Axl Low

Axl Low

211 bookmarks
Newest
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
oneprime on Twitter
oneprime on Twitter
Got a zato that keeps on punishing your rainwater? Bait their j.d and punish them to (almost) win the round with this! Can also be ended with bomber if you don't have 100 meter or care about the hard knockdown. #ggst_ax pic.twitter.com/BxqnkbjS8f— oneprime (@oneprime_fgc) February 1, 2022
mario050987·t.co·
oneprime on Twitter
hiranari on Twitter
hiranari on Twitter
やったー!アクセルにもノーゲージでカウンターに依存しない紐コン見つかったぞー!しかも開幕距離からしっかり壁割れるぞー!溜めダスト始動ならね(白目)#GGST_AX#GGST_BA pic.twitter.com/Ayx2W5tAl0— hiranari (@hiranari2) January 31, 2022
mario050987·t.co·
hiranari on Twitter
hiranari on Twitter
hiranari on Twitter
他キャラの紐コンがノーゲージで好き放題してる中、カウンター始動でゲージ使ったコンボを上げてみるノーゲージなら近S>ボンバー締めで212アクセルにもノーゲージでカウンターに依存しないレシピ下さい・・・#GGST_AX pic.twitter.com/Biy9ocTsF5— hiranari (@hiranari2) January 28, 2022
mario050987·t.co·
hiranari on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
BAIKEN TK Youzansen leads to a full combo on CH, is + on regular hit and is punishable on block. 5K TK Youzansen beats 3f buttons. Falling Youzansen is + on block and can be used for double overheads. 5P/2P 6K beats 4f buttons and trades with 3f, so Axl cannot mash through it. It is throwable though. 5K/2K 6K isn't throwable. Whenever she throws, Baiken can choose to attach the tether and lose oki, or not attach it and get a safejump by holding 4/6[D]. 2K can lowprofile TK Youzansen, though it's risky as there's no difference with 5K TK Yozansen and 5K 6K frame data wise. 2K beats any Kabari follwup, as it lowprofiles. Baiken can still block, so it's not an ensured punish.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
오디 on Twitter
오디 on Twitter
#GGST_AX 액슬 푸드락 보고 2k로 동카내는 컨셉푸드락이 앉은 자세는 2프레임 늦게 맞추는 걸 이용한 pic.twitter.com/YyzjU2A82z— 오디 (@OOOD85) January 21, 2022
mario050987·twitter.com·
오디 on Twitter
MoryuyroM on Twitter
MoryuyroM on Twitter
闇慈が飛び上がるのが見えたらジャンプして、針だと確信したら下青RCボンバー→ダッシュボンバー→拾い〜2S割込よりも割込猶予が長く火力も高い見間違えで紅、臨、一足飛びだったとしてもジャンプでかわせるorガードできる#アクセルコンボ集#GGST_AX pic.twitter.com/pjRae59fYG— MoryuyroM (@moryuyrom) January 10, 2022
mario050987·twitter.com·
MoryuyroM on Twitter
MoryuyroM on Twitter
MoryuyroM on Twitter
チップの幻朧斬、見てからジャンプで避けても何も反撃できないし、咄嗟にボンバー入力はさすがに無理すぎて悩んでたけど、これならいけるかもただ、モーション紛らわしいαブレードは食らっちゃうんだよなぁ…バクステ後ろ青RCボンバー→ボンバー→5P(6K)鎌閃鬼灯#GGST_AX pic.twitter.com/BbSR7Fn0IL— MoryuyroM (@moryuyrom) January 9, 2022
mario050987·twitter.com·
MoryuyroM on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
snapponder — Yesterday at 11:56 PM honestly the better i get at axl the more I think chipp is not that bad of a matchup I'll copy and paste some tips I gave another dude earlier Anyways, 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.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Narath on Twitter
Narath on Twitter
Brainstorming punishes vs Faust j.2K into Bag #GGST #GGST_AX pic.twitter.com/WXicu9UIkz— Narath (@Narath_FGC) November 19, 2021
mario050987·twitter.com·
Narath on Twitter
A zoner getting a CH c.S in the corner is...
A zoner getting a CH c.S in the corner is...
The point is to making a chance from various situations. You can do it! Special thanks to my YouTube Members! Kayshawn Hendricks, Andres Martinez, Jeff Rotert, Dempsey M, Vikye I Live, こなこな, Constantine Archer, Julio Cesar Morales Join my Membership for exclusive perks! https://www.youtube.com/channel/UCOsz2EqeFDp-eHpqUoNslJw/join Follow me at: Discord - https://discord.gg/z4N5hdb7xz Twitch - https://www.twitch.tv/INFILTRATION85 Twitter - https://www.twitter.com/INFILTRATION85 채널 멤버분들께 특별 감사드립니다! Kayshawn Hendricks, Andres Martinez, Jeff Rotert, Dempsey M, Vikye I Live, こなこな, Constantine Archer, Julio Cesar Morales 채널에 가입하여 혜택을 누려보세요! https://www.youtube.com/channel/UCOsz2EqeFDp-eHpqUoNslJw/join 잠피셜 채널: 디스코드 - https://discord.gg/z4N5hdb7xz 트위치 - https://www.twitch.tv/INFILTRATION85 트위터 - https://www.twitter.com/INFILTRATION85
mario050987·youtube.com·
A zoner getting a CH c.S in the corner is...
Narath on Twitter
Narath on Twitter
Axl can low profile the 2nd hit of Sol's Bandit Bringer. Mash 2K after the first hit and if he does the follow up quick then it's a true blockstring, but if he delays the follow up then you'll go under and get a throw punish #GGST #GGST_AX pic.twitter.com/dZztj71jfU— Narath (@Narath_FGC) October 15, 2021
otakupcgaminghd·twitter.com·
Narath on Twitter