Axl Low "The Jotaro Mix-Up" (632146P fuzzy mix-up) | Guilty Gear Strive
picked up axl yesterday and felt like i should share some of this cool tech (don't know if it's already known but hey might as well post yuh feel me)
0:00 Intro
1:30 Combos
*all combos start after a hard knockdown into One Vision install: 2K - 2D - 632146P install and are written in Numpad notation ("-" are links or cancels between each move)
1:33 Low mix-up into midscreen combo:
2K - 2D - 214HS - 632146P time stop - 66 - c.S - j.623HS (tiger knee) - c.S - j.623HS (tiger knee)
1:44 Low mix-up into side-switch combo:
2K - 2D - 214HS - 632146P time stop - 66 - j.HS - j.623HS - c.S - j.623HS (tiger knee)
1:55 High mix-up into midscreen combo:
rising sj.HS - j.632146P time stop - falling j.HS - c.S - 6HS - c.S - j.623HS (tiger knee)
*Note: max range j.HS is key to optimize damage
2:24 High mix-up into side-switch combo:
rising sj.HS - j.632146P time stop - falling j.HS - c.S - j.623HS (tiger knee) - c.S - j.623HS (tiger knee)
2:34 Low mix-up into corner combo:
2K - 2D - 214HS - 632146P time stop - 66 - c.S - j.623HS - c.S - j.623HS (tiger knee) - j.623HS (tiger knee)
2:47 High mix-up into corner combo:
rising sj.HS - j.632146P time stop - falling j.HS - c.S - j.623HS (tiger knee) - c.S - j.623HS (tiger knee) - j.623HS (tiger knee)
*Note: for combos going into corner, be aware of wall break, TK Axl Bomber is the optimal ender for it, otherwise j.HS or j.D at max stun decay (j.HS gives better damage but is slower than j.D)
Additional Notes:
3:08 Looping the mix-up with 100% tension
3:27 Counterhit c.S Combo against wake-up mashers:
4c.S (counterhi) - (delay) 1HS - 6S4 - 632146P time stop - c.S - j.623HS (tiger knee) - c.S - j.623HS (tiger knee)
3:40 Becoming a grappler
3:50 What happens if they block the overhead?... and countermeasures