This guide is amaZing. Just wanted to mention that 5p 6k immediate 4 is a buffer not a partition. Charge partition is if you were to split the charge in half aka urien doing down back, dash headbutt in 3s. Still great guide!
@@thawrldx3 so basically let's say you're doing 2s, 5p, CF Once you see the 2s hit hold back and do the rest of the combo as usual, by the time the 5p hit you could have had more then enough time for the charge to be ready
I did the the exact same thing. His design is all over better looking than xrd and pants improve it by a huge margin. Also his time stop is pretty cool.
One tip that I do. After Sickle Flash > Soaring Chain Strike, it is, as you said, possible to get a hit afterwards. However, I would advise against doing this. The hit you get will be an OTG (off the ground) hit, which in this game means vastly reduced damage and your opponent recovers almost immediately. Instead, just don't continue the combo. The opponent will be knocked down, and have to get up into whatever you do (2D, 6H, j.H, Rainwater, whatever). I'd say this is preferable to a smidgen of damage.
Yea I didn't go into oki too much. There is some cool stuff you can do just pulling them back with no OTG. Probably better in the corner. The benefit to doing otg is you can do 5S -> IAD j.h and it's a safejump . So its not about the damage but the better oki situation.
What a great guide man. What I really like is how you see the new player perspective, recommend things that are good to keep in mind for beginners, you break down the playstyle and the main pokes, the approach to the enemy with the kit, but also talk about some of the more interesting crazy stuff one may be doing with time with the character. It's such a clearly sympathetic view of the people you're making the guide for. Thank you so much, great work.
Appreciate you for this guide and love this character. I enjoy the fact that you trim the fat and only provide what you believe is necessary for initial mastery.
Excellent guide. As an Axl main, I too would love an advanced guide! Most especially: How to deal with common pressure situations, and how to play vs fast/slippery characters that are hard to zone (from what I can tell, I need to be more mobile).
Hey Diaphone, love the pacing of the guide. I really enjoy your clear speaking and the great demonstrations of showing where and why some moves shine. One tiny suggestion is to have the move overlay on the other side of the screen where it covers up the player 2 inputs rather than yours. I would love to see more content from you including more complicated/advanced situations, but I would say the current level of detail is excellent for most videos. Would love to see you continue a Strive 101 series for all the rest of the cast. I'm not sure if your bnb you showed that ends with Sickle Flash's up pull followed by the OTG into air dash reset is really common or if that's just what you feel is the strongest route, but I definitely really like it. I feel like if I was learning Axl on my own I would not have gravitated to something like that, and honestly seeing that demonstrated gives me ideas of how the flow of a match could be, and gets me excited to try. The way you frame Axl's gameplan around that shows how he can make advantageous close range situations even though Axl commonly wants to play far away. You also mentioned a few times how in some matchups opponents have moves that can punish Axl from certain ranges, and how ultimately your decisions will vary on how much to zone and when to apply certain mixups like throw baiting. I appreciate that you discussed this because compared to other content creators, their instructionals are more rigid where they recommend certain strings but don't showcase the shortcomings of alternatives routes. You really showed how certain follows ups give you good oki and where some are minus or how they can be punished, I love that! When I've been thinking of who I want to play, Axl wasn't in mind, but after this video he definitely is. Thanks again for all the time you've put into putting out great content, and I look forward to your next video.
Hey! I'm Dia's editor. About the overlays, I placed them on the P1 side just because for me it felt easier on the eyes to have both the character and text on the same side of the screen, but if you guys wanna see the inputs I can just switch it to P2 side 👍
@@CasteHappy The overlay does look better on P1 side, but seeing how the inputs are done does really help so I'd have to agree with what was said here. However, a pro for having the overlay on the P1 side is that we have a clearer view of how some low hits connect, which could be blocked by having the overlay on the P2 side. This could be a problem only for characters like Axl with so much range, but I felt like it was something to consider. Feels like everyone will have different opinions and preferences, but I wanted to say that I love the look the editing of the videos and look of the overlays!
@Matthijs Kollen Thanks a lot for the feedback, really :) I think I can come up with a solution for both problems, let's see what I can do for the next guide 😀
Thanks, appreciate it! And yea - im a fan of the pull back -> 5s -> safe jump pressure for oki, I think it is good in most situations. It’s commonly what I do as well and there good variations from it (basically housing mixup tools discussed prior). Definitely could have discussed more 😅
Coolest thing about one vision is it seems like it gives a tiny time stop even when blocked. Sometimes i use it when they're expecting it (if it's gonna run out) to keep them where I want them for the next hit. Usually an overhead because I condition to block low or jump
As new player of fighting games it's super difficult to understand everything for now, especially when you say "5k", i'm still not used to this way of describing the inputs... But the guide is great, i'm sure after a while i'll get better thanks to this :D
(Just in case you're not familiar with the numpad notation, I copypasted this from another comment I made some weeks ago) Look at the numpad on your keyboard, imagine every number is a direction if your character is looking to the right (1 Player side) 789 456 123 2 would be down, 6 would be forward, 9 would be up forward, 5 would be no direction etc. 2P for example, means Down + Punch, 5K means Kick, and 214K means Quarter circle back (Down -> Down back -> Back) + Kick. Look up "numpad notation" and you'll find a lot of resources :) And GGST has 5 main buttons Punch, Kick, Slash, Heavy Slash and Dust (P, K, S, HS and D)
Great guide man was super helpful. My only feedback would be having the in game input list show the attack buttons and not the playstation buttons, at least for me it helps me follow what you're pressing easier because different layout/stick etc. :D
I came across some of your NLBC GBVS matches and always thought "This guy must be very knowledgeable in fighting games". And then i come across your channel and it confirms my thoughts. Subbed.
Nice guide! Been trying to brush up on my knowledge on this character since I like playing zoners and my friends hate them, and I live to agitate my friends.
1st Guilty Gear game, loved the guide for Axl look forward to the advanced one in the future gonna take me a week to commit most of this to muscle memory though so not too soon I hope haha
Hey Diaphone great vid, I learned a lot for sure. For later vids can the button inputs be the universal buttons so S/HS etc instead of the ps buttons as everyone has different layouts would be cool to see the notation for the lil quick combos you do!
That's not actually Charge Partitioning though, because that'd mean he'd temporarily stop charging in the direction before going back without interrupting the initial charge. What's shown in the video is just charge buffering.
Just watched your video, thanks for the awesome breakdown. I started playing Axl today. I was enjoying f.S and 5HS as counter poke/whiff punishes. Obviously Axl loves to be further away, but these moves have awesome reach and f.S gatlings into 2HS xx rensen geti. I find f.S gets stuff by other quality f.S’s (like Ky’s), but I’ve had a lot of luck whiff punishing with 5HS. It’s great to mix up your range, when you’re spamming a lot of j.S, 5P, 2P and rensens, playing a bit of footsies after a knockdown can get damage because it’s a range your opponent hasn’t played around with you much. They might feel like because they’re close they can have a turn putting pressure, and you can punish them by playing footsies. Food for thought.
Really nice guide, great pacing! Just a small nitpick, 6k to 46S isnt a charge partition, a partition is when you split the charge over several actions. Say you wanna do dash headbutt with urien in 3s, you do half the charge, dash and do the other half of the charge during the dash, then press up + punch.
I came here thanks to redbull kumite and discovered you have a yt channel. xyzzy(axl) vs bnbbn (sol) on evo was very interesting to watch. BTW the Axl won that evo against Daru i-no too.
Great guide, Axl main from xrd so a few of the new Strive moves i didnt know some details. Like delay S follow up on Rensen i didnt know it had more block stun.
The main reason I'm planning to play Axl is because I'm a Potemkin main; and I hate this match up so much. So I guess learning to play him is the best way to learn how to counter him.
great guide. echoing some sentiments here and hopin for matchup guide/tips video for him because my friend's gio has been kicking my ass now that ive picked him up
Thanks for the guide. One things I've been losing my mind over is trying to get wall break combos that don't either start with c.s right in the corner, or rely on tk bomber loops. Meter seems super restrictive until you get the wallbreak. maybe i should gold burst more
Great video all in all. I'm very new to fighting games in general, so having someone specifically tell me what each move is for and how it can be usefull is a godssend. One little thing though, the graphic showing what move you're talking about it covering your input panel. It would be nice to see what buttons you're pressing
Will be my first Guilty Gear game. First game I really try to learn in depth that’s not a NRS game. That should indicate that I learn Gio or Ky but I have my eyes set on Axl. Thank you for the great guide! Cant wait till PC launch.
I'd love to see an advanced Axl guide, ngl! Kind of gotten myself to decide on a keepaway zoner because of my appreciation for the character, so I'll be happy to see more guides pop-up to help me with studying up on his playstyle. Not to mention, this will be my first online experience in a GG entry :>
Hey man, great guide, checked out your other strive videos, and i really enjoy your content. Specifically your voice/tone and your superior fg knowledge. Although, a weeb, you seem down to earth, so i subscribed and look forward to more content. ^^
What i like to do for using axel bomber from the ground is doing the dp motion and then jumping and pressing hs at the same time, i find it easier that way for pad
If y’all are struggling with TK Bomber try inputting it like this: ➡️⬇️↘️↗️+HS. I find this method to be the fastest and most consistent for me. Hope this helps!
You just dp and end with up forward and delay the button press. You don't need to do all that half circle back up forward pretzel motion you were doing. And charge partionting is when the game allows you to split the charge up. Meaning you charge half the special then you can dash and charge the rest during the dash. It how urien can do his dash tackle tackle headbutt in 3rd strike. That's just a charge buffer. Not trying to be a dick just thought I would add that so people dont get confused. Good guide though man. Thinking about picking this up. But I know I'm gonna miss the old school gg stuff but this also look like a fresh take on the game which def interest me.
Thanks fren! Awesome watching your I-no games. I been playing axl and loving him. I'm super new and learning a lot and having FUN!! Something i haven't done with online matches in a while lol. Any advice on dealing with Giovanna and especially I-no would be much appreciated 🙏
Awesome guide! Big help to another axl player out there. Was struggling to see how to use his time stop since you warn your opponents of it and only get 5 seconds to execute so this showed well how to get it off. Didn't realize JS could cancel into it. Also I've been able to get off 2HS after the charge pull pretty consistently but only saw you going for 5S was there a reason for that?
Really great guide. The one question I did have is what is his best quick normal to interrupt rush down from characters like Leo? I can’t seem to get out of his back turn stance once he catches me.
he's something like a defensive character but without actually having much in terms on defensive moves(hence zoning duh), he's kinda slow too. Getting cornered by someone say Sol, Millia, giovanna, rem etc is a pain in the S. I use axl mainly to annoy ppl
Giovanna seems to be the worst of them all, given her speed. If you fail to keep her at bay, and she gets in your face, then I hope you have a burst ready.
Can you explain a bit more what the "Yes" signifies when you use the winter cherry extension during sickle flash? You mentioned that on counter you can do it again. Do you just use the yes as an indicator that you're probably okay to do it again? Basically, is the "Yes!" actually a mechanic or is it just a little character flavor you can conveniently use lol
Thanks! - The YES just means you hit max delay, giving you additional frame advantage. And yea you can use it as indicator to know that you are gonna be hella + lol
I love the guide but i hate the move image covers the inputs! i dont know what you have r1 or triangle bound to, so its tough to follow combos you dont fully narrate (like with time stop super). pls move it in future
Do you have a fighting game terminology video at all? This is my first actual fighting game but a lot of stuff is going over my head like 5d, 2k etc lol
There's actually one vid for beginners coming soon, but in the meantime you can look up "numpad notation" on google. I also included a short visual explanation at the beginning of some of the most recent guides (check the Testament 101 guide for example)
Yea you can do it that way - if you look at the special section there are a couple of ways that I do and other people do, find what works best for you. (I think I forgot to discuss traditional way.. lol but it does work)
Because of how GGS handles input buffers, basically anything that includes jump, 23, and 6, ending with HS will work. The hard part is timing the HS to right when the jump starts. Too early and you get nothing, too late and you either get it higher in the air or just j.HS.