reaVer Posted November 27, 2008 Posted November 27, 2008 Even without the tick it will cross up anyone that's faultless guarding, this is however when the OS player is actually competent and knows where and how to use GB in the first place. And for counter mixups, there's the 6K CC fafnir into dusltoop of course.
Ayumu Gardevoir Posted February 14, 2009 Posted February 14, 2009 I find approaching Axl difficult (atleast my friends Axl) unless I 236S.
Hintalove Posted February 15, 2009 Posted February 15, 2009 Approaching axl is fairly difficult with HOS. RI(236s) can be a good option in cetain situations, but all in all can be over telegraphed at times and loses to a good number of Axl's stuff. The best advice I can give you really is learn how axl's different moves function in regards to controling space. Knowing that you can run under 5p, and fafnir through the green chain and 2p helps. Knowing where Axl will allow you to be in the air, and when you are close enough to him that you can attack instead of air fd. Ect, ect. His rushdown is only scarey because if he has 25% tension one mistep can lead to way too much damage, but all things considered its not hard to block. Probably the trickiest part is knowing when and where to jump, and that depends entirely on your opponent. You need to go into the air at times, if only to remind axl that he should be zoning with moves other than 2p/green chain some times. When he feels a running jump coming he'll throw out a 5p, and that is your ticket to happy town. you want to be closing the distance slowly and building charge in the neutral game, but when he whiffs a green chain or 5p that is your sign to bring the offense. Always fd in the air, and don't jump over and over again like a moron.
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