Moroha Posted March 27, 2008 Posted March 27, 2008 A.B.A vs. Axl Japanese ranking: 4-6 Axl This one is not in your favor. You will inevitably find yourself in Moroha mode at one side of the screen with Axl on the other. When this happens, it's going to be a struggle cracking Axl's defenses and getting him into your pressure game. If Axl 2Ps you, DO NOT try immediately jumping; if he follows it up with a Rensen, that's a knockdown. Simply sit there and watch Axl closely. If he chooses to string 2P into the unbrock, take to the air, preferrably with a dash jump at Axl, and make sure you're at least at the ready to FD. Axl is very good at attacking tension, by forcing / encouraging people to take to the air and either gaining a free combo or burning their tension. As such, you'll want to stay on the ground, approach Axl steadily, and choose a time to go for your strike. IAD S/HS is very risky, but can pay great rewards as it goes over 2P/3P/Rensen. Dash in 5S runs beneath his 5P (and obviously 6K/2S). While Axl can counter, it's a big risk for him as well since a whiffed counter should at LEAST be a free throw for you, and ABA throws are serious chunks of damage. Don't forget the tricks that he does have, i.e. f.S -> crossup move, air bomber (HS), and the aforementioned unbrock feint. On a side note, Axl is exceptionally easy to combo and easy to land your j.S mixup on him because he's so tall.
kousaka Posted March 31, 2008 Posted March 31, 2008 when you find yourself in moroha mode on the opposite of the screen look to 5HS Axl's 5P for the stagger to help you get in on him after a blocked 2HS, expect a 5D, 2HS overhead which can both be crushed by Danzai but don't abuse
Josh Ballard Posted June 4, 2008 Posted June 4, 2008 As someone who used to play Axl, I hated it when people would airdash over my 5P for counterhits. ABA's j.H certainly does the job there, forcing him to guess with the other less safe normals. I never did figure out if 3P is any good here...
JinSaotome Posted June 4, 2008 Posted June 4, 2008 If he chooses to string 2P into the unbrock, take to the air, preferrably with a dash jump at Axl, and make sure you're at least at the ready to FD. Assuming that by unbrock you mean Rashousen ( [4]]6[H ), I highly recomend AGAINST jumping as he can cancel it and do an AA which leads to pain. though I suppose with tension and FD, thats not too much of a problem
Mechanica Posted June 4, 2008 Posted June 4, 2008 Can you danzai through his UNBROCK? It is one hit, but then again I think it has grab/throw properties?
Silmerion Posted June 5, 2008 Posted June 5, 2008 Can you danzai through his UNBROCK? It is one hit, but then again I think it has grab/throw properties? Tested, and yes, surprisingly, you can with both H and FB Danzais. There's a big pause from the contact, so it looks really cool, too. At the same time, I'm not entirely sure why you'd wanna do that. It's far safer to just jump over it.
Josh Ballard Posted June 10, 2008 Posted June 10, 2008 Here's an awesome corner combo vs. Axl: Far/Close S (1 hit) -> 2H -> IAD j.D xx Orbs (2 hits), land, j.S-j.H-j.D xx Orbs (1 hit), land, double keygrab. You cannot get the 2-hit orbs if the combo was more than 3 hits before the IAD, though. In that case, just do the standard delayed IAD j.S-j.H xx Orbs and go from there.
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