The f.S air hit changes mean that if you get a f.S instead of c.S you can now confirm into 5H and combo rensen off the bounce - before a f.S air hit would just fling them away. Great video, super helpful stuff! We are so back
If i were to guess, the far S change is supposed to complement the 214K changes when you get a counter hit, now you have better combos if you accidentally anti-aired a little too far away haha
@@mak0zy161 yeah the first time I saw one of your clip I legit screamed "wtf is he even doing??? Is he sane in the head?". It's just a funny way to say "crazy combo/saucy combos" ofc
So happy for these changes on axl, we're eating so good axlbros. Thanks for the video btw! I was wondering why js got changed like that specifically, that reward now seems so delicious
@@Dream3ater you have to perform a tk move. Which basically means tricking the game to think that you are in the air. The most common ways to do so are 1) to use a normal move like close shas and then use bomber with the input 8236H. You basically input up istantly and quickly after the normal 236H input. The common normal used are close slash and 5K. 2) do it raw without the normal before. To do so, you must input 2369H. In this case the jump input is at the end of the sequence, but the idea behind is the game: tricking the game into thinking that you are in the air. There are many RU-vid videos or even forums talking about tk inputs, since this is not something invented by strive or guilty gear in general. Tk moves are a staple in fighting games. At first you will have a hard time learning the timing for such moves, but after a while it becomes muscle memory. Trust me, I've been there