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Shoto

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  1. Shoto

    Axl v. Chipp

    Chipp Basic strategy You don’t know this matchup, you die! While this is true all matchups, it is especially true for this one. This matchup is about avoiding as much of Chipps offensive options as possible, blocking a lot and waiting for the few chances to gain the initiative. Chipp has more options to move in and to avoid trouble than any other chara of the cast. So be prepared for the hell of a matchup! Zoning The only range where Axl can truly outzone Chipp is about the max range of 2P. Here he can’t use his tripple jumps to avoid all of your anti air attack ankles and he can’t simply teleport in as you will hit him with 5P before the startup or it ends. In this range he will try to come nearer trough FD brakes and jumping manouvers while not trying to endanger himself. While he should find his way in quite fast try not to hand it to him but do not already get hit while doing so! Should you get the idea of running up to allow you more mixup (like trying to get in a distance for a max range 3P) you will experience that all that Chipp needs is a short reactonary dash. So actually you should use stuff like: short dash, jump back or airdash back; jumping up, than double jump back; jumping back than jumping forward to get in reach for j.S etc. Through this you hopefally bait him into moving and let him actually do the the "last step". Should he react with jumping or airdashing at you while you are trying to make him move on the ground keep him at bay with a j.6P. The only way you should think about getting in is with stuff that leaves with a clear advantage. J.S or even a deep j.6P may help you with that. In some situations even stuff like a running 6H will be an option but just don't try to push anything even that I agree that it is quite hard to efficently opperate in that range against Chipp and not getting either too risky or too repetitive. If you make the wrong decision he will end up close, where you don’t want him. Neverthelss you can still block and work from there, so don’t risk too much trying too keep him away. Btw.: Whenever he gets in reach for his j.D don’t even try to Anti Air him as he will hit you nevertheless in 99% of cases. Neverthelss keep in mind that because Chipp is that fast, he has to make decisons “earlier” than other characters. He may be too fast to allow you to counter his running in on you on reaction, but actually he can’t react to you as well. If you see him running up form certain key distances you can use S(f) even that he is not at range when you input the move, but he will be there when it gets active. On the other hand should he just want to do a running jump or IAD you should be able to block. I know this is vague but right now I don't know how to put this whole concept in words :P. Teleports For teleports while not pressured just try to react to the sound of them. It is just too fast to react on sight and if he FRCs them they are actually perfectly safe. I’m not too sure what the best options are so I’m looking forward to discuss this in the forum^^. Considering the reward the teleports that make him appear in the air in front of you or in your back seem to be his first choice. 2S could be an action as it will always come out no matter which side he ends up. 623P may be one as if he crosses you up 214P should come out! I heard rumours that airthrows should work as well but I just can’t pull it of reliably and thus are very sceptical about it. I have to admit that this is a guess since he could use one of the teleports that leave him groundbased, but they should not realy allow him to directely punish you (?). Nevertheless should he start baiting a reaction just stop doing it^^. Anti Airs Chipp can actually come at you in ankles that you can't cover and many of his moves even beat your 6P (for example his drill kick). He even may use his tripple jump to get out of your vertical range. Once he is in range for his j.D don't try to beat it with any offensive option, as it will give him a CH which allows him to combo. 623P or even 214P (if he comes from a distance like with an IAD) may be options, but just don't ever try them when he still has the option to double jump (especially not if your cornerd) as he may just let your counter whiff and then punish you (even that you may ocasionally get away with a 623P). Nevertheless him having to use vs catches tactics may give you some room to move as he with that limits himself and has to leave gaps which may allow you to escape (the same is true for DAAs). But be cautios with them. Don't spam them and never do them without having an "idea" why he should attack. When I started leraning this matchup I nearly never used them at first since I didn't knew enough of Chipps options to counter them; and still when I try to really rely on them I usally have gotten desperate! They just have to be present enough to appear as a solid thread to him (actually I started writing a paragraph about using catches so if your lucky you can find that one in the General Tactics thread). Defensive tactics Wakeup 623P and 623S are even worse options to break free in this matchup than they are in others; or lets say even "more situational". Chipp is faster than any other chara which allows him to run up and still attack meaty in situations where you would’nt exspect it, so there may not be the gap you need for 623P to get active or for getting a safer shot with 623S. I don’t say that such situations are not there but they are the exeption not the rule and you need some vs. Chipp experience to see them. Should he start to bait your DP in such situations make use of the FRC, since this gives you an aditional rushdown attempt (or a combo should you hit). Nevertheless he has lots of good low options which still leave him with the advantage, so he need not even care for your Uppercut as long as he can make sure that his move will end up meaty. Then there is teleport okizeme where he will switch sides and where it gets very hard to figure out if he can still get away before you stand up. Furhtermore this will fuck up your DP inputs so the only option in that situation you should think about that exept blocking is throwing him should he end up in throw range with his last teleport. Crossups IMO Chipps has the best crossup options in the game. As he doesn’t really get better combo options if you’re up against the wall he may be even more dangerous midscreen than in the corner. With his FDC Drill Kick he can change to mometum of his jump allowing you to attack from the back or from the front. Now he will try to make them as ambibious as possible. GG allows you to block you in both directions for the first few frames after your opponent crossed you up. This means should he be too fast with his crossup, it doesn’t matter which direction you block. So if you’re in doubt if he goes for a fake crossup or a real one just consider it fake. Should the attack still cross you up chances are good it was too fast and you can block it either way.. but if it was a fake one, you will get hit if you tried to block it as a real one. One aditional remark: should he air throw you in the conrer he can go for a crossup even in the corner; usually he will go for Alpha Blade (TK Alpha Blade?) which allows him to go for a high damage follow up combo. Getting rushed If he rushes you block low and look for overheads: His 6K and his 5D. Actually the 6K only gets interesting if he get a CH with it as then he can combo from the wallbounce, so as long as you don’t try anythig stupid this move will only get interesting if your guard gauge is flashing (and should he end up to near after it just throw him). Against his leaf throw the best thing you can do is jump forward and air throw him on reaction, jumping up with j.H may work also. Just don’t try to jump out doing nothing, as then he can simply airthrow you. Apart from that the main thing Chipps rush is based on are frame traps. Actually as you have no fast poke to get out you should not even be tempted to try anything. Use FD to create gaps and let him work. Just stay cool once the guard gauge starts flashing: This is something that you can’t completely avoid fighting Chipp. Should he try to push it too much and start using IADs to get in again just air throw him. You have more time to do that than you would think as long as you await it. The most harmles of his mixup is a simple throw setup. Should you anticipate it and see him running up go for 5K, 2D rensen FRC; either you get a combo or the initiative. Tech Traps In this matchup you will learn how to tech the right way or you will loose! There basically are two kinds of traps he may utilize: 1.) The first on is the basic air throw tech trap where he simply throws you if you recover at the first possible moment. If some of his air combos end in the corner he can even save his tripple jump, let you recover, than jump and catch you for a free corner knockdown. In this case either recover and imediately double jump or simply tech the airthrow. Keeping this in mind when you come to the situation is the hard part. btw.: If you’re not absolutely sure what you're doing, don’t tech OTG Gammas! He want’s you to tech so he can airthrow you. He can go for a little combo from it but as the damage is down to 25% and as it will allow you to instantely recover afterwards this is not what he wants! If you tech chances are good you will be airthrown scoring him some extra damage while still having the knockdown. 2.) Whenever you end up in a combo which lets you recover so high up in the air that you can’t see Chipp, let yourself fall down first and TECH ON SIGHT! Should you tech too high up in the air he can run in your direction an wait for you when you get down. There he can do stuff like nail you with standing punches, which you have to block with FD and as he can chain the move into itself it drains tension like nothing. Should you run out of tension he will follow up with an air combo; even if you’re tension should suffice he ends up having the initiative. So always wait till you can see him again, then decide how to tech and how to double jump / airdash afterwards Btw.: Should he come near you in the air and force you to block he can basically setup the same manouver: He can delay some of his moves so that he falls down faster than you and will land before you. Then he may start again with 5Ps.. (start to FD as soon as he lands) Offensive tactics Once you got the initiative it pretty much gets back to standard. Just keep in mind that Chipp players have learned to avoid risks at any costs, so be sensible but keep the mixup high! Should you get a combo in against him (at least for 214 catch or throw combos) going for the knockdwon is in most cases the best choice: Keeping the initiative is worth the lost damage against an agile character such as Chipp. His Uppercut isn’t really that great. See the General Information thread for information how to deal with it; while Axls 2K doesn’t duck it both 3P methods (avoiding and baiting) work great againt him: As his beta blade has no good horizontal reach it will whiff in most cases and even if you’re a bit off with your late meaty timing you will at least get a clash. One thing you should now is that he can combo from his DAA should he get the wallbounce so if you see a situation where that is possible and he has 50% tension try to work with DAA baits without being to obvious so that he won’t see his chance to escape. Pros: - Axl can get damage from every succsesfull action which Chipp can’t - Axl already does good damage which gets even better thanks to Chipps low defense modifier - Axl catches make Chipps Cross up attempts (as long as they are not done as okizeme) always a danger Cons: - Chipps incredible good movment makes it hard to zone him out - Once he gets in medium range nearly all of his moves outpritize yours - Close up Chipp can use adittional pressure patterns without risking too much as Axl just doesn’t have the tools to poke him out My opinion: Hm.. I think I still go with 5:5. Maybe a small adavantage for Chipp but as I don't have the feeling I have understood everything there is to understand about this matchup I can't say that for sure.
  2. Shoto

    Axl v. Jam

    Instead of a placeholder: taken from the General Information thread: Jam Shoto: 5,0 Jam has to say goodbye to some of her toys in this matchup. Her Puffball FB is not only worthless in most situations but a real danger. If done at the right time / distance 63214S will go over it and you can counter them on reaction. If you keep out of the distance in which a normal fake Puffbal into throw will be efficient there is not even mixup you have to fear. All other puffball variation can be stopped through 2P or even 2H. Her instant Air dash is low enough for 5P to connect, and since it is fast and has lots of forward momentum chances are good that you can go right on with a combo. Her Uppercut whiffs if you do a 2K as reversal; as you can start nearly all of your pressure / mixup options this move is lost to her as a reversal. Apart from that even that she is quite fast thanks to her really bad range she has to get real close, what gives Axl a lot of time to react to her, and especially in anti air situations you are in reach for anti air attack way before she can connect an jump in and all of her delaying and crossup stuff often just gives you more time to aim; not to mention that your catches have no problem dealing with corssups. If she has grounded you her 6H is so damn slow that depending on how she times it you can even reversal her out of it on reaction. The only thing that makes this matchup close to even for Jam is that she has incredibly good damage from random hits and you have to make unpleasant decision once your on the receiving end, as you have no chance to poke her out and she has good tick throw opportunities. DW:4.5 While a lot of what Shoto says is true, I'd still say that this matchup is slightly in Jam's favor. Axl may have a lot of options against her IAD, but most of them are made risky by IAD Gekirin or TK Ryuujin. FB puffball loses its usefulness as a stand-alone move, but given the low stance of the slide and the invincibility of the move itself, it's still a decent way to punish a lot of Axl's mistakes from most ranges. IAD j.H will go over and counterhit 2H, 2P, Rensen, and, given a SJIAD, oftentimes 5P as well, which means that some AA has to be pre-emptive. 2H is definitely a good option if you see a slide coming, and 3P is a great way to prevent run-ins. This match is the only one where I'd use 5H a defensive poke, as it'll beat out a lot of slide variations, IADs, and TK Ryuujin when timed properly. On the offensive, Rashousen becomes much more risky, but by no means does that mean that it's not viable. Besides airthrowing (which is always a danger), Jam doesn't have a lot of answers for Raeisageki (S) with running momentum from across the screen. Also: While not many Jams use this, a 236S dash into Choujin (FRC) is very weird for Axl to deal with, particularly if he tried to beat the dash with 2H
  3. Shoto

    Axl v. May

    Instead of a placeholder: taken from the General Information thread: May: Shoto:5,5 Ok, I haven’t played decent Mays enough to really judge this, but from what I experienced and what I know about her I say it’s an about even matchup (but with little a tendency towards Axl) which requires a lot of patience from both players. A horizontal dolphin will loose to a 5P and may get countered by214S (623P won’t help as May gets pushed back after the dolphin connects). A vertical Dolphin has to be blocked high, but after that you can punish with either 5P into combo while she is airborne, or (much easier) with 2H into 6H. This makes Dolphin spamming not on option for May in this matchup. May could be said to be the second grappler of the cast, as she needs to get near and deals the big damage tough her command throw and short range low hitting setups. Nevertheless while she can’t take as much damage and doesn’t have okizeme as dangerous as Pots, she is much more mobile and quite fast. As she doesn't have to many offensive tools to bridge the distance and is vulnerable to anti air stuff, so prepare for a lot of movement from both players. Nevertheless she still can wear Axl down as she may get meaningful damage out of single hits over the time, but Therefore you can rather safely rush her down. Once she gets her KD or get near trough other means you have to deal with her mixup (which is actually not that strong once you got used to it. She uses 2H for crossup / fake crossups setups and her j.D gives her some height and thus works similar like an additional double jump. During her offence (which is usually quite short) there are two moves that may not hit you: her 2D which allows her to go into an insanely high damage combo for 25% tension and her command throw which gives her a bit less damage but needs no tension. Nevertheless her mixup is not too variable so after you learned to deal with it (usually just block [except for the CT of course]) it, becomes very hard for her to really get in some big damage combo. Outside of that the only thing that may never happen is that you get hit by a CH j.H, which nets her a free over 200dmg combo. Apart from that its business as usual for Axl.
  4. Shoto

    Axl v. Baiken

    Instead of a placeholder: taken from the General Information thread: Baiken Shoto:5,0 This matchup has to be played differently by both players. Baikens big advantage is that Axl has no normal that is fast enough that it couldn’t get successfully guard canceld and Axl is not an character that has good standalone mixup. Therefore Axls 623P makes Baikens air tatami a risk for her and his Anti Air game is fully intact. Furthermore on long range the only counter that is a danger for Axl is the Ouren (“Superman”) guard cancel. Nevertheless if you cancel your normal into a 63214S you may escape it or if you feel lucky or your opponent spams it you can even cancel in one of your catches; and on long range you should not get punished for that if she does just block. Just stay away from 2H outside of punishment situation, it's just not a valid tool in this matchup. Try to interrupt her when she wants to close in on the ground or to make her jump where you don’t have to be afraid of her guard cancels and can make fully use of Axls anti air options. Nevertheless this is a tough match for both players. Except developing certain one hit setups and relying more on throw setups the key to this matchup is to understand the way Bakien has to be played and judge when a player wants to guard cancel, i.e. waiting for you attack and in when he is either trying to move / attack and can be attacked / interrupted. DW: 5.5 Until AC, a good Axl could zone Baiken out all day. This changed when Ouren was added... or did it? Ouren's achilles heel is that it can't connect in the corner. At all. This means that if you're in the corner, Ouren is no threat. On the contrary, in fact, it's a very long jump that leaves Baiken very punishable. Now you can zone Baiken to death again! Lows will cripple her ground approach with her guardrun (or anything else, really) and Axl has the best Anti-Air options in the game. Just stay out of Sakura range and you should be golden. If you feel ballsy, you can try to bait Sakura with c.S and cancel into S raeisageki for a meterless 300+ damage combo.
  5. - Thread Overview - Page 1: - Note on new 623P FB follow up - Note on Axls 2hit chains - Note on the 63214S FRC Page 2: - Kokuugeki discussion - Notes on IAD pressure Page 3: - meaty crossups (that is: the lack of them) - Kokuugeki corner crossup bug - again 63214S FRC Page 4: - Anti Air Game Page 5: - Anti Air Game (continue) - Wake up Rashousen after sliding - question on air dash after FB Bomber Page 6: - Jump-Installed Raeisageki (63214S) FRC Page 7: - 63214S late and early FRC and it's uses - 63214S done after 5H and air throw safeness Page 8: - 1Frame Jump Page 9: - Basic overview of Raeisageki ------------------------- - General Strategies and Tactics Index - CONTENT: A. Basic Stuff ---I. Comprehensive change list from Slash -> AC ---II. List of gatling chains ---III. FRC Points B. Move Analysis C. Basic Gameplay --1. Defence --2. General Okizeme ---a. Dealing with uppercutters --3. Keep Away Tactics
  6. Xenophobian came up with those: http://fikaru75.hp.infoseek.co.jp/ Menso (AX) vs M-nari (M也) (MA) 1-6 KON (AX) vs M-nari (MA) 1-7
  7. http://freett.com/homura824/movie.htm Pot vs. Faust x 2 Testa vs. Pot Millia vs. Pot
  8. So much Axl and I just can’t get joybox to work That would be so great..
  9. - Thread Overview - Page 1: - standard air combos and variations - TK Bomber in B-Loops Page 2: - throw follow up combos - thoughts on new B-Loops - 63214S and follow up combos Page 3: - 63214S and follow up combos (continue) - Problems with bomber loops Page 4: - TK Bomber (CH) midscreen follow up Page 5: - FB Bomber - B-Loops again Page 6: - Combo variations after rensen [FRC] Page 7: - easier B-Loop variations - meaty unblockable setups Page 8: - meaty unblockable setups (continue) - dashing between B-Loop reps - Dust combo variations - Pro kokuugeki talk :P Page 9: - Pro kokuugeki talk :P (continue) - weight class, hitbox and combos Page 10: - CH 3P: combos and hitconfirmation Page 11: - CH 3P: combos and hitconfirmation (continue) Page 12: - CH 3P: combos and hitconfirmation (continue) - weird tricks with 63214S - slide (after 63214S) into unblockable setup Page 13: - slide (after 63214S) into unblockable setup - weird tricks with 63214S (continue) - running rashousen Page 14: - Dizzy + Pot throw follow up combos - FB Bomber as anti air talk Page 15: - Midscreen Rensen Loop (flashy combo) - Pot B-Loop Variation - Alternative Impossible Dust Combos Page 16: - Alternative Impossible Dust Combos (continue) - Information on meaty Rashousen setups from Arcadia magazine Page 17: -Random stuff on dashing after an FB Bomber / follow up air combos / 3-sectional B-Loops Page 18: -Height and connecting SJC, j.H Page 19: - B-Loop Variants for more damage Page 20: - B-Loop Variants for more damage (continued) Page 21: - Koku [FRC] in air combo and its follow up options - some more on B-Loop variants ------------------------- -Basic and Situational Combos - This is a list of the most useful / standard combos that have been posted in this thread (or are common knowledge). For those new to Guilty Gear, you can find the basic notations here: http://dustloop.com/ggac/data/conv.html CONTENT: 0.) Common Axl specific abbreviations and terms 1.) Basic Gatling Combos 2.) Air Combo System 3.) Throw Follow Up Combos 4.) Anti Air Combos 5.) Air to Ground Combos 6.) Catch Follow Up combos 7.) Situational combos 8.) Counter Hit Combos 9.) Dust Combos 10.) 6H link combos ---------------------------- 0.) Common Axl specific abbreviations and terms rensen = [4], 6S benten = 623S UB or unblockable (Rashousen) = [4], 6H Bomber = 623H while airborne FB Bomber = 623D while airborne TK Bomber = Bomber done as low to the ground as possible* koku = 63214S while airborne *go to this thread to find out about the various inputs: http://www.dustloop.com/forums/showthread.php?t=2895 If not noted otherwise - the combo will leave the opponent grounded - all of Axls 2hit moves will be canceld after the second hit - the combo should connect on all charas 1.) Basic Gatling Combos (read trough the Move Analysis and / or the Pressure thread to get an better idea what makes these variations different from one another except the damage) a.) K, 2D, rensen b.) 2K, 2D, rensen c.) 5K, S©, 2D, rensen d.) 2K, S©, 2D, rensen e.) 3P, 2D, rensen* f.) (5K,) 3P, 2H, 6H If your opponent is cornered and you don't have the tension for an FRC, you can tap 2 after the rensen for extra damage * the trick is to tap 3P for a split second, then immediately start charging back. 2.) Air Combo System After every combo into rensen [FRC] you can continue with: a.) run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku (can recover) Standard air combo b.) run up, S©, 2S, 6K (1hit only), 2S, SJC, j.H, j.D, koku Try to catch the chara lower to the ground so that he won’t be able to recover until you reach him with your SJC, j.H. Does not connect on all charas in all situations (generally easier to land on the big hitbox charas) and is affected by the Player 1 Recovery bug (which hopefully will be gone with the US version of AC). c.) run up, S©, 2S, SJC, j.H, j.D, 623D, air dash, j.D*, koku (can recover) +25% tension variation * if the hitbox of the chara is big enough and you are a bit above him you can go for j.H, j.D, koku (works against Faust or Chipp for example). d.) run up, S©, 2S, SJC, j.H, j.D, 623D, air dash, j.D, Bomber, 2S, j.D, bomber, rensen, tap2 +25% tension near corner variation (still needs some checking, seems to be chara specific and is hard to do even on those charas it works on; furthermore seem to be affected by the Player 1 Recovery bug (which hopefully will be gone with the US version of AC)). The above variations apply to every air combo that ends in kokku, no matter from where it started. e.) rensen [FRC], run up, [2S, JC, j.D, Bomber] x2*, rensen, tap 2 (corner only) Standart B-Loop; start with any gatling into rensen [FRC] against Jam you need to do a short dash after you recovered from the first Bomber or the second won't connect *against Johnny, if you end up near enough after the second time you're able to connect the Bomber a third time (even without dashing). dashing in after Bombers allows you to do one more rep against some charas (not yet checked on which charas this is possible.) Neverthess this should apply to all B-Loops alternative Bomber Loop ender: FRC the last rensen instead of tapping 2 and follow up directly with 63214S (start charging back). Now time the Rashousen so that he will hit approximately on the first frame. As this doesn't count as combo you will get full damage again so it should be worth the tension (will be updated; till then see my post on page 16 for more info). 3.) Throw Follow Up Combos a.) [throw], run up, 5K, 5P, 2S, SJC, j.H, j.D, koku (can recover) connects on: all charas exept Jam* The distance you need to run up differs a bit from chara to chara. I guess for Johnny it's the shortest, for Testa the longest. *for Jam do a short dash right after the throw (as short as possible, you just need the momentum) and go on with 5P, 2S, SJC, j.J, j.D, koku (needs some practice) b.) [throw], short dash, 5K, 5P, 2S, 623H, 623H connects on: all charas except Baiken, Bridget, Jam, May, Millia Does about 10 dmg (x chara defence modifier) less, knocks down therefore c.) [throw], 6K, 2S, SJC, j.H, j.D, koku (can recover) Connects on: ABA*, Axl, Bridget, Chipp, Dizzy, Faust, INO, Potemkin, SOL, Slayer, Order SOL, Zappa More damaging and even easier to do variation of the first combo as you don't need to dash (except against ABA); heavily recommend for every listed chara (except ABA). *need to do short dash right after throw d.) [throw], 6K, 2S, 623H, 623H Connects on: ABA*, Axl**, Chipp, Faust, INO, Potemkin, SOL**, Order SOL**, The knockdown variation of the foregoing combo. * need to do short dash right after throw **hard to connect due to height / hitbox e.) [throw], 5P, 2S, 6K, 2S, SJC, j.H, j.D, koku (can recover) Pot only e.) [throw], [2S, JC, j. D, 623H] x2*, rensen, tap 2 (corner only) Standard B-Loop * x3 against Johnny f.) [throw], 2S, JC, j.D, Bomber, TK Bomber, short dash,* 2S, JC, j.D, Bomber, rensen, tap 2 (corner only) connects on: all charas exept ABA (couldn't do it on Jam, but could be lacking practice) Harder to do, but more damaging variation. * For Johnny its S©, 2S after the dash 4.) Anti Air Combos: a.) 2S, SJC, j.H, j.D, koku (can recover) Should you catch your opponent very low to the ground (like if you hit a HOS out of a jump) you will have to continue with 6K(1), 2S before doing the SJC to lift them higher. b.) 5P, 2S, SJC, j.H, j.D, koku (can recover) Use this if an airborne enemy happends to be hit by your 5P (won't connect after a long range hit). The two hits actually give you enough time to continue the combo on reaction c.) 6K, 2S,SJC, j.H, j.D, kokku (can recover) Since 6K is less spamable than 5P less likely to happen. Nevertheless useful in combination with UB [feint] setups. d.) 6P, (S©,) 2S, SJC, j.H, j.D, koku 5.) Air to Ground Combos a.) TK Bomber, 5P, 2S, SJC, j.H, j.D, koku (near corner) If your enemy has been cornered use the corner only follow up. b.) TK Bomber, [2S, j.D, 623H] x2*, land, rensen, tap 2 (corner only) Standard B-Loop *x3 against Johnny c.) TK Bomber, 2S, JC, j.D, Bomber, TK Bomber, short dash*, 2S, JC, j.D, Bomber, rensen, tap 2 (corner only) connects on: all charas exept ABA (couldn't do it on Jam but could be lacking practice) Harder to do, but more damaging variation. * For Johnny its S©, 2S after the dash Of course any combo that starts with a TK Bomber can be done from a regular Bomber as well, the TK is just the more common starter. d.) j.S, land, 5K, 2D, rensen The second hit of j.S has to hit quite low to allow the 5K to connect and you have to be a in a certain distance so that both hits connect and you're still in reach for 5K. Nevertheless as j.S provides a good pressure opportunity even if blocked you should get yourself familiar with the right distance / timing. e.) koku [FRC], land, 5P, 2S, SJC, j.H, j.D, koku (can recover) 25% Tension. Has to be done rather near to the ground (the nearer the heavier the chara is). If you score a CH with the koku you won't even need the FRC to go on with the combo. f.) koku [FRC], land, S©, 2S, JC, j.D, bomber, 2S, JC, bomber, rensen, tap 2 (corner only) 25% Tension. If you score a CH with the koku you won't even need the FRC. 6.) Catch Follow Up combos a.) 214P/K, 6K*, 2S, SJC, j.H, j.D, koku (can recover) Against verys light charas (Baiken, Bridget, Jam, May) wait a spilt second until you follow up with the 6K * for Johnny and Robo Ky I recommend using 5P instead of the 6K b.) 623P (CH), (wait for wallbounce), rensen If this happens near a corner you may even run up a bit and try something fancy (like a B-Loop). c.) 623P, 241D, then 5P / 6K / S©** into 2S, SJC, j.H, j.D, koku (can recover) 25% tension combo due to Force Break follow up **depends on the angle they end up after the Force Break 7.) Situational combos a.) 623S [FRC], 5P, 2S, SJC, j.H, j.D, kokku (can recover) Should work against all charas. If the 623S gets blocked start pressuring b.) 63214S, rensen c.) 63214S, short dash, 3P, 2S, j.D, Bomber, 2S, j.D, Bomber, rensen, tap 2 (corner only) In this situation the 63214S will obviusly not hit as crossup.. risky starter (don't recommend going for it). d.) (5K,) 3P, 2H, 6H [RC], 5K, 2D, 623H, 623H [or 5K, 2D, rensen if the opponent is to far away] 50% tension. Can be easily hitconfirmed thanks to the 2hits of 2H, but the RC needs quite a strict timing. e.) j.S (against airborne opponent), (j.H,) FB Bomber, air dash, j.D, koku (can recover) 8.) Counter Hit Combos a.) 6H (CH*), K, 2D, rensen Follow up with an rensen FRC combo if you have the tension. If you RC the 6H the instant it hits you will even be able to combo without getting the CH (but sadly it can't be hitconfirmed). against about half of the cast it is possible to combo from 6H even without a CH if it is done from the right distance. To check for matchup specific setups for that distance have a look at the first post of the matchup thread b.) 3P (CH), 5K, 5P, 2S, SJC, j.H, j.D, koku (can recover) Can be hitconfirmed (but only for combo or not combo, not combo or pressure with gatling combonation [but it leaves you with the frame advantage of the 3P nevertheless]. So only try that it in situatons where a CH seems to be likely) c.) After a whiffed rensen: tap 8 (CH on airborne opponent), run up / wait, S©, 2S, SJC, j.H, j.D, koku (can recover) d.) 6H (CH on airborne opponent), run up / wait, S©, 2S, SJC, j.H, j.D, koku (can recover) This CH won’t happen to often. 6H has a terrible priority, so you’re more likely to be hit out in this situation. e.) TK Bomber (CH), dash, 6K, 2S, SJC, j.H, j.D, koku (can recover) Against Eddie, Ky, May, Millia and Robo-Ky use 5P instead of 6K. f.) DAA (CH), 5P, 2S, SJC, j.H, j.D, koku (can recover) Near corner this combo will even work without the CH. 9.) Dust Combos: a.) Basic Dust Combo 5D, j.D, jD, j.K, j.S, j.H, j.D, koku (can recover) Simply hold up to cancel out the recovery of the first two j.D, then simply go from gatling to gatling (this one works, but tell me if you come up with a better one). b.) ID Combo 5D, j.D, j.D, Air Dash, j.D, Bomber, land, 2S, j.D, Bomber, rensen (corner only) Hold up to jumpcancel the two j. Ds, then air dash right after you jumpcanceld the recovery of the second j.D. Wait after the air dash until the charas hitbox is slightly below you to make sure the Bomber will connect (so this part is a bit chara specific). 10.) 6H link combos Against about half of the cast it is possible to combo from a 6H into 5K, 2D, rensen even without a CH as long as it is done from the right distance and hits them crouching. The distance in which it is possible to combo is actually between the max range for 5K to connect and doing it right next to the opponent. Here’s a list of possible setups to help you get a feeling for the for the right distance (end them with 6H): 5H / 3P / S© / 5K, S© / 2K, S© / 5K, 3P / 5K, 5H / S©, 5H Except against those characters marked with * (or **) the best way to do them is out of a dash or run, starting the pattern right next to the character (so the best way to incorporate that into your gameplay is either after a FRCed Rensen or after a KD with the initial attack being meaty. Works on: ABA* Anji Bridget Baiken*: only 3P / 5H / 5K, 3P (harder then the rest) / 5K, 5H Chipp Eddie Faust** (against him you can even do: 5K, S©, 5H and S(f), 5H) INO May*: only 5H / 3P (quite risky) / 5K, 5H Millia Venom* Zappa * If you do a single hit setup too close to the character 6H will cross him up without even hitting them. ** Since Faust has such a broad hitbox while crouching 6H will cross him up, but will still hit. Nevertheless if this happens you won’t be able to combo. Does not work on: Axl, Dizzy*, Jam, Johnny, Ky*, Order SOL, Potemkin, Robo-Ky*, Slayer, SOL, Testament * If you do 6H too close it will cross them up without hitting them. (Nevertheless this is nothing you can rely on too much as 6H is easily blocked on reaction)
  10. I. The Corner Rush 1.) The Basic Patterns a.) 5K, 2D, rensen [FRC] (has the most reach of all variations) b.) 2K, 2D, rensen [FRC] (2K ducks under many attacks) c.) 3P, 2D, renesen [FRC]* d.) 5K, S©, 2D rensen [FRC]** e.) 2K, S©, 2D, rensen [FRC]** f.) 5K, 3P, 2D, rensen [FRC] * The trick is to push 3P for just a split second, then charge back **Those two add a little more pushback but S© opens the door for new mixup, so keep them in mind These are the patterns that allow you to go directly into a B-Loop if they hit at any point. If not, the blockstun the FRCed rensen causes will allow you to run up and try something new without endangering yourself. These patterns are completely safe due to the lack of any kinds of gaps if not IBed (but you still have to look out for Bursts, DAAs, etc). The down part is they can all be blocked low. Thus they alone aren't enough to build a successful rush on. 2.) Mixing in some Overheads a.) 6H 6H has to be blocked while standing while it’s forward momentum and frame advantage allow you to go on with your rush (and saves you tension as bonus). A 6H can be done after a S© (like in basic variation d. and e.) without endangering you too much (it becomes even safer after a 5H, but we’ll cover that one later). For some more mixup do the 2H after the S© every now and then before going on with the 6H. This adds two low hitting hits right before the 6H. The main reason you should include 6H in your rush is because it forces the enemy to block high and still allows you to keep on rushing. Nevertheless as the guardstun it causes it not as huge as the guadstun form a blocked rensen [FRC] it cuts down the options you have afterwards and actually gives the opponent a gap to do something if he expects it. Basically the only really save option to follow up with after a 6H is 5K, 2D (which even combo right away if the 6H hits on CH), but as soon as they have learned that there is no chance of getting away right after they blocked the 6H if you don't want them to, they should not be too willing to try anything fancy. This should allow some more stuff, such as 3P or 2K with all their possible follow ups. Should you end up in a distance where you are too far away for a 5K to connect, so that the opponent should be aware he is in no direct danger, you can throw out S(f)* which still connects in that range and may catch incautious enemies off guard (for that case start charging back during 6H so that you can follow up with rensen after the S(f)). It can work wonders against some players, so be sure to not forget about this one! *Go to the Long Range Pressure part of this post to learn more what else you can do from a blocked S(f). b.) TK Bomber aa.) Input There are several ways to input a TK Bomber. While right now I would recommend method 3, all of those work if practiced for a while. (1) 9623H: You input the jump, and try to end the input the instant your jump startup (4Frames) ends. (2) 69874123H: The 360 method. Try to input it as fast as possible to keep the bomber as low to the ground as possible (still it seems to create slightly higher bombers) (3) 6321473H: My favourite input^^. A bit harder than method (3) but therfore gets the bomber lower and feels more reliable than the first method. (4) 62369H: The real TK Bomber. bb.) Applications Since the TK Bomber does not have a too good forward momentum it requires some very specifc setups. The only risk free way of integrating it into your rush is after an FRCed rensen, as the enemy will be in block stun for quite some time. Just run up and do the TK Bomber when you’re in reach. If your enemy is passive and anxious to break free you may use it in some other frame advantage situations like after a blocked 6H or you may even do two TK Bombers in a row (if the distance allows it). Should the bomber get blocked you still hold the advantage, but due to the pushback you are somehow limited in your options. Depending on your distance you should be able to continue with 5K/2K, 2D, rensen. If your too far away the only option to continue rushing is 2D, rensen [FRC] or a S(f) whith its possible follow ups (see the long range pressure part). Nevertheless against cornered oppoents this move is extremly valuable, as if it hits you can go into a tensionless and extremely damaging b-loop (and that even from an overhead^^). Note: The higher you do the bomber the more distance it travels (at least if you go with option 1). While generally you should do it as low as possible (since it takes less time and thus gets harder to block and harder to escape), if it is just about that little edge of range more, simply delay the H input a fraction. One example: run up, 5K (next to the opponent), 2S, TK Bomber c.)Dust (5D) There are actually only a few real setup for Axls 5D, and they are indeed pretty weak as 5D is just too slow. So to make it work you must "suprise them". 2H has two hits, both have a gatling into 5D. So basically he has to decide if he has to block 2 hits low before the overhead comes or only one. Nevertheless it would end your rush where a 6H would allow you some more pressure. So even that it is safe it stays some sort of lucky shot that will only work if you enemy is not prepared for it. If one of the hits of 2H hit the stagger allows it to combo, depending on your opponents ability to mash. Another setup is doing a 5K in near max range (where only a 2D, i.e. a low hitting move, would connect if you would go with the "usual" pattern) and then go for a 5D. Ends your rush as well. 3.) Working with 3P This one works a bit different. The most useful (for a rush) gatlings after 3P are into 2D (which comboes) and into 6H (which covers distance and has to be blocked while standing). Furthermore it has a gatling into 2H with its two low hitting hits which both have a gatling into 6H. So the enemy has to decide if he has to block one or two hits low until the overhead comes (nevertheless usually it is better to go with the two hits, as the second hit drags the opponent in again which means you can follow up with 5K instead of only S(f)). Nevertheless, the high frame advantage of 3P and the fear your opponents should have of getting hit with rensen [FRC] combo or a CH 6H should allow you some more stuff: Doing another 3P right after the first 3P (or after 5K into 3P) work as a sort of frametrap (but causes more puspack and may cause a follow up 2D to whiff). Doing a short dash after 3P then following up with a second may help you to improve your position and may catch impatient players of guard if they believe you running up may give them the chance to escape (but if they actually await it the gap is actually big enough to break free). DW: The gatlings into f.S and 2H are also very useful: -2H, while not a faster low option than 2D, is DEFINITELY better in terms of range, guard bar, and blockstun, and the FRC can be used to set up frame traps or tick throws (Also note that 3P in and of itself is semi-viable as a tick throw), as well as other shenanigans, such as an IAD or raeisageki (not recommended against Sol). In addition, 2H's pull-in effect can make a 6H attempt more viable, and the move gatlings into dust after either hit at any point. -f.S as a gatling is more for longer range attempts, but, if cancelled late, can also probe attempted jumps (getting your sweep jumped over is terrible, since it has so much recovery) AND attempted pokes after IBing the 3P, without committing to a 6H (The latter nets you stagger into rensen). At far ranges, this is also VERY safe, as the end of the move isn't a hittable box for Axl. I've also found that, from up close, the combo into rensen seems more hit-confirmable from this than from sweep. 4.) Including 5H in your rush The greatest advantage of 5H is that if you cancel it or follow up with a gatling afterward, is that the blockstun it causes is greater than S©, which makes the gap for non comboing follow ups smaller. The follow ups are the same as for S©, exept for 2H. If done right after a S© this will double the stress on you opponent. He was just looking out for all the possible variations you can do after S© just to have to realize that he is now again in another mixup situations. Nevertheless the pushback is a little higher, which means if you follow up with 6H, you won't be able to follow up with 5K, 2D from there. Nevertheless you still have the mixup from S(f). Another way is going from 5K or 3P directly into 5H. In both cases 5H doesn't combo but it creates a gap that is just a little to small for a character to do something and it deals less pushback than doin it right after 5K/2K, S©. If your opponent tries something nevertheless he will likely end up being hit by the 5H. 5.) Throw setups a.) The rensen [FRC] run up method Another method is to get your opponent into blockstun with a FRCed rensen (see the Basic Variations) then run up (FD-brake if necessary) and throw him right after he gets out of blockstun (and the 5 frames of post blockstun throw invincibility have ended). As this will only work if your opponent is expecting a high / low variation use it very seldom or you'll get counterthrown! b.) Tick Throws They center around putting the enemy in blockstun / hitstun then run up (FD-brake if necessary) and throw them as soon as the stun and the follow up frames of throw invincibility are over. There are two suitable moves. The first is 2K. Even that it is the faster one and has less pushback, thus giving the enemy less time to react to the throw. This one is the more obvious option as you only can either follow up with the regular pattern or run up and throw. After a knockdown or a rensen FRC where it should be no problem getting right next to your opponent since he will be in blockstun long enouch you can even do a running 2K and then directely go into a throw without having to run up again. The other option is 3P (or even 5K, 3P). The pushback is higher and it gives you frame advantage, leaving your opponent in blockstun for longer, so that they have more time realizing what you're up to. Nevertheless as you have you have more options after a 3P than after a 2K they should need more time to make their decision, and won’t be that suspicious if you start running after connecting the move. Which one works better is player dependent. Beginners may be ignorant of the different options you have after 3P and just mash throw as soon as they realize you're running up, while an experienced player may always be aware of an throw attempt after a 2K, as it is a rather obvious setup. As soon as your opponents get used to your tick throws, just instead of throwing after you ticked them, run up until you are nearly in throw range and then pressure again. If they awaited the throw and tried to countherthrow you they will now end up in a combo. If not you'll get your pressure attempt anyway. Just be cautions when they start trying to poking you out of it. Then go back to the safer patterns. Keep in mind that Axls short range pokes are genreally slow, thus tick throws don't work as good for him as for other charas.. but you have to work with what you got. c.) 63214S [FRC] One last method for landing a throw is using the FRC point of Axls 63214S. This is an move that has to be blocked high, and usually crosses up the enemy (not in the corner of course [exept if you do it after 2P, as it drags the enemy out of the corner; can be combined with this setup as well^^]). You can FRC it right before it would normally hit. The first reflex of an opponent who sees this move is usually to block high. If you now FRC the move and simply land and throw, chances are good he won't react to it. Good points to use it are after a blocked 2D or 3P or 5H or S(f). Nevertheless, If your enemy awaits it he can counterthrow you on reaction once he sees the FRC, so use it sparingly (it basically is a gimmick, so don't rely on it). 5.) The Unblockable (Rashousen) Your opponent already needs to decide whether to block high or low after he spotted the S© or a 5H. If you take the unblockable ([4], 6H) in the mix, he'll have one more option to worry about. In most cases he will block low while trying to spot the 6H after he spotted the S© or 5H. A few other things may help to improve the success of you UB setups: Try to do it close to the opponent. The more distance there is between you and the blocking enemy the faster he will expect a gap (while this is often an advantage for Axl, in this situation it isn't). Try to do something "unusual"; like run up after a rensen [FRC], just do 5H, UB or start with a 2K tick then short dash, pressure into UB. It just has to look "diffrent" even that it is nothing special. If you actually scored a hit with the pattern before it comes to the UB, chances get even lower they will jump out (as they believe they are already in a combo), but that is usually out of your hand . Furthermore it works better on charas with increased jump start up (such as ABA, Pot, Slayer, R-Ky).) or those whose players are used to block a lot due to lacking defensive options (for example: AX, JO, FA). The golden rule: Never let the opponent get used to it and never overuse it. A few words about the feint: This near the feint isn't the best idea. Your point is to deceive your opponent into blocking, so only use the UB if you actually want it to hit, not to force a jump reaction. If he is near enough to hit you out of it with a fast attack, he is not likely to jump anyway. If you want to use it anyway in this situation, do it after some pattern that leaves you with a little distance and is quite obvious: a S(f), UB [feint] may be a good idea as well as doing it after any of the basic patterns instead of the rensen. As soon as they jump catch them with a 6K + follow up combo. Should they start to just sit and wait since they get used to the feint, just mix in some real UBs (but don't overuse them; the only thing what keeps them from attacking is the fear that you may have feinted and the jump right into your anti air combo). 6.) Spinning the chain An enemy that knows Axls rush, will know that after a non FRCed rensen, you won't be able to rush anymore. So he usually will try to escape the corner or try to attack after he sees one. But actually there is one last option left that Axl has after the rensen: the tap 2 follow up. So If he will try to break free to early, he'll get hit. This follow up actually hits low. So even If he's still blocking after the rensen itself, you may nevertheless score a knockdown if he doesn't block while crouching. Nevertheless this is not a very strong setup. This is your only remaining option after an unFRCed rensen, so your opponent just has to wait a split second longer while blocking low. This makes it an setup you should use very sparingly (more sparingly than any other setup listed here) if you want it to work. Should the last hit whiff (what can be easily happen if your opponent FDs it) you end up with a frame disadvantage (but only few charas will be able to punish you with more than a fast long / medium range poke; but watch out for fast projektils; especially if they knock you down [like Eddies Drills]). As long as the last hit gets blocked the disadvantage is so minor that it usually shouldn't endanger you. II. Adjusting your rush 1.) Dealing with pushback / covering distance Usually, a FRCed Rensen should always give you enough time to run up and try something new. Nevertheless sometimes this isn't an option. So you have to come up with methods to cover some distance in your rush. The good thing: These methods will add to you're mixup and may even help you save tension. So keep it in mind even that you're still near enough to do other stuff. The bad thing: They creates gaps that your opponent may utilize to escape. So to speak it's always some sort of mindgame, even that the risk involved is usually not that high (no instant punishment, but you loose the initiative). One method of reducing distance is doing short dashes between some moves. For example do a 5K, then a very short dash, than 5K again and now follow up with the actual pattern. There is a gap, but it's hard for the enemy to actually utilise it, as he will await the rest of the pattern after the first 5K. The same works with 3P (or even 5K, 3P), usually even better, as it gives you frame advantage and they have to look out for more stuff after a blocked 3P. A third variation is rather plump: Right after the rensen [FRC] simply do a dash and cancel it into 6H. This should bring you near again. But if expected things like a simple 6P will hit you out (nevertheless in most cases you should be able to go on with something if the FRCed rensen actually hit so doing a 6H in this situations is maybe more of a mixup thing). Then there comes the wacky stuff. If you know your opponent will not go for any fancy stuff you can do things like two 6H in a row or do thinks like 5K, 3P then short dash and a go on with another pattern (even that that such things only work if you've connected the 3P right next to your opponent). This stuff leaves relatively large gaps, but as you end your first pattern with a frame advantage move you can succeed with it, as your enemy knows that there is no chance of escaping if you go for a fast pattern. Never use such patterns against scrubs, as they won't aware of that in the first place. So or so this is nothing that you can throw out on a regular basis (but it actually helps getting overly passive players with good defence to actually try something and finally get hit by one of the safer patterns). One last thing: Even that you eventually can extend your rush, don't push it. If the rush is over, it's over even that you got tension left! Go back into long range poke mode and catch him off guard. 2.) Dealing with the opponent a.) General Weak Spots Actually except the gaps you leave to deal with the pushback and such obvious risk stuff as tick throws or the UB the only real weak spot is the 6H. You can't do it from to near or you’ll get thrown afterwards and If you do it from to far away you may be hit out by a 6P or any other fast or invincible move on reaction (what may also happen if you’re just too predictable with it). You need to get a feeling for the distance and adapt to the behaviour of your opponent to minimize these risks. Furthermore, even if you follow up with 5K after the 6H, there is still a gap big enough for a backdash. So be aware of this if you connect the 6H midscreen and even in the corner if you face characters with a very good backdash. It won't endager you, but it will end you rush. b.) Faultless Defence FD will kill your rush completely. If the enemy will hold down FD the whole time, even using pattern with rather little pushback won't allow you to build up a proper rush for long. But actually your enemy is wasting his tension with it, so this isn't such a bad thing to happen. A good player on the other hand will just push your rush over the edge with a short period of FD at the right time. Actually you can't do anything against it, but to recognize it and stop rushing. In some cases you can still go on, by running up a bit longer (thanks to FD he will be a bit longer in blockstun) and selecting patterns with less pushback. But the moment a move won't connect (most likely the 2D or the rensen) stop the rush! c.) Instant Block As said before, 6H can be IBed "rather" easy*. Well that's it. If you see that your 6H has been IBed, get away from him. Best thing is to try a backdash, since that's the fastest method off getting out of throw range. Nevertheless in most situations the risk for your opponent is quite high as he has to concentrate on high low mixup and on IBing the 6H (exept maybe after he blocked a 2H).. so if the player is not realy experienced with IB (or your mixup sucks :P) he is not too likely to try such stuff. If he goes for it anyway, use more 2D after S© /5H /3P. d.) Slashback There is one situation in which a Slashback is quite easy to do. If your enemy has blocked a 2H the “natural” follow up is 6H, so the only thing he has to concentrate on is this move which furthermore has lots of active time and is quite slow, making SBing it even a bit easier; SB is still a risk, but good players who know the matchup will be knowing of this. So don’t rely on the gatling into 6H too much and mixup with going for nothing at all or doing the 6H after the first hit or going for a 5D. III. Midscreen Variations 1.) General Notes a.) Greater Pushback Outside of the corner, the rensen will push your opponent away increasing the distance you have to deal with (also the pushback of all other moves will be greater too). You could heavily rely on 6H in your pattern and use the things I wrote about dealing with pushback to extend your rush, but don't push it. This is especially true for the TK Bomber, as you have to run up longer after the rensen [FRC] and the pushback of the Bomber itself is greater (furthermore if you don't score a CH you won't be awarded much damage even if it hits) which in most cases allows less mixup afterwards. Generally spoken your enemy will get more chances to interrupt you due to the greater gaps and FD will work twice as good for him. b.) Throw setups Running up after an FRCed rensen to throw just takes too much time if done midscreen thanks to the greater pushback. It's just that split second longer a player needs to figure out what you're up to. The 63214S [FRC] won't do, as you're not likely to end up in throw range afterwards. Tick throws work as good (or as bad) midscreen as in the corner. 2.) Midscreen Cross Up Variations a.) Using 63214S This is rather easy, use one of the basic patterns and instead of the rensen [FRC] do 63214S or do it directly after 3P or a S(f). This will cross the enemy up. If you hit follow up with a rensen for extra damage. Even if it gets blocked you stay absolutely safe as long as there is some distance between you and your opponent. If you want the 63214S to cross up against a - cornered opponent - your only chance is 2P. Either do it standalone or after a S©. It drags the opponent just a little bit away from the wall, so that the move will acutally cross them up. Nevertheless if it doesn't hit you are near enough for your opponent to punish you. Keep in mind that if expected it is possible to air throw you out of it before it gets active(this is especially an issue in longe range mixup as there your opponent has to worry about few diffrent options). To make that harder for your opponent you can use moves with deal much block stun and cancel them into 63214S. Works best with 5H, but even there at least charas with 3 frames (or less) startup on their jumps will still be able to air throw you (even that it is damn hard and if they fail they will be hit, so this may work in your favour). Nevertheless, characters who have more than usual jump startup (ABA, Pot, Slayer, R-Ky etc.) shouldn't have a chance. b.) Using Kokku (63214S while airborne) This is easy to explain, but somehow hard to execute. You use one of the basic patterns, and do an IAD right after the S© which is JCable. After you just crossed the enemy you input 63214S [FRC]. If you hit go on with a short air combo. If you score a CH, you don't even need to FRC. If you don't hit, you still have to FRC to be save afterwards, so this pattern should only be used if you have 25% Tension ready. (Btw.: Koku [FRC], Kokku hits more often than it should ^^, but in general Koku crossups setups are not that reliable, as they are rather easy to spot and of course they cost you tension with no real gain if you don't succed). IV. Long Range Pressure 1.) 2P / S(f) Mixup The two hits of 2P give you enough time to get a charge for the rensen or the UB. Furthermore a the second hit pulls them in again as long as you can connect both hits (every hit that is near max range) you have the following mix-ups available: a.) rensen b.) 63214S (follow up with rensen if it hits)* c.) unblockable [feint] d.) unblockable Since your opponent only has to look out for few variations the chances are good that he will recognize the UB. So using the feint is your first choice. The sight of the UB should make him jump which you can counter with a 6K (which he has to block using FD). Depending on the distance you should be able to combo from the 6K. If you're too far away a short dash before the 6K could help, but opens you for attacks against aggressive players. If the tension gauge of your opponent is nearly empty chances a good he will not even have enough to FD both hits (especially if he starts FDing as soon as he leaves the ground what some anxious player do) even if he should think of it making this setup bascially unblockable^^. The "unfeinted" unblockable is not safe if spotted, but as the have to await the feint as well, a direct attack is not likely (if the player keeps attacking you in this situation, rely on the feint and 6K + follow up combo him to death). 63214S should leave you in a safe distance afterwards, not endangering you if it gets blocked. As already said an air throws are an issue here. If it hits, follow up with a rensen. All these variations work for S(f) as well, but since you have to get a charge before the move connect for the rensen or the UB as the time the S(f) needs to execute is just not long enough. Therfore if you scored a CH with it the rensen will combo. * For 2P this one works even against cornerd oppoents, as the second hit drags them out a little bit.. but as you end up right next to them if they block it you'll get punished. As you can see there are only a few options that can be done in that range, so don't press it too much. Having them wait as they fear a follow up after 2P will give you a little advantage in your poke game and always going for mixup will get you killed so don't push the long range mixup stuff too hard. 2.) 2H 2H is quite staightforward. It has two hits which both have a gatling into 6H or 5D. Used for mixup that means that your enemy has to decide if he has to block two low hits before he has to block high again. Not a too great mixup as both overheads can be blocked on reaction but quite worthy. Nevertheless in many case the better choice is to go with the second hit of 2H anyway, as it drags the opponent in again, thus if you follow up with a 6H you end up in close range and have the frame advantage from the 6H. This even applies if you already have scored a hit on the opponent, giving you a little combo and a rushdown attempt*. The gatling from 3P into 2H finally allows you to start pressure from a max range 3P. * go to the "2.) Mixing in some Overheads" chapter to see what you can do from there V. Starting the Rush The most obvious way to start a rushdown is any sort of knockdown which allows you to get to the oppoent before he may get up. Look out for reversals but chose as a starter every option you like. While at a distance a hit with 2H should allow you to follow up with a 6H, allowing you to start your rush from there. Through the gatling into 2H or 6H a max range 3P should allow some sort of followup pressure as well. Jumping in with a proper timed and spaced j.S (both hits have to connect) should allow starting with a 5K, 2D, rensen [FRC]. If you time it right an already scored a hit with j.S this even leads to a combo. Furthermore as the oppoent should be aware of the frame advantage j. S works as a sort of mixup oportunity for itself (so if you exspect him to block you can use the UB / 6H etc. If you do the j.S from some distance (so that the 5K won't connect) you still can go for 2P mixup. Furthermore a jump In with an Axl bomber should give you enough frame advantage to follow up with some stuff as well. VI. Last Notes Remember, you have to mix up all the stuff you have, since if you only go for your most rewarding setup the enemy will await and counter it. Try to adjust to the behaviour of you opponent and change or adjust your patterns accordingly. If he is patient and blocks a lot, keep the mixup high. If he is offensive and wants to hit you out or to jump away, go for the save basic patterns that lead to the big damage^^. If something needs clarification or is missing or you don't agree with me on some issues feel free to post^^.
  11. 125% Combos? That would be sick shit.. I mean after an RC or FRC you get 4 seconds in which your tension builds only at 20%.. maybe it works better with ODs as they (afaik) do not have that decreased tension build period. But if there is such stuff I'd love to see it^^
  12. Finally got to see the vids (those of Sir Smoov and of Axel) Liked the them a lot^^. Both of you using lots of the stuff I just try to incorporate into my game play recently. Not much advise I could give or even dare giving^^ God job! Saw some new setups I will include in my gameplay as well^^.
  13. I'll rename it as soon as I have a better name for it :P Yeah, I know I myself posted a tutorial vid in the Combo and tactics thread.. but I guess that was somehow ok as it was a combo tutorial. I very much appreciate and enjoy match movies from fellow forum members, so I think those deserve their own thread anyway^^ Post and discuss^^ EDIT: For some reason the vids just won't load.. that's strange.. but I will try on a friends PC or something^^.
  14. sorry .. but thanks^^
  15. me again.. *blush* http://www.geocities.jp/toramusi777/ggxx-3tea3on.html The first vid, the 3on3 with the 3 Axls on one side.. I just don't get a connection to download it (and I tried on different times for 2 days now) Could anyone help me out? ..would be great
  16. I believe the only moves you could call untechable are those who have the walbounce property, as the chara will end down on the floor no matter what height.. Can someone confirm that? (I remember that "flashing orb" move of Anji that got me grounded even after a dust combo that went high into the air and that triggered a floor bounce)
  17. Ok, here we go.. The Axl matches SirSmoov wanted.. sorry I've completely forgotten about it (so he PMed me^^).. (I'm a bit busy at the moment) I'll see If I can sort out some rushdown stuff for Suiluung, but that needs much more time to sort out.. so I don't know when I have that ready.. usually the best chance for rushdown is in against Faust an Johnny matches, as they not really have good options against Axls rush.. so I could upload my FA and JO folders if that would help.. The uploaded match ups are: axl vs jam/sol/ky/anji, but sadly I can't tell you which matches are in which pack, as the universities PCs doesn't have winrar installed so I can't confirm which match ups I put in which file :P First pack: http://www.megaupload.com/?d=N2FIJWS1 Second pack: http://www.megaupload.com/?d=FEXJLKCK each ~345 mb
  18. Usually you use super jumps in combos for more upward or forward momentum, so you can add more hits or use more damaging attacks. Example: with Axl you can do: [4], 6S [FRC], run up, S©, JC, j.K, DJC, j.H, j.D, 623H without the DJC you wont be able to connect the j. D at the end of the combo, as you are already too low. but you can also do: [4], 6S [FRC], run up, S©, SJC, j.S, j.H, j.D, 623H Here you use the superjump to gain more height so that you won't need an DJC to do that. Now you can use the harder hitting but not DJCable j.S fo a little bit of extra damage. [these were his two standard air combos back in #R, but in Slash there are better combos available even that those two still work] @ Digital Watches Axl Bomber has a minimum height requirement I don't think you can go around that with a SJC. The only reason you see SJC Axl Bomber is as some Japanese Players use real TK Bombers, but because of the height minimum they have to delay the input of the H even more than for an real TK move, so that the actual superjump triggered trough the 62369H input comes out.
  19. It's so sad I can't come .. give the French guys hell^^ First place for Germany!!
  20. You get everything after a while: special colours, EX-charas, #R-charas, Kliff + Justice etc. (everything except these bonus artworks) .. that's the way I came to that stuff^^.. just trough practice mode and VS :P Having to play all these mission modes with charas one can't handle isn't really fun .. ..better invest that time in creating setups and training combos and stuff^^
  21. arigato
  22. http://anngora.s232.xrea.com/ again.. I come to the point where I can select the vids, but when I click on the "Arrow pointing into the box" I get a failure message . Could someone upload the Axl matches for me? That would be very nice^^. Thanks in advance..
  23. ..but isn't that simply due to the fact that the move that is used to juggle the opponent won't bring him back to the same height as he was one repetition before? Go to practice: Take Axl and a light weighted Chara (Jam), put the recovery off. In corner do: throw, dash, S©, 9623H (Axl Bomber very low to the ground). You can do S©, 9623H five times before the pushback is too high for the S© to connect, as she won't loose height.. but put the recovery on she will recover after the 3rd loop. Actually you can even increase her height if you connect the S© early. (hm.. haven't yet tried, maybe you even have the time to dash in between to make it a real infinite if not for the recovery) If you have a fast enough move that gains height on the chara, you could juggle for infinity if not for the pushback or the decreased untechable time.
  24. afaik there is not such a thing as increased gravity during a combo. The only thing that changes is the untechable time of the chara, so that at some point he will be able to tech out of your combo, even that he would still have enough weight to be juggled again. As this seems to be dependent on the Beat Counter, a comboed throw shouldn't reset it (what now has been proven^^). but nevertheless, correct me if I'm wrong^^..
  25. Is there a difference between low profile moves and above feet / above knees invincibility moves (except that the sprite of low profile moves matches with the hitbox)? I did some tests and had some theories, but in the end I could not find any difference.. (I used the 2K and the 623S of Axl) but it's listed as a seperate property in the frame data..
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