AlterGenesis Posted March 11, 2008 Posted March 11, 2008 Someone tell me how not to get owned by Axl.
excelence Posted March 11, 2008 Posted March 11, 2008 ice spike his pokes and kill him after u get that knock down
BlueMoonDragon Posted March 11, 2008 Posted March 11, 2008 Someone tell me how not to get owned by Axl. In addition to what excelence said, don't dry summon him a lot, if the zoning is right and you can predict a long-range hit 2D -> Lockdown rape or 236+HS -> FRC or without FRC -> Into combo. You can try to bait his counters and grab him. Or you can let Fish eat his counter and combo-grab him. You just really have to be patient and avoid doing a lot of dry summons. Hopes this help.
zaeris Posted March 11, 2008 Posted March 11, 2008 Someone tell me how not to get owned by Axl. just play more Axl, once you've learnt his standard combo/strategy, start anticipating his attacks. Axl weakness is his inflexiblilty to adapt to changes. His attacks are good at poking but laggy enough to not react to changes. it all comes down to who can out smart who best, of course dizzy has a slight advatange in this area because she's faster than Axl. Build your defences better with Air FD blocking. Fient dash and jump are good counter measure to Axl.
Merilyn Posted March 11, 2008 Posted March 11, 2008 I wouldn't say Dizzy advantage only because Axl can punish most of Dizzy's summons. But like most characters, score a knockdown and you're good to go.
Gonzales Posted March 11, 2008 Posted March 11, 2008 another thing wacth out for his anti-air, it has retarded range and he gets a good combo off it
excelence Posted March 12, 2008 Posted March 12, 2008 that because of Dizzy hit box lol ... i've read Axl match up thread and looks like they hate this match up and said a retarded 6:4 on Dizzy advantage
fatewalker Posted March 12, 2008 Posted March 12, 2008 it is in Dizzy's advantage. she players the range game better. but you still have to play smart to win. -careful with Dry summons. -Axl wiffing a move=Dead Axl. -Projectiles own counters. -DO NOT JUMP without tension!!!
excelence Posted March 12, 2008 Posted March 12, 2008 err i mean 6:4 is to much for her imo... thought i didn't have any good Axl player here. on neutral i think none of this character're holding a real advantage and Dizzy eat special Bomber combos from him i would say 5.5:4.5 on Dizzy advantage
Double Posted March 12, 2008 Posted March 12, 2008 yeah i would say 5.5 - 4.5 in her favor.... i used to think its even but once you get a throw into the corner it really is alot harder for axl to do anything than most characters.
Nehle Posted March 12, 2008 Posted March 12, 2008 same thing round up people! lol. So 6:5? :P I haven't played this matchup in a while, so please correct me if I'm entirely off the mark here. But, yea, it's in Dizzy's advantage. It's not Dizzy having problems getting in on Axl - it's Axl having problems getting in on Dizzy, because she can run pretty easily and once she is far away enough she can start baiting for chain CHs with ice spike, 2H and similar, and it's a HUGE advantage - if Dizzy fails and/or the Axl poke hits her, she loses a bit of health, sure, but that's it. On the other hand, if she succeeds, she gets a HUGE advantage on Axl and there's a very real possibility she can kill him soon. None of them exactly thrive under pressure, if Axl manages to corner Dizzy then she is in tons of trouble, and if he lands a hit he can deal good damage on her. The same goes for the opposite, but Dizzy does have an easier time getting there as closing in for Axl is crazy risky
fatewalker Posted March 13, 2008 Posted March 13, 2008 Nehle can you make sub forums for these match ups? i think we've covered enough to marit it.
Nehle Posted March 14, 2008 Posted March 14, 2008 I can't do it, but I can ask Gwyrgyn to do it,a and I will as soon as I have decided on a good format for them
Gonzales Posted March 17, 2008 Posted March 17, 2008 okay so i played a robo-ky for the first time, interesting machtup his normals seem to be better thatn mine and once he starts using level-3 rocket he gets a very easy 50/50. I also found it hard to anti-air him. So it seems like i would have to avoid letting him get 50% energy cause once he does his offence is just too good. Any thougths?
excelence Posted March 17, 2008 Posted March 17, 2008 that rocket is a big pain in the ass ... but if i remember correctly there's some easy jumping trick to completely avoid the rocket, but i forgot how quad rocket is a hoe btw
Gonzales Posted March 17, 2008 Posted March 17, 2008 but if i remember correctly there's some easy jumping trick to completely avoid the rocket maeby a 1 frame jump:Slant?:
excelence Posted March 17, 2008 Posted March 17, 2008 no, just a simple vertical jump to make the homing spread completely miss and Dizzy can advance by dashing on the ground
excelence Posted March 17, 2008 Posted March 17, 2008 just a regular jump, what i forget is the timing +_+, it's been like half year of my last RK fight
excelence Posted March 19, 2008 Posted March 19, 2008 i need some break down on Ky match up, how the heck Dizzy beat f.s opening? the best thing i can do is block/2s trade in
Gonzales Posted March 19, 2008 Posted March 19, 2008 the problem with running away with Dizzy is that she gets shot, alot there has to be a way to outpoke him its just really retarded that his normals have so much range:(
excelence Posted March 19, 2008 Posted March 19, 2008 err... yeah on this match up, most of the time i was the one chasing him =| ... the match up is pretty easy thought (no random dry summon, get air pike coverage, dp bait, patience) i just want to get the momentum at start of the match
chun_li1 Posted March 19, 2008 Posted March 19, 2008 err... yeah on this match up, most of the time i was the one chasing him =| ... the match up is pretty easy thought (no random dry summon, get air pike coverage, dp bait, patience) i just want to get the momentum at start of the match easy?! please explain. I wanna know why Ky has the honor of being one of Dizzys worst match ups.
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