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{{MatchupSummaryBox|character= | {{GGST/CharacterLinks}} | ||
* | ==Matchups== | ||
{{Matchup ToC}} | |||
* | |||
==Anji Mito== | |||
{{MatchupSummaryBox | |||
| character = Anji Mito | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = Spin is actually annoying for Axl | |||
| summary = | |||
* Anji's {{clr|K|236K}} dodge can be thrown. If he ever manages to go through rensen, using the 2 followup will hit him out of his invulnerability frames. | |||
* Each of Fuujin's followups can be countered. P projectile is + but is avoided by jumping. K dash can be mashed out of or jumped to avoid a throw. S low is a true blockstring but ends his pressure, being -7. H overhead can be blocked and punished (-15) or blocked in the air, but doing so will let him reset his pressure. You can cover all 3 non-low options with forward jump and block for low/no reward, cover overhead and dash with late throw or {{clr|K|5K}} mash, and remember to punish the -7 Low with {{clr|K|5K}}. Very in-depth analysis of countering all 4 options explained [https://youtu.be/ZZmZeY1nEnM?t=383 here]. | |||
}} | }} | ||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs !! Clashes | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}} || || ||{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} || || ||{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} ||{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}}|| || | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || || || || | |||
|- | |||
| charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} ||ADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}}<sup>*</sup> {{MMC|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}}<sup>*</sup> || || || | |||
|} | |||
Axl's buttons are generally quite high recovery. That being said, Anjis will use {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} to try and catch one of your buttons at round start. This will beat you try to use {{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}}, {{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, and {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}}. All of which are buttons that are generally alright at round start. Instead of committing to any of these buttons, you can instead dash block. This accomplishes a couple of things; first, you are able to react to {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} and will be in range to immediately throw rather than worry about spacing, and second you will be safe to all of his buttons. | |||
<sup>*</sup>These buttons won't outright win, but they will allow you to throw (in the case of 5K/2K), or maintain advantage (in the case of ADB j.S) after getting parried. | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Asuka R== | |||
{{MatchupSummaryBox | |||
| character = Asuka R | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Axl Low== | |||
{{MatchupSummaryBox | |||
| character = Axl Low | |||
| favorability = {{clr|3|Mirror}} | |||
| oneliner = welcome to whiffington city. | |||
| summary = | |||
A puzzling matchup for many due to the fact that the distance Axl desperately protects in other matchups out doesn't actually give him any advantage in the mirror. | |||
}} | |||
===Round Start=== | |||
---- | |||
Although Axl has something for everything, being patient on round start is very beneficial for Axl. Most of these options are disadvantageous against a waiting opponent. IADB {{clr|S|j.S}} and {{clr|S|214S}} are exceptions, and should be called out against an opponent who favors them heavily. | |||
Disclaimer: the table below is not necessarily complete, although all information present is correct. | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} || IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || || {{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} || {{MMC|game=GGST|chara=Axl Low|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} || || {{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || {{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=214H|label={{clr|H|214H}}}} || || || || | |||
|- | |||
|IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || {{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
The distance Axl wants to stand at in neutral against himself depends purely on what he's trying to bait out of his opponent, and what he thinks he can hit them with. For example, you may note that your opponent likes to use IADB {{clr|S|j.S}}, in which case you probably want to stand far enough to avoid {{clr|S|j.S}} while staying close enough to hit them with the tip of {{clr|P|5P}}. There are many interactions such as these that require the Axl player to pay attention to the opposing Axl's neutral habits. | |||
===Offense=== | |||
---- | |||
Neutral being such an exception in the mirror can change decision making on offense. It can be argued that one should take more risks on offense to "stay in" in the mirror (similar to matchups with fast characters), as neutral in the mirror is not so advantageous as it normally is. Axl can also feel more free to break the wall when he opens an enemy Axl up, as returning to round start doesn't mean much compared to matchups against characters that want to be in Axl's face. | |||
===Defense=== | |||
---- | |||
Axl's defense in the mirror match is stronger, as he can fight zoning with zoning. {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Sickle Flash}}}} RPS is more favorable as Axl, as he can take back his turn from fullscreen against an opponent by using either {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Sickle Flash}}}} or {{MMC|game=GGST|chara=Axl Low|input=41236H|label={{clr|H|Winter Mantis}}}}. Alternating between an honest escape and "sending it back" is a great way to keep the opposing Axl guessing. | |||
Mashing {{clr|K|2K}} as a defensive strategy against Axl's strike/throw is very lacking in the mirror. It doesn't tend to stuff anything that Axl wants to do (particularly {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}}), and gives an opposing Axl many opportunities to do very damaging combos. The reward for a successful {{clr|K|2K}} > {{clr|D|2D}} is not as great as in other matchups. Using OTG {{clr|H|2H}} > {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Sickle Flash}}}} afterwards to begin zoning the zoner character is unsurprisingly less effective. Mounting a close-range strike/throw offense from {{clr|D|2D}}'s simple knockdown is often a better option. | |||
{{Keyword|fuzzy jump}} is a powerful defensive option for dealing with both throw and {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}}. Axl is particularly good at fuzzy jumping, as his deep-reaching {{clr|H|j.H}} allows him to contest the space below him earlier than other characters can. | |||
==Baiken== | |||
{{MatchupSummaryBox | |||
| character = Baiken | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = L hiiragi | |||
| summary = | |||
* {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}} (at any point) is an excellent way to force Baiken to do something other than mindlessly {{MMC|game=GGST|chara=Baiken|input=5P|label={{clr|P|5P}}}} or {{MMC|game=GGST|chara=Baiken|input=236P|label={{clr|P|Hiiragi}}}} while pressuring her close-up. | |||
* Cross-up mixups off of {{MMC|game=GGST|chara=Axl Low|input=[4]6S 8|label={{clr|S|Soaring Chain Strike}}}} are excellent at dealing with {{MMC|game=GGST|chara=Baiken|input=236P|label={{clr|P|Hiiragi}}}}. | |||
* {{MMC|game=GGST|chara=Axl Low|input=j.H|label={{clr|H|j.H}}}} > {{MMC|game=GGST|chara=Axl Low|input=j.D|label={{clr|D|j.D}}}} in pressure is more abusable due to her {{MMC|game=GGST|chara=Baiken|input=5P|label={{clr|P|5P}}}} having a poor anti-air hitbox. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
Generally against Axl, Baiken's air game is very good compared to her ground game. IAD {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} threatens to punish {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Sickle Flash}}}} from further than other air normals can, and {{MMC|game=GGST|chara=Baiken|input=j.236S|label={{clr|S|Youzansen}}}} gives good frame advantage if {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} is blocked. This coupled with her below average grounded run speed mean that even more so than in other matchups, Axl wants to stay grounded and open to anti-air. An Axl player who overuses common pre-emptive actions like {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Sickle Flash}}}}, {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}}, or {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} is putting a {{clr|S|j.S}}-shaped target on their back. | |||
With {{Keyword|Tension}}, {{MMC|game=GGST|chara=Baiken|input=214214P|label={{clr|P|Kenjyu}}}} is a low-risk option that forces Axl to exercise restraint while fullscreen. While {{MMC|game=GGST|chara=Baiken|input=214214P|label={{clr|P|Kenjyu}}}} is +5 on block, there is a certain range beyond which Axl is effectively favored afterwards due to her slow speed and somewhat stubby normals. If Baiken is far away, do not over-respect, as {{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} or {{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} will tend to beat buttons on her end. As is recurring with Axl, patience is key. Simply allow Baiken to exhaust her resources. | |||
===Offense=== | |||
---- | |||
With Baiken's tether applied, Axl's combo structure changes. If you're not the labber type with tether combos under your belt, just keep these things in mind: | |||
* Axl is pulled upwards after an {{MMC|game=GGST|chara=Axl Low|input=j.236H|label={{clr|H|Axl Bomber}}}}. This extends its recovery, making Bomber loops impossible. You can Bomber just fine, but it will be your last and only Bomber. | |||
* Baiken stays close after {{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, making {{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} > {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} a pseudo-infinite. This is most likely the best conversion off of a stray {{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}}. | |||
===Defense=== | |||
---- | |||
==Bridget== | |||
{{MatchupSummaryBox | |||
| character = Bridget | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = | |||
| summary = | |||
Short Summary Goes Here. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Chipp Zanuff== | |||
{{MatchupSummaryBox | |||
| character = Chipp Zanuff | |||
| favorability = {{clr|4|Significant Disadvantage}} | |||
| oneliner = Skips Neutral (in his own Ninja way) | |||
| summary = | |||
* Ground Alpha Blade will cross you up if Chipp is close enough, but it can be thrown. | |||
* Similarly, the Genrou zan command grab can be interrupted with {{clr|K|5K}} or air throw. Using backdash against it is a heavier risk/reward, but if timed correctly, will allow you to get a bigger punish. Backdash BRC can also give you a huge CH Bomber starter. | |||
* If Chipp is trying to get directly on top of you for {{clr|K|j.2K}} pressure, your best bet is to be on the move and get into a more favourable position. He moves slightly forwards during it, so this can be used to your advantage by running under it, then punishing Chipp. Backdashing to avoid it is possible. Faultless Defense also has uses against it. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Faust== | |||
{{MatchupSummaryBox | |||
| character = Faust | |||
| favorability = {{clr|1|Significant Advantage}} | |||
| oneliner = No airdash? Can't play the game! | |||
| summary = | |||
* Some of his items can be used against him. The bomb can be hit and knocked back, the food can be eaten, and you can pick up his horn, summoning a crowd of small fausts for you. | |||
* Faust's {{clr|K|41236K}} Thrust can be countered by {{clr|P|6P}}. | |||
* His teleport is reactable and can be avoided by mashing/blocking on the correct side, or blocking and punishing the dive version (which hits same side). | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Giovanna== | |||
{{MatchupSummaryBox | |||
| character = Giovanna | |||
| favorability = {{clr|4|Significant Disadvantage}} | |||
| oneliner = CEO of the Anti-{{clr|P|5P}} squad | |||
| summary = | |||
* Giovanna's {{clr|K|236K}} special Trovão will avoid Axl's {{clr|P|5P}} and {{clr|P|2P}} on startup and active, and {{clr|H|2H}} when it's active. Be mindful of throwing out normals. | |||
* Axl's {{clr|K|2K}} can lowprofile both of Giovanna's reset specials, Trovão ({{clr|K|236K}}) and Sol Poente ({{clr|S|214S}}) when timed accordingly. This allows Axl to punish with a normal starter or a throw. | |||
* Her hurtbox standing ducks {{clr|P|5P}} naturally, but {{clr|P|5P}} is the only reliable enough button to hit her low IAD. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Goldlewis Dickinson== | |||
{{MatchupSummaryBox | |||
| character = Goldlewis Dickinson | |||
| favorability = {{clr|1|Significant Advantage}} | |||
| oneliner = 5P my beloved | |||
| summary = | |||
* Always try to be in range to toss out max range {{clr|P|5P}}'s. Goldlewis's dash startup can't go under it. | |||
* Beware Goldlewis trying to counterpoke your normals. Be sure to vary your normals. | |||
* Be ready to jump on reaction to Skyfish and Rensen the startup of Thunderbird. | |||
* Goldlewis can be a menace at roundstart range. By extension, try not to wallbreak against him unless it will kill. | |||
* Raw Burn It Down (eye laser super) can be punished with Mantis, even at maximum security level. | |||
* If you get touched without burst, the round is over. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Happy Chaos== | |||
{{MatchupSummaryBox | |||
| character = Happy Chaos | |||
| favorability = {{clr|5|Slight Disadvantage}} | |||
| oneliner = Painful, but manageable. | |||
| summary = | |||
*Clone can be punished by Rensen. | |||
*Don't let Chaos get Curse on you. If he does, it's impossible to outzone him and the matchup becomes much harder. | |||
*5P can be used to check Steady Aim. | |||
*You're generally going to want to play the aggressor because Chaos can outzone you with Curse; and his poor defensive options make even Axl's mediocre offense effective. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==I-No== | |||
{{MatchupSummaryBox | |||
| character = I-No | |||
| favorability = {{clr|5|Slight Disadvantage}} | |||
| oneliner = 5P helps... and that's about it | |||
| summary = | |||
* STBT S can be blocked and punished (-7), but is a frametrap. STBT H can be mashed or thrown and even if it is blocked you can punish the move since it is -2 on block.. | |||
* I-no's STBT can lowprofile most of your long range normals (yes including {{clr|P|2P}}) except {{clr|H|2H}}. Hitting her during the animation will net you a CH {{clr|H|2H}} starter. | |||
* Her Antidepressant Scale (the note) can be used to force your movement. If she attempts to use it in the air, it's possible to time a Winter Mantis to punish her as she lands. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=236S|label={{clr|S|236S}}}} || || || || | |||
|- | |||
|66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Jack-O== | |||
{{MatchupSummaryBox | |||
| character = Jack-O | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = | |||
| summary = | |||
If Jack-O get's in you don't want to play the game anymore | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Ky Kiske== | |||
{{MatchupSummaryBox | |||
| character = Ky Kiske | |||
| favorability = | |||
| oneliner = No Stun Edge For You | |||
| summary = | |||
* Axl generally has the advantage in neutral the further Ky is on screen. Ky is generaly unable to context Axl's zoning due to Rensen ({{clr|S|[4]6S}} beating Stun Edge (236S/H). | |||
* In midrange, Axl has strong ways to contest of Ky's {{clr|S|f.S}} and {{clr|S|2S}} with his own {{clr|S|f.S}} and {{clr|P|2/5P}}. Ky also doesn't approach effectively from the air due to weak jump normals and Axl's strong anti air arsenal. | |||
* However, Axl has to stay really weary of Stun Dipper {{clr|K|236K}} when Ky has 50% tension or more, as it can go under Axl's pokes and allow for rewarding punishes. | |||
* {{clr|K|5K}} should be used to stuff Foudre Arc and getting a conversion. {{clr|P|6P}}, on the other hand, tends to lose against it. | |||
* Ky ending a combo into {{clr|S|214S}} followed into a {{clr|H|236H}} fireball is not a true oki situation. Ky ending a blockstring into {{clr|S|214S}} is generally a clear sign that his turn is over, and often puts axl at good range to assert control in neutral. | |||
* Make sure to constantly use Faultless Defense against Ky, as the increased pushback makes it harder for Ky to grab Axl or catch backdashes. Learning to fuzzy jump on defense further helps Axl defense against Ky, since he's forced to take more risks to beat it. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || {{clr|P|2P}} || {{clr|S|f.S}} || || {{clr|K|2/5K}} | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || || || {{clr|S|f.S}} || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
- At full screen, Ky struggles to use Stun Edge due to Axl's projectile {{clr|S|[4]6S}} being able to directly beat them and punish Ky. Although, Ky can punish rensen with his projectile super Sacred Edge {{clr|P|236236P}}, which is important to keep in mind if the super can kill Axl. | |||
- Axl's {{clr|S|f.S}} and {{clr|P|2P}} are both norotious options for Ky to deal with. Axl's f.S outranges all of Ky's common ground pokes except {{clr|H|6H}} while being as fast as Ky's own 2S. Axl's 2P also outranged all of Ky's ground pokes while also being able to catch Stun Dipper on startup. | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
The majority of Ky's offense revolves around Stagger-centered offense (also called Strike/Throw). This means Ky will primarily mix up between frametraps (tight gaps between gatlings that beat mashing) and resets (leaving bigger gap in pressure to get advantage or close the distance on offense. Also includes throws). | |||
- Using Faultless Defense is key to keep Ky as far as possible to make tick throwing more difficult, limiting his mixups potential. | |||
- Common frametraps to look for on defense include: | |||
- {{clr|S|c.S}} > {{clr|S|2S}} / {{clr|S|f.S}} --> 2s is preferably used to catch opponents not blocking low due to trying to buffer a jump or reversal input, | |||
while f.s is better due to being harder to backdash. | |||
- {{clr|S|c.S}} > {{clr|H|6H}} --> Very rewarding if its used in the corner, and advanced ky forward a bit. | |||
- {{clr|K|5/2K}} > {{clr|H|6H}} --> Native 4 frame gap, which means this can catch jump attempts, pressing buttons (even low profile's like Axl's 2k) | |||
and backdashes that are not properly delayed. However, this is not a combo on standing opponents | |||
- {{clr|K|5/2K}} > {{clr|D|2D}} --> Your Manual frametrap option off of kicks, meaning you can string into this to catch buffered inputs without leaving a gap (like with c.s into 2s) | |||
- {{clr|P|2P}} > {{clr|P|2/6P}} --> common frametraps used off of 2p. 2P self-stagger is used when Ky is looking to bait | |||
YRC or Burst (he recovers in time to block either,) while also giving Ky enough time to react if the opponent tries to backdash. | |||
6P is otherwise used for greater reward. | |||
- Ky's main ways to mix up into throw include {{clr|P|2P}}, {{clr|K|5/2K}}, {{clr|S|c.S}}, {{clr|H|236H}} and {{clr|K|214K}} (when crouched block or with shock state). The rest of Ky's toolkit is too disadvantagous on block to make approaching for throws ambiguous. | |||
==Leo Whitefang== | |||
{{MatchupSummaryBox | |||
| character = Leo Whitefang | |||
| favorability = {{clr|2|Slight Advantage}} | |||
| oneliner = Rainwater my beloved | |||
| summary = | |||
* His crossup and command grab's startups can be thrown. | |||
* Rainwater is your best friend in this matchup. Don't be too predictable, but it can counter dash and recover from most of Leo's air approaches in time. | |||
* Rensen and your ranged normals can poke Leo's recovery after he used his projectiles, destroying them. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==May== | |||
{{MatchupSummaryBox | |||
| character = May | |||
| favorability = {{clr|5|Slight Disadvantage}} | |||
| oneliner = Wack jump arc, Part of the anti-{{clr|P|5P}} club | |||
| summary = | |||
* Great Yamada Attack from far away can be punished with Winter Mantis on reaction. | |||
* {{clr|P|5P}} can be used proactively in neutral to punish & discourage Dolphin pressure. {{clr|H|2H}} will counterhit dolphin, allowing for sickle flash followup, though this may be difficult to perform strictly on reaction at the range where Dolphin is most threatening. | |||
* If May uses Arisugawa Sparkle from about mid/close-range, it is possible to counterhit {{clr|H|2H}} on reaction, allowing for a sickle flash ({{clr|S|[4]6S}}) followup. The timing is tighter the farther away May is. | |||
* After blocking S. Dolphin, {{clr|S|f.S}} will beat most of May's grounded options & prevent her from immediately jumping, but will trade with May's {{clr|P|2P}}/{{clr|P|5P}} & outright lose to May's {{clr|P|6P}} due to lowering her hurtbox. | |||
* May is particularly difficult to anti-air, especially when she is directly above Axl, due to her fast & high jump arc, {{clr|H|j.2H}} & {{clr|D|j.D}} that allow her to alter her jump trajectory, and large hitboxes on {{clr|S|j.S}} & {{clr|H|j.H}} that cover a lot of space. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! May's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|IADB {{MMC|game=GGST|chara=May|input=j.H|label={{clr|H|j.H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Millia Rage== | |||
{{MatchupSummaryBox | |||
| character = Millia Rage | |||
| favorability = {{clr|4|Significant Disadvantage}} | |||
| oneliner = "Oh you almost had it you gotta be quicker than that" | |||
| summary = | |||
* Get good at airthrowing in the cases where she hovers over your head. | |||
* If the Millia is going for an extended air approach, you can dash under to reposition yourself! Don't always be a sitting duck! | |||
* {{clr|K|j.K}} and {{clr|P|j.P}} are excellent air-to-air buttons in the cases you want to try and contest her. | |||
* Always maximize damage with meter when you can. You never know when you can get another hit in on her. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Nagoriyuki== | |||
{{MatchupSummaryBox | |||
| character = Nagoriyuki | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = Clone and {{clr|H|2H}} are the great equalizers | |||
| summary = | |||
* Play around blood gauge. When Nago has low blood, {{clr|S|236S}}, {{clr|K|236K}} nullifies rensen and let's Nago close the gap, but at higher blood he will have to respect rensen. | |||
* Bursting early against Nago is a good idea, this will blow him back to neutral with blood, letting you abuse rensen more. Goes without saying that you shouldn't burst predictably. | |||
* Instant FD the second hit of his {{clr|S|f.S}} > S string to push him out of range of throw mixup. If you want to prevent chip damage, it's better to use it against {{clr|H|5H}} rather than {{clr|S|f.S}} [[https://twitter.com/PC_voltInLab/status/1408411394383437825 Video]]. | |||
* Use Winter Mantis ({{clr|H|41236H}}) to punish the Blood Rage transformation - it leaves them bleeding out on the ground for a massive chunk of their health and forces them to be mindful of their blood gauge at a distance. | |||
* Try and not use Soaring Chain Strike after hitting rensen, since Nago has a hard time closing the gap to Axl, pulling him in might be doing Nago a favour. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=2S|label={{clr|S|2S}}}} ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} ||{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Potemkin== | |||
{{MatchupSummaryBox | |||
| character = Potemkin | |||
| favorability = {{clr|1|Significant Advantage}} | |||
| oneliner = Command grab is most useful in the grappler matchup? Who would've thought! | |||
| summary = | |||
Cycling between using normals, rensen and command grab to keep Potemkin out is key in this matchup. Potemkin has clear options to Axl's keepaway tools, but by nature still has to work to get in. | |||
Hammerfall will plow though single normals, but dies to Rensen. Flick can punish rensen from most ranges but can be hit on startup or commandthrown. General movement let's him block and react to Axl's keepout, but blocking normals pushes him back. | |||
* j.s, j.h in neutral is a great option to check occasional hammerfalls. If the j.s get's armoured, j.h will come out and punish the hammerfall. [https://twitter.com/AfroViking2607/status/1408740928236445700?s=20 example clip] | |||
* j.s > {{clr|H|j.214H}} is a very important tool to threaten Potemkin away from doing Slide head at full screen, especially after he blocks your Rensen as you cannot sneak another one before getting knocked down. Video concept [https://youtu.be/ZZmZeY1nEnM?t=351 here]. | |||
* Keep your {{clr|S|2S}} and/or {{clr|K|6K}} antiairs ready as Potemkins may try to jump block against you. If {{clr|S|2S}} is blocked try to late gatling into {{clr|H|2H}} as they hit the ground to prevent rejumping and catch them not low-blocking as they land. Then cancel blocked {{clr|S|2S}} into late Mantis for a meaty grab on their landing. Video concept [https://youtu.be/ZZmZeY1nEnM?t=306 here] | |||
* Throw Hammerfall. If he breaks, he loses armor and you can punish. {{clr|P|2P}} > {{clr|K|6K}} can be thrown in-between. | |||
* Watch for {{clr|P|2P}} into Mega Fist. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Ramlethal Valentine== | |||
{{MatchupSummaryBox | |||
| character = Ramlethal Valentine | |||
| favorability = {{clr|4|Significant Disadvantage}} | |||
| oneliner = Somehow outzones the zoner... | |||
| summary = | |||
* You can use {{clr|P|6P}} to low-profile her projectiles, as it removes your upper body hitbox. [[https://twitter.com/i/status/1405278990688944128 Video]] | |||
* {{clr|P|2P}} and {{clr|H|2H}} will avoid Ramlethals high sword toss, making them good options to check her offense. It's also a riskier option after a blocked low sword toss, to shutdown her approach and cancel the explosion. | |||
* Ramlethal doing otg {{clr|H|214H}} or super after throw in unsafe on hit, make sure to challenge them if they don't secure a kill. | |||
* Be careful about throwing out rensen recklessly. Ram can punish with a sword toss, or even worse, can get a free IAD {{clr|S|j.S}} counterhit (yes, even from fullscreen, and yes, even over rensen 8). | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Sin Kiske== | |||
{{MatchupSummaryBox | |||
| character = Sin Kiske | |||
| favorability = Favorability Goes Here | |||
| oneliner = One-Liner | |||
| summary = | |||
Short Summary Goes Here. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sin's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Sol Badguy== | |||
{{MatchupSummaryBox | |||
| character = Sol Badguy | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = Vortex is pretty easy to deal with | |||
| summary = | |||
* When Sol uses Heavy Mob Cemetary, your only recourse is to jump, but there is also a possibility that Sol will PRC and try to air-grab or air-to-air you. You can be ready for this situation by hitting Sol while he is in his INFINITE armour Dragon Install state with {{clr|H|j.H}} as you are over him. If they don't PRC, the {{clr|H|j.H}} leaves you at a decent enough distance for Sol to not have a great follow-up. If they do, the moment you see the PRC, cancel that technically on-hit {{clr|H|j.H}} into Axl Bomber and blow them away. Works like a charm. [Example of this in action at the very end of the round: [https://twitter.com/TheArtylo/status/1411018577713500174 Video]] | |||
* After blocking Bandit Revolver ({{clr|K|236K}}), Sol can be reliably punished with either {{clr|K|5K}} > {{clr|D|2D}} (for hard knockdown) or {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|214H}} (sent fullscreen + slightly more damage). If Sol ends a blockstring with Bandit Revolver, he is often close enough to be thrown. | |||
* After blocking Night Raid Vortex ({{clr|S|214S}}), Sol is -17 & punishable by any of Axl's grounded normals except {{clr|D|5D}}/{{clr|H|6H}}. A reliable example punish is {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|214H}}, but Sol is also left close enough for {{clr|S|c.S}} > TKB > ... which leads to a variety of routes for better damage & corner carry. | |||
* If a grounded Bandit Bringer ({{clr|K|214K}}) is blocked & very close (such as during corner pressure), Sol typically lands close enough to be thrown. However, this is not true of a charged Aerial Bandit Bringer ({{clr|K|j.214K}}) or if the grounded version hits meaty. | |||
* Both versions of Volcanic Viper when blocked can be punished with a full counterhit {{clr|S|c.S}} > TKB > ... for potentially huge damage & corner carry. | |||
* Night Raid Vortex can be counterhit by {{clr|H|2H}} which grants a followup sickle flash ({{clr|S|[4]6S}}). Though this is risky to attempt on reaction unless Sol starts vortex from fullscreen, as Sol is granted a large (200+ damage) combo from anywhere if vortex counterhits. | |||
* The startup of Bandit Bringer can be counterhit by either {{clr|K|6K}}/{{clr|S|2S}}. Though this may be difficult to perform strictly on reaction. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} ||{{MMC|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}} || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|Dash {{MMC|game=GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Testament== | |||
{{MatchupSummaryBox | |||
| character = Testament | |||
| favorability = {{clr|3|Even?}} | |||
| oneliner = | |||
| summary = | |||
Short Summary Goes Here. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}} || || || || | |||
|- | |||
|Walk Back || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Zato-1== | |||
{{MatchupSummaryBox | |||
| character = Zato-1 | |||
| favorability = {{clr|2|Slight Advantage}} | |||
| oneliner = Snipe Eddie and the glide as much as possible | |||
| summary = | |||
* Zato's dash easily get's hit by Axl's {{clr|P|5P}} except at tip range, so be sure to abuse that button against him. [https://twitter.com/AfroViking2607/status/1409110010496536580 Visual Example] | |||
* Zato's hover can be reacted to easily with any of your anti-airs. Just be patient and press the right button accordingly. | |||
* Rensen/{{clr|H|2H}} can obliterate any fullscreen Eddie setup attempts. Two raw rensens/Rensen 2 can deal with fullscreen Oppose shenanigans. | |||
* A lot of Zato's midrange buttons are beaten out by {{clr|S|f.S}}, even in scramble situations. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Navigation== | |||
{{GGST/Navigation}} |
Latest revision as of 03:43, 19 May 2023
Matchups
- Keep on Rockin' is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have at least some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito

- Anji's 236K dodge can be thrown. If he ever manages to go through rensen, using the 2 followup will hit him out of his invulnerability frames.
- Each of Fuujin's followups can be countered. P projectile is + but is avoided by jumping. K dash can be mashed out of or jumped to avoid a throw. S low is a true blockstring but ends his pressure, being -7. H overhead can be blocked and punished (-15) or blocked in the air, but doing so will let him reset his pressure. You can cover all 3 non-low options with forward jump and block for low/no reward, cover overhead and dash with late throw or 5K mash, and remember to punish the -7 Low with 5K. Very in-depth analysis of countering all 4 options explained here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Axl's buttons are generally quite high recovery. That being said, Anjis will use 236HGuard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] to try and catch one of your buttons at round start. This will beat you try to use f.SGuard:
AllStartup:
10Recovery:
19Advantage:
-8, 2PGuard:
LowStartup:
10Recovery:
21Advantage:
-13, 5PGuard:
AllStartup:
7Recovery:
19Advantage:
-11 [-3], and 214SGuard:
AllStartup:
24Recovery:
21Advantage:
+3. All of which are buttons that are generally alright at round start. Instead of committing to any of these buttons, you can instead dash block. This accomplishes a couple of things; first, you are able to react to 236HGuard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] and will be in range to immediately throw rather than worry about spacing, and second you will be safe to all of his buttons.
*These buttons won't outright win, but they will allow you to throw (in the case of 5K/2K), or maintain advantage (in the case of ADB j.S) after getting parried.
Neutral
Offense
Defense
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Axl Low

A puzzling matchup for many due to the fact that the distance Axl desperately protects in other matchups out doesn't actually give him any advantage in the mirror.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Although Axl has something for everything, being patient on round start is very beneficial for Axl. Most of these options are disadvantageous against a waiting opponent. IADB j.S and 214S are exceptions, and should be called out against an opponent who favors them heavily.
Disclaimer: the table below is not necessarily complete, although all information present is correct.
Neutral
The distance Axl wants to stand at in neutral against himself depends purely on what he's trying to bait out of his opponent, and what he thinks he can hit them with. For example, you may note that your opponent likes to use IADB j.S, in which case you probably want to stand far enough to avoid j.S while staying close enough to hit them with the tip of 5P. There are many interactions such as these that require the Axl player to pay attention to the opposing Axl's neutral habits.
Offense
Neutral being such an exception in the mirror can change decision making on offense. It can be argued that one should take more risks on offense to "stay in" in the mirror (similar to matchups with fast characters), as neutral in the mirror is not so advantageous as it normally is. Axl can also feel more free to break the wall when he opens an enemy Axl up, as returning to round start doesn't mean much compared to matchups against characters that want to be in Axl's face.
Defense
Axl's defense in the mirror match is stronger, as he can fight zoning with zoning. Sickle FlashGuard:
AllStartup:
24Recovery:
29Advantage:
-19~-9 RPS is more favorable as Axl, as he can take back his turn from fullscreen against an opponent by using either Sickle FlashGuard:
AllStartup:
24Recovery:
29Advantage:
-19~-9 or Winter MantisGuard:
Ground ThrowStartup:
28Recovery:
34Advantage:
. Alternating between an honest escape and "sending it back" is a great way to keep the opposing Axl guessing.
Mashing 2K as a defensive strategy against Axl's strike/throw is very lacking in the mirror. It doesn't tend to stuff anything that Axl wants to do (particularly RainwaterGuard:
AllStartup:
24Recovery:
21Advantage:
+3), and gives an opposing Axl many opportunities to do very damaging combos. The reward for a successful 2K > 2D is not as great as in other matchups. Using OTG 2H > Sickle FlashGuard:
AllStartup:
24Recovery:
29Advantage:
-19~-9 afterwards to begin zoning the zoner character is unsurprisingly less effective. Mounting a close-range strike/throw offense from 2D's simple knockdown is often a better option.
fuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. is a powerful defensive option for dealing with both throw and RainwaterGuard:
AllStartup:
24Recovery:
21Advantage:
+3. Axl is particularly good at fuzzy jumping, as his deep-reaching j.H allows him to contest the space below him earlier than other characters can.
Baiken

- Rainwater
Guard:
AllStartup:
24Recovery:
21Advantage:
+3 (at any point) is an excellent way to force Baiken to do something other than mindlessly 5PGuard:
AllStartup:
4Recovery:
10Advantage:
-2 or HiiragiGuard:
-Startup:
1Recovery:
32Advantage:
- while pressuring her close-up. - Cross-up mixups off of Soaring Chain Strike
Guard:
AllStartup:
8Recovery:
34Advantage:
-11 are excellent at dealing with HiiragiGuard:
-Startup:
1Recovery:
32Advantage:
-. - j.H
Guard:
HighStartup:
12Recovery:
25Advantage:
+3 (IAD) > j.DGuard:
HighStartup:
10Recovery:
22Advantage:
+4 (IAD) in pressure is more abusable due to her 5PGuard:
AllStartup:
4Recovery:
10Advantage:
-2 having a poor anti-air hitbox.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Generally against Axl, Baiken's air game is very good compared to her ground game. IAD j.SGuard:
HighStartup:
8Recovery:
19Advantage:
+1 (IAD) threatens to punish Sickle FlashGuard:
AllStartup:
24Recovery:
29Advantage:
-19~-9 from further than other air normals can, and YouzansenGuard:
HighStartup:
9Recovery:
7 after LandingAdvantage:
-14 (IAS) gives good frame advantage if j.SGuard:
HighStartup:
8Recovery:
19Advantage:
+1 (IAD) is blocked. This coupled with her below average grounded run speed mean that even more so than in other matchups, Axl wants to stay grounded and open to anti-air. An Axl player who overuses common pre-emptive actions like Sickle FlashGuard:
AllStartup:
24Recovery:
29Advantage:
-19~-9, RainwaterGuard:
AllStartup:
24Recovery:
21Advantage:
+3, or j.SGuard:
HighStartup:
14Recovery:
18Advantage:
is putting a j.S-shaped target on their back.
With TensionThe name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more., KenjyuGuard:
All (Guard Crush)Startup:
8+3Recovery:
Total 47Advantage:
+5 is a low-risk option that forces Axl to exercise restraint while fullscreen. While KenjyuGuard:
All (Guard Crush)Startup:
8+3Recovery:
Total 47Advantage:
+5 is +5 on block, there is a certain range beyond which Axl is effectively favored afterwards due to her slow speed and somewhat stubby normals. If Baiken is far away, do not over-respect, as f.SGuard:
AllStartup:
10Recovery:
19Advantage:
-8 or 2HGuard:
LowStartup:
11Recovery:
26Advantage:
-18 [-8] will tend to beat buttons on her end. As is recurring with Axl, patience is key. Simply allow Baiken to exhaust her resources.
Offense
With Baiken's tether applied, Axl's combo structure changes. If you're not the labber type with tether combos under your belt, just keep these things in mind:
- Axl is pulled upwards after an Axl Bomber
Guard:
AllStartup:
9Recovery:
Until L+7Advantage:
-22. This extends its recovery, making Bomber loops impossible. You can Bomber just fine, but it will be your last and only Bomber. - Baiken stays close after 5P
Guard:
AllStartup:
7Recovery:
19Advantage:
-11 [-3], making 5PGuard:
AllStartup:
7Recovery:
19Advantage:
-11 [-3] > 214SGuard:
AllStartup:
24Recovery:
21Advantage:
+3 a pseudo-infinite. This is most likely the best conversion off of a stray RainwaterGuard:
AllStartup:
24Recovery:
21Advantage:
+3.
Defense
Bridget
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff

- Ground Alpha Blade will cross you up if Chipp is close enough, but it can be thrown.
- Similarly, the Genrou zan command grab can be interrupted with 5K or air throw. Using backdash against it is a heavier risk/reward, but if timed correctly, will allow you to get a bigger punish. Backdash BRC can also give you a huge CH Bomber starter.
- If Chipp is trying to get directly on top of you for j.2K pressure, your best bet is to be on the move and get into a more favourable position. He moves slightly forwards during it, so this can be used to your advantage by running under it, then punishing Chipp. Backdashing to avoid it is possible. Faultless Defense also has uses against it.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Faust

- Some of his items can be used against him. The bomb can be hit and knocked back, the food can be eaten, and you can pick up his horn, summoning a crowd of small fausts for you.
- Faust's 41236K Thrust can be countered by 6P.
- His teleport is reactable and can be avoided by mashing/blocking on the correct side, or blocking and punishing the dive version (which hits same side).
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Giovanna

- Giovanna's 236K special Trovão will avoid Axl's 5P and 2P on startup and active, and 2H when it's active. Be mindful of throwing out normals.
- Axl's 2K can lowprofile both of Giovanna's reset specials, Trovão (236K) and Sol Poente (214S) when timed accordingly. This allows Axl to punish with a normal starter or a throw.
- Her hurtbox standing ducks 5P naturally, but 5P is the only reliable enough button to hit her low IAD.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Goldlewis Dickinson

- Always try to be in range to toss out max range 5P's. Goldlewis's dash startup can't go under it.
- Beware Goldlewis trying to counterpoke your normals. Be sure to vary your normals.
- Be ready to jump on reaction to Skyfish and Rensen the startup of Thunderbird.
- Goldlewis can be a menace at roundstart range. By extension, try not to wallbreak against him unless it will kill.
- Raw Burn It Down (eye laser super) can be punished with Mantis, even at maximum security level.
- If you get touched without burst, the round is over.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Happy Chaos

- Clone can be punished by Rensen.
- Don't let Chaos get Curse on you. If he does, it's impossible to outzone him and the matchup becomes much harder.
- 5P can be used to check Steady Aim.
- You're generally going to want to play the aggressor because Chaos can outzone you with Curse; and his poor defensive options make even Axl's mediocre offense effective.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
I-No

- STBT S can be blocked and punished (-7), but is a frametrap. STBT H can be mashed or thrown and even if it is blocked you can punish the move since it is -2 on block..
- I-no's STBT can lowprofile most of your long range normals (yes including 2P) except 2H. Hitting her during the animation will net you a CH 2H starter.
- Her Antidepressant Scale (the note) can be used to force your movement. If she attempts to use it in the air, it's possible to time a Winter Mantis to punish her as she lands.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Jack-O
If Jack-O get's in you don't want to play the game anymore
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Ky Kiske

- Axl generally has the advantage in neutral the further Ky is on screen. Ky is generaly unable to context Axl's zoning due to Rensen ([4]6S beating Stun Edge (236S/H).
- In midrange, Axl has strong ways to contest of Ky's f.S and 2S with his own f.S and 2/5P. Ky also doesn't approach effectively from the air due to weak jump normals and Axl's strong anti air arsenal.
- However, Axl has to stay really weary of Stun Dipper 236K when Ky has 50% tension or more, as it can go under Axl's pokes and allow for rewarding punishes.
- 5K should be used to stuff Foudre Arc and getting a conversion. 6P, on the other hand, tends to lose against it.
- Ky ending a combo into 214S followed into a 236H fireball is not a true oki situation. Ky ending a blockstring into 214S is generally a clear sign that his turn is over, and often puts axl at good range to assert control in neutral.
- Make sure to constantly use Faultless Defense against Ky, as the increased pushback makes it harder for Ky to grab Axl or catch backdashes. Learning to fuzzy jump on defense further helps Axl defense against Ky, since he's forced to take more risks to beat it.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
- At full screen, Ky struggles to use Stun Edge due to Axl's projectile [4]6S being able to directly beat them and punish Ky. Although, Ky can punish rensen with his projectile super Sacred Edge 236236P, which is important to keep in mind if the super can kill Axl.
- Axl's f.S and 2P are both norotious options for Ky to deal with. Axl's f.S outranges all of Ky's common ground pokes except 6H while being as fast as Ky's own 2S. Axl's 2P also outranged all of Ky's ground pokes while also being able to catch Stun Dipper on startup.
Offense
Defense
The majority of Ky's offense revolves around Stagger-centered offense (also called Strike/Throw). This means Ky will primarily mix up between frametraps (tight gaps between gatlings that beat mashing) and resets (leaving bigger gap in pressure to get advantage or close the distance on offense. Also includes throws).
- Using Faultless Defense is key to keep Ky as far as possible to make tick throwing more difficult, limiting his mixups potential.
- Common frametraps to look for on defense include:
- c.S > 2S / f.S --> 2s is preferably used to catch opponents not blocking low due to trying to buffer a jump or reversal input, while f.s is better due to being harder to backdash. - c.S > 6H --> Very rewarding if its used in the corner, and advanced ky forward a bit. - 5/2K > 6H --> Native 4 frame gap, which means this can catch jump attempts, pressing buttons (even low profile's like Axl's 2k) and backdashes that are not properly delayed. However, this is not a combo on standing opponents - 5/2K > 2D --> Your Manual frametrap option off of kicks, meaning you can string into this to catch buffered inputs without leaving a gap (like with c.s into 2s) - 2P > 2/6P --> common frametraps used off of 2p. 2P self-stagger is used when Ky is looking to bait YRC or Burst (he recovers in time to block either,) while also giving Ky enough time to react if the opponent tries to backdash. 6P is otherwise used for greater reward.
- Ky's main ways to mix up into throw include 2P, 5/2K, c.S, 236H and 214K (when crouched block or with shock state). The rest of Ky's toolkit is too disadvantagous on block to make approaching for throws ambiguous.
Leo Whitefang

- His crossup and command grab's startups can be thrown.
- Rainwater is your best friend in this matchup. Don't be too predictable, but it can counter dash and recover from most of Leo's air approaches in time.
- Rensen and your ranged normals can poke Leo's recovery after he used his projectiles, destroying them.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
May

- Great Yamada Attack from far away can be punished with Winter Mantis on reaction.
- 5P can be used proactively in neutral to punish & discourage Dolphin pressure. 2H will counterhit dolphin, allowing for sickle flash followup, though this may be difficult to perform strictly on reaction at the range where Dolphin is most threatening.
- If May uses Arisugawa Sparkle from about mid/close-range, it is possible to counterhit 2H on reaction, allowing for a sickle flash ([4]6S) followup. The timing is tighter the farther away May is.
- After blocking S. Dolphin, f.S will beat most of May's grounded options & prevent her from immediately jumping, but will trade with May's 2P/5P & outright lose to May's 6P due to lowering her hurtbox.
- May is particularly difficult to anti-air, especially when she is directly above Axl, due to her fast & high jump arc, j.2H & j.D that allow her to alter her jump trajectory, and large hitboxes on j.S & j.H that cover a lot of space.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Millia Rage

- Get good at airthrowing in the cases where she hovers over your head.
- If the Millia is going for an extended air approach, you can dash under to reposition yourself! Don't always be a sitting duck!
- j.K and j.P are excellent air-to-air buttons in the cases you want to try and contest her.
- Always maximize damage with meter when you can. You never know when you can get another hit in on her.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Nagoriyuki

- Play around blood gauge. When Nago has low blood, 236S, 236K nullifies rensen and let's Nago close the gap, but at higher blood he will have to respect rensen.
- Bursting early against Nago is a good idea, this will blow him back to neutral with blood, letting you abuse rensen more. Goes without saying that you shouldn't burst predictably.
- Instant FD the second hit of his f.S > S string to push him out of range of throw mixup. If you want to prevent chip damage, it's better to use it against 5H rather than f.S [Video].
- Use Winter Mantis (41236H) to punish the Blood Rage transformation - it leaves them bleeding out on the ground for a massive chunk of their health and forces them to be mindful of their blood gauge at a distance.
- Try and not use Soaring Chain Strike after hitting rensen, since Nago has a hard time closing the gap to Axl, pulling him in might be doing Nago a favour.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Potemkin

Cycling between using normals, rensen and command grab to keep Potemkin out is key in this matchup. Potemkin has clear options to Axl's keepaway tools, but by nature still has to work to get in. Hammerfall will plow though single normals, but dies to Rensen. Flick can punish rensen from most ranges but can be hit on startup or commandthrown. General movement let's him block and react to Axl's keepout, but blocking normals pushes him back.
- j.s, j.h in neutral is a great option to check occasional hammerfalls. If the j.s get's armoured, j.h will come out and punish the hammerfall. example clip
- j.s > j.214H is a very important tool to threaten Potemkin away from doing Slide head at full screen, especially after he blocks your Rensen as you cannot sneak another one before getting knocked down. Video concept here.
- Keep your 2S and/or 6K antiairs ready as Potemkins may try to jump block against you. If 2S is blocked try to late gatling into 2H as they hit the ground to prevent rejumping and catch them not low-blocking as they land. Then cancel blocked 2S into late Mantis for a meaty grab on their landing. Video concept here
- Throw Hammerfall. If he breaks, he loses armor and you can punish. 2P > 6K can be thrown in-between.
- Watch for 2P into Mega Fist.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Ramlethal Valentine

- You can use 6P to low-profile her projectiles, as it removes your upper body hitbox. [Video]
- 2P and 2H will avoid Ramlethals high sword toss, making them good options to check her offense. It's also a riskier option after a blocked low sword toss, to shutdown her approach and cancel the explosion.
- Ramlethal doing otg 214H or super after throw in unsafe on hit, make sure to challenge them if they don't secure a kill.
- Be careful about throwing out rensen recklessly. Ram can punish with a sword toss, or even worse, can get a free IAD j.S counterhit (yes, even from fullscreen, and yes, even over rensen 8).
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Sin Kiske

Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Sol Badguy

- When Sol uses Heavy Mob Cemetary, your only recourse is to jump, but there is also a possibility that Sol will PRC and try to air-grab or air-to-air you. You can be ready for this situation by hitting Sol while he is in his INFINITE armour Dragon Install state with j.H as you are over him. If they don't PRC, the j.H leaves you at a decent enough distance for Sol to not have a great follow-up. If they do, the moment you see the PRC, cancel that technically on-hit j.H into Axl Bomber and blow them away. Works like a charm. [Example of this in action at the very end of the round: Video]
- After blocking Bandit Revolver (236K), Sol can be reliably punished with either 5K > 2D (for hard knockdown) or 5K > 2D > 214H (sent fullscreen + slightly more damage). If Sol ends a blockstring with Bandit Revolver, he is often close enough to be thrown.
- After blocking Night Raid Vortex (214S), Sol is -17 & punishable by any of Axl's grounded normals except 5D/6H. A reliable example punish is 5K > 2D > 214H, but Sol is also left close enough for c.S > TKB > ... which leads to a variety of routes for better damage & corner carry.
- If a grounded Bandit Bringer (214K) is blocked & very close (such as during corner pressure), Sol typically lands close enough to be thrown. However, this is not true of a charged Aerial Bandit Bringer (j.214K) or if the grounded version hits meaty.
- Both versions of Volcanic Viper when blocked can be punished with a full counterhit c.S > TKB > ... for potentially huge damage & corner carry.
- Night Raid Vortex can be counterhit by 2H which grants a followup sickle flash ([4]6S). Though this is risky to attempt on reaction unless Sol starts vortex from fullscreen, as Sol is granted a large (200+ damage) combo from anywhere if vortex counterhits.
- The startup of Bandit Bringer can be counterhit by either 6K/2S. Though this may be difficult to perform strictly on reaction.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense
Zato-1

- Zato's dash easily get's hit by Axl's 5P except at tip range, so be sure to abuse that button against him. Visual Example
- Zato's hover can be reacted to easily with any of your anti-airs. Just be patient and press the right button accordingly.
- Rensen/2H can obliterate any fullscreen Eddie setup attempts. Two raw rensens/Rensen 2 can deal with fullscreen Oppose shenanigans.
- A lot of Zato's midrange buttons are beaten out by f.S, even in scramble situations.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Neutral
Offense
Defense