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Axl Low: Land a Hit and Make It Count with Optimized Punishes for Guilty Gear Xrd -REVELATOR-
Axl Low has extremely long range, and somewhat low damage on ground combos. His normals can be used for keepaway or zoning, but it usually winds up being high risk/low reward. When you do connect, you need to make it count. The following is a collection of videos from Japanese player Shimonkin, showcasing how to get the opponent airborne (crucial for higher damage combos).
Backdashing out of range of Faust’s 6H overhead (forward Heavy Slash):
開幕に2Pと6HSを良く使うファウスト相手には開幕3Pが安定な気がしてきた。槍点を最速で出されてたら負けます。最速じゃなかったら逆に勝ってフルコン。 pic.twitter.com/Lxu5v2mCBv
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
Again with Faust’s 6H, this time if Axl manages to preemptively avoid it with a jump, or superjump respectively in these next two clips:
ファウストの6HS開幕に対してのフルコン・・・なるほど・・・ #PS4sharehttps://t.co/OsKCrYihQd pic.twitter.com/YVOpeLigUk
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
ファウストの開幕6HSに対してのフルコン、少し更新。ハイジャンプにしてるのは好みの問題です。
ファウスト側の勝ち行動は開幕前ダッシュ。様子見も少し気まずい。 #PS4sharehttps://t.co/OsKCrYihQd pic.twitter.com/5zLLYwlgmI
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
While it’s not that practical to jump out of the way of this move during pressure, this concept could be used for punishing a lot of whiffed moves while you’re airborne. Great meterless damage, especially compared to a ground combo.
Another Faust punish, this time 5s (far Slash). One of Faust’s main pokes–insane range, cancelable, all that good stuff. Avoid it altogether with a brave read, an instant air dash, and half his life bar:
ファウスト使いは「しゃがみPからの遠距離S」という連携行動をよくやってくるイメージがあります pic.twitter.com/GcFJ82lVWL
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
Same concept but against Sol’s 6H instead:
ソルの開幕6HSに勝ち、それ以外には負けないけど状況が悪いフルコン例 #PS4sharehttps://t.co/OsKCrYzTeN pic.twitter.com/BoU0eGOIH3
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
And again, but Sin 6P (forward Punch). This astoundingly invincible anti-air option from Sin is hellish to deal with, so whiff punish when you get the opportunity:
シンで開幕6P(アクセルの遠距離Sに勝てる行動)をやってくる相手用#PS4sharehttps://t.co/dWp5L560Mi pic.twitter.com/ldtiIlSJ9N
— AG|三田二郎(Shimonkin ) (@simo_niki) August 6, 2016
Punishing Venom’s 2S into QV (crouch Slash xx charged ball set). Venom’s 2S is a very frequently used normal, it’s got great range and can be cancelled into ball set. Venom players will abuse cancels such as these if you don’t punish them. Using Axl’s Shark Strike super lets him get good damage off of a normally dead-end poke:
比較的現実的な、少し離れた間合いでのQV(何か技を先出ししたら潰される場所)対策を2年経って今更調べた。2Pか2HS、時々6HS(ヴェノムに近づくため)がいいのかな #PS4sharehttps://t.co/OsKCrYihQd pic.twitter.com/B5r2O1kXzG
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
Potemkin has an obnoxious match-up against Axl, and here’s another option to keep Pot out–rising jump kick. It’s Axl’s best air-to-air counterpoke, and here we see the large untechable window on counter-hit when he catches him using Megafist. On whiff, you’ll recover in time for an airdash or jump to reposition; on a proper read you’ll get a big combo:
アクセル対ポチョ戦で、ポチョ側が中距離でのバクステ後に前メガフィスト入れ込んでるのをよく見る気がしたので、比較的ローリスクな対処方法。 #PS4sharehttps://t.co/OsKCrYihQd pic.twitter.com/UpgnRROnP9
— AG|三田二郎(Shimonkin ) (@simo_niki) May 17, 2016
Axl’s 3P (down-forward Punch) is a great normal and on counter-hit you get a launch. Here’s how to convert when you tag Elphelt in her max range for 5s (far Slash):
エルフェルトにも「3Pの先端をCHさせたあとに2HSを出して拾いなおすコンボ」がイケました。
3Pを丁度良い距離でCHさせて、2HSを本当に一瞬だけディレイかけて出すと何とか拾いなおせるくさいです。 pic.twitter.com/hSrGBKKW4Z— AG|三田二郎(Shimonkin ) (@simo_niki) August 2, 2016
…and Elphelt’s 2HS (crouch Heavy Slash):
3Pが先端でCHした時
・安定考えるならディレイ立ちHS>鎌閃
・「2HSまで繋げたけど、どうにもその後が続かなそうだ」と判断できたら2HSで止めるか、6HSまで当てて受け身狩り
・丁度良い高さで相手が浮いてると感じたら「先コン」 pic.twitter.com/uhB2UM9JRl— AG|三田二郎(Shimonkin ) (@simo_niki) August 2, 2016
More 3P counter-hit combos, this time on Millia:
アクセル使いのよーすけ氏発案「ミリアには3Pが先端でchしたら2HSから拾い直しできるよ」コンボ
どなたかこのコンボにかっこいい名前をつけてください(例:「よーすけスーパーフェニックス」など) pic.twitter.com/IOKbbwPG2d
— AG|三田二郎(Shimonkin ) (@simo_niki) August 1, 2016
And once more, against Ramlethal:
アクセルラインで話題に出てたコンボ。特にかっこいい名前はいらないようです。根本コン
JD後にディレイかけてボンバー出して、少しでも状況良くしようと必死になってます #PS4share pic.twitter.com/G6Z8QPDeML
— AG|三田二郎(Shimonkin ) (@simo_niki) August 2, 2016
Punishing Ramlethal’s 2S > 2H string:
どうやってもラムレザルには3Pから先コンいけなさそうだったので亜流的なやつ。相殺確認FDをしてこないラムレザルに有効です。多分。
もちろん基本は相殺確認したらFDした方が良いです。 pic.twitter.com/K77mCbpj2o
— AG|三田二郎(Shimonkin ) (@simo_niki) August 2, 2016
A clever side-switch using counter-hit 2S:
しゃがみSの1段目がカウンターヒットすると、受け身不能時間が超長かった。
スラッシュ時代、しゃがみSカウンターヒット確認コンボとかやってたの思い出した。 #PS4share pic.twitter.com/3YSYmSE7t3
— AG|三田二郎(Shimonkin ) (@simo_niki) May 14, 2016
It’s unclear whether it’s intentional, but it seems that Jam’s charged up Ryuujin kick is completely invincible to strikes while in the air. She can, however, be airthrown:
今さら空中MAX龍の無敵時間について確認したけど、これは明らかにマズイやつですわ。まぁさすがにアケ版で修正されてるに違いない。違いない。 #PS4sharehttps://t.co/9iMIIQbyeZ pic.twitter.com/6NLlbCqEca
— AG|三田二郎(Shimonkin ) (@simo_niki) August 2, 2016
Dizzy’s mirror super appears to be vulnerable to throws:
・過保護は暗転後の発生が遅い上に暗転後に投げ無敵が無い。密着なら投げ擦りで対応可
・暗転後の発生が遅く、ダッシュ中でもFDでガード可能なレベル。ただしFDしてしまうと反撃不可能。どうしてもダメージを与えたい場合は無敵技で暗転返しを pic.twitter.com/jdCyOSCSiY— AG|三田二郎(Shimonkin ) (@simo_niki) August 1, 2016
…or if you’re not feeling that brave, block and punish:
アクセルの場合、過保護には直ガして遠距離S。覚えた。
動画のコンボは実戦で一回くらいやりたいコンボ。 pic.twitter.com/VSZGaENZQ6— AG|三田二郎(Shimonkin ) (@simo_niki) August 1, 2016
Here we see a tricky Jam string: 2H, parry, YRC, throw. The throw is option selected with 5S to cover airborne escape attempts. Shown here are how most of Axl’s options fare against this, with his DP being the most effective:
単純に2HS>戀崩孃(レンホウキャク)黄キャン→投げ仕込み近Sってやってるだけ。
調整前から出来たネタだけど、今思いついたので。対応するのはかなり難しかったので、ここぞという時の一発ネタにでも。 pic.twitter.com/AXELaz0P0T
— AG|三田二郎(Shimonkin ) (@simo_niki) July 28, 2016
Bonus! An insane combo on Potemkin using this same relaunch combo concept, using 50% meter:
パクr・・・インスパイアコンボ。ポチョムキン相手なら実戦投入可能なレベル。
基本はポチョムキン限定のループ投げコンとやってる事は変わりません。相手のバーストゲージの貯まり具合が素敵。 pic.twitter.com/CMNbhdmi7j
— AG|三田二郎(Shimonkin ) (@simo_niki) August 6, 2016
Source: Shimonkin
Beware of These Devious Situations as the Beefy Smash Doods Run Down Their Top Five Ledge Traps in Super Smash Bros. for Wii U
Being on the ledge in Super Smash Bros. for Wii U can be a dangerous thing. While you may be invincible for a short time when grabbing onto it, lingering on it for too long allows your opponent to set up a vicious trap which can end up with you losing your stock. As sticking on the ledge can be hazardous to your health, the Beefy Smash Doods have made a handy list of their top five ledge traps in Smash 4 to act as both guide and warning to anyone who is prone to clinging on the ledge for too long.
First off, let’s define exactly what a ledge trap is: a ledge trap is a situation where a player can punish the opponent returning to stage by either guaranteeing a combo or outright killing someone that chooses the wrong get-up option. This is different to an edgeguard, which is where a player stops the opponent from grabbing the ledge all together. As the first example in the video, cFive of the Beefy Smash Doods shows how King Dedede’s Gordos can force the opponent to get hit and possibly stage spiked by a Gordo if they stay on the ledge, while rolling onto the ledge makes them an easy target for a down-smash. While there are ways to avoid the trap all together by simply dropping down and regrabbing the ledge, doing so removes your ledge invincibility and sets you up to get dunked into the abyss by Dedede’s down-air.
The video lists another four of these devious traps, showing how a player can force an opponent to the ledge in order to set up the trap, as well as ways to either mitigate damage or avoid the trap completely. With ledge and edge play being so crucial in Smash 4, this video is a must watch for players who often end up hanging on for dear life.
Source: Beefy Smash Doods
Scott Coker: Bellator MMA Working to Upgrade Undercard Quality to Boost Digital Presence
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