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(Update styling - remove the boxes around individual sections; replace them with bigger heading. Automated chage.) |
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{{Matchup ToC}} | {{Matchup ToC}} | ||
== | ==<span style="font-size: 2.0em;">Anji Mito</span>== | ||
< | {{MatchupSummaryBox | ||
{{ | | character = Anji Mito | ||
| | | favorability = {{clr|3|Average}} | ||
| | | 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. | * 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]. | * 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]. | ||
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< | ==<span style="font-size: 2.0em;">Axl Low</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Axl Low | ||
| | | favorability = {{clr|3|Average}} | ||
| | | oneliner = | ||
| | | summary = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
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< | ==<span style="font-size: 2.0em;">Baiken</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Baiken | ||
| | | favorability = {{clr|3|Average?}} | ||
| | | oneliner = | ||
| | | summary = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
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< | ==<span style="font-size: 2.0em;">Bridget</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Bridget | ||
| | | favorability = Favorability Goes Here | ||
| | | oneliner = | ||
| | | summary = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
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< | ==<span style="font-size: 2.0em;">Chipp Zanuff</span>== | ||
{{ | {{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. | * Ground Alpha Blade will cross you up if Chipp is close enough, but it can be thrown. | ||
* Senshuu, the overhead rekka followup, is not only unsafe for Chipp on block, but can be interrupted during the startup with {{clr|K|5K}} (https://twitter.com/nuttacon/status/1363179992977453063). | * Senshuu, the overhead rekka followup, is not only unsafe for Chipp on block, but can be interrupted during the startup with {{clr|K|5K}} (https://twitter.com/nuttacon/status/1363179992977453063). | ||
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< | ==<span style="font-size: 2.0em;">Faust</span>== | ||
{{ | {{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. | * 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}}. | * Faust's {{clr|K|41236K}} Thrust can be countered by {{clr|P|6P}}. | ||
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< | ==<span style="font-size: 2.0em;">Giovanna</span>== | ||
{{ | {{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. | * 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. | * 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. | ||
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< | ==<span style="font-size: 2.0em;">Goldlewis Dickinson</span>== | ||
{{ | {{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. | * 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. | * Beware Goldlewis trying to counterpoke your normals. Be sure to vary your normals. | ||
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< | ==<span style="font-size: 2.0em;">Happy Chaos</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Happy Chaos | ||
| | | favorability = {{clr|5|Slight Disadvantage}} | ||
| | | oneliner = Painful, but manageable. | ||
| | | summary = | ||
*Clone can be punished by Rensen. | *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. | *Don't let Chaos get Curse on you. If he does, it's impossible to outzone him and the matchup becomes much harder. | ||
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< | ==<span style="font-size: 2.0em;">I-No</span>== | ||
{{ | {{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.. | * 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. | * 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. | ||
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< | ==<span style="font-size: 2.0em;">Jack-O</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Jack-O | ||
| | | favorability = {{clr|3|Average?}} | ||
| | | oneliner = | ||
| | | summary = | ||
If Jack-O get's in you don't want to play the game anymore | If Jack-O get's in you don't want to play the game anymore | ||
}} | }} | ||
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< | ==<span style="font-size: 2.0em;">Ky Kiske</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Ky Kiske | ||
| | | favorability = {{clr|2|Slight Advantage}} | ||
| | | oneliner = No Stun Edge in Neutral | ||
| | | summary = | ||
* If you can bait out his DP with a safejump setup, can punish with just as he's landing for a counterhit combo. {{clr|D|5[D]}} is also usable for huge meterless damage if you're midscreen. | * If you can bait out his DP with a safejump setup, can punish with just as he's landing for a counterhit combo. {{clr|D|5[D]}} is also usable for huge meterless damage if you're midscreen. | ||
* {{clr|K|5K}} is good at stuffing Foudre Arc and getting a conversion. {{clr|P|6P}}, on the other hand, tends to lose against it. | * {{clr|K|5K}} is good at stuffing Foudre Arc and getting a conversion. {{clr|P|6P}}, on the other hand, tends to lose against it. | ||
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< | ==<span style="font-size: 2.0em;">Leo Whitefang</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Leo Whitefang | ||
| | | favorability = {{clr|2|Slight Advantage}} | ||
| | | oneliner = Rainwater my beloved | ||
| | | summary = | ||
* His crossup and command grab's startups can be thrown. | * 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. | * 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. | ||
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< | ==<span style="font-size: 2.0em;">May</span>== | ||
{{ | {{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. | * 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. | * {{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. | ||
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< | ==<span style="font-size: 2.0em;">Millia Rage</span>== | ||
{{ | {{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. | * 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! | * If the Millia is going for an extended air approach, you can dash under to reposition yourself! Don't always be a sitting duck! | ||
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< | ==<span style="font-size: 2.0em;">Nagoriyuki</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Nagoriyuki | ||
| | | favorability = {{clr|3|Average}} | ||
| | | 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. | * 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. | * 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. | ||
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< | ==<span style="font-size: 2.0em;">Potemkin</span>== | ||
{{ | {{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. | 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. | 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. | ||
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< | ==<span style="font-size: 2.0em;">Ramlethal Valentine</span>== | ||
{{ | {{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]] | * 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. | * {{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. | ||
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==Sin Kiske== | ==Sin Kiske== | ||
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== | ==<span style="font-size: 2.0em;">Sol Badguy</span>== | ||
< | {{MatchupSummaryBox | ||
{{ | | character = Sol Badguy | ||
| | | favorability = {{clr|3|Average}} | ||
| | | 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]] | * 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 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. | ||
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< | ==<span style="font-size: 2.0em;">Testament</span>== | ||
{{ | {{MatchupSummaryBox | ||
| | | character = Testament | ||
| | | favorability = {{clr|3|Average?}} | ||
| | | oneliner = | ||
| | | summary = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
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< | ==<span style="font-size: 2.0em;">Zato-1</span>== | ||
{{ | {{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 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. | * Zato's hover can be reacted to easily with any of your anti-airs. Just be patient and press the right button accordingly. | ||
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Revision as of 23:41, 20 December 2022
Matchups
- Replay Theater 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 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 | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Axl's buttons are generally quite high recovery. That being said, Anjis will use 236HGuardAllStartup16 [32]Recovery21Advantage-8 [-6] to try and catch one of your buttons at round start. This will beat you try to use f.SGuardAllStartup10Recovery19Advantage-8, 2PGuardLowStartup10Recovery14Advantage-6, 5PGuardAllStartup7Recovery19Advantage-11 [-3], and 214SGuardAllStartup24Recovery21Advantage+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 236HGuardAllStartup16 [32]Recovery21Advantage-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
Axl Low
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Baiken
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
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.
- Senshuu, the overhead rekka followup, is not only unsafe for Chipp on block, but can be interrupted during the startup with 5K (https://twitter.com/nuttacon/status/1363179992977453063).
- 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 | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
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 | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
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 | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
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 | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
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.
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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.
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Round Start
Neutral
Offense
Defense
Jack-O
If Jack-O get's in you don't want to play the game anymore
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Round Start
Neutral
Offense
Defense
Ky Kiske
- If you can bait out his DP with a safejump setup, can punish with just as he's landing for a counterhit combo. 5[D] is also usable for huge meterless damage if you're midscreen.
- 5K is good at stuffing 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, be sure to challenge Ky's approach while still being unpredictable.
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Round Start
Neutral
Offense
Defense
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.
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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.
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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.
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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.
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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.
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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).
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Round Start
Neutral
Offense
Defense
Sin Kiske
Frame Data • Counterstrategy • Reverse Matchup • Videos
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.
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Round Start
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
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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.
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Round Start
Neutral
Offense
Defense
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall