensen[winter cherry] 0:13 TKB dash c.S TKB 66 fast roman cancel 5p 6k rensen[2] OTG 2h rensen 0:27 TKB dash c.S TKB 66 fast roman cancel 5p 6hs 5k TKB TKB 0:43 TKB TKB 5k c.S TKB 236236hs
mario050987·youtube.com·
Guilty Gear Strive - Punishing reversals with Axl Low
cocojam™ on Twitter
cocojam™ on Twitter
current thoughts on axl's matchupsby and large not super different though tbh, main difference is Gio. I stand by that Chipp neutral is still more manageable than xrd, but his pressure is insane#GGST_AX https://t.co/caMOEseRPA pic.twitter.com/uYhHLWhOw0— cocojam™ (@cocojamGG) July 30, 2021
mario050987·twitter.com·
cocojam™ on Twitter
Guilty Gear Strive - 8 MORE Tips and Tech for Axl Low! ft. Anji and Potemkin Matchup Advice
Guilty Gear Strive - 8 MORE Tips and Tech for Axl Low! ft. Anji and Potemkin Matchup Advice
Some MORE interesting Optimisations I theorycrafted (and a few seen from others) which will take your already good Axl gameplay to the next level! We'll be covering things like usage of Supers, Rensen Safejump loops, Anti-Fujin strategies and More! My previous 6 Tips and Tricks video here!: https://www.youtube.com/watch?v=-zMzGagHU38 Hopefully ya'll have seen my One Vision usage guide and general Advanced Combo videos... here! https://www.youtube.com/watch?v=5L1wcjOD8Ns https://www.youtube.com/watch?v=_i3iW7ghom8 Timestamps Below: 0:00 #1 Using Super to force Wallbreaks! 0:33 #2 Airborne 6H Starter and Combo Applications! 1:25 #3 Loopable Rensen IAD Safejump Setup! 2:35 #4 Performing 6K Rensen, Applied in Midscreen Combos 4:22 #5 RC Conversions off Normal 6H and 5D 5:04 #6 Tips against Jump-Blocking Opponents! 5:48 #7 Small Matchup Tip against Potemkin 6:22 #8 Matchup Breakdown against Anji's Fujin!
mario050987·youtube.com·
Guilty Gear Strive - 8 MORE Tips and Tech for Axl Low! ft. Anji and Potemkin Matchup Advice