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Offense & Defense

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General Offense

In FEXL your universal surface offense is to find out how your opponent responds to a dash up fake or dash up chain/dash up low. As with all fighting games you must adapt to how your opponent responds to your actions. The longer matches go the more information your opponents will give you to use against them. Your ability to punish and condition your opponent to behave a certain way is crucial in all fighting games and especially in FEXL as it's difficult to play in a reactive way long term.



Throw and Shimmy


Once the opponent starts respecting your normals/chains you can opt for a throw and if they are teching or avoiding your throw you can opt for a throw bait. Neutral jump (as mentioned before in Throws) is the easiest way to bait a throw however it opens you up to an Anti air if the opponent does not whiff a throw. Another way to bait a defensive opponent is to shimmy them on the ground.











A shimmy is simple walking or dashing into throw range then immediately getting out of throw range to cause the throw to whiff. This specific strategy (similar to SFV and other games) is to open up players that like to delay their throw tech attempt.













General Defense

As a defender, you want to crouch block as the dashing crouch light kick is the go to option in most neutral to offensive situations. Once you are blocking you want to be mindful if the opponent is doing a chain or trying to pressure with linked normals as linked normals can be interrupted. Also switching to stand block at certain moments to make certain punishes possible.












As mentioned earlier in the chains and normals page, you can manually stagger your chain or use specific normals in your chain to cause a frame trap. A frame trap is a small series of attacks that have a small to big gap to catch and punish opponents trying to interrupt or check your offense.












If your opponent is trying to stagger you can opt for a delayed button (usually crouch light punch) to catch their follow up offense if you recognize that they like to dash in again. Using throw after blocking a poorly timed/large gapped stagger or tick throw is quite effective or even a riskier invincible reversal at discouraging those attacks. However it does open you up to being throw baited as well. So be careful with being too predictable. As with offense as well be sure to not auto pilot your options as stronger opponent's will realize this and punish you accordingly.




How do I use Training Mode?!

 
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