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Guilty Bits - Axl

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Tataki contacted me a while ago to consult on the script for the Axl episode of the Guilty Bits video series. In the interest of getting the best information possible, I'm putting the script open for comment here, and will be editing it when I have the free time. If you feel anything is mistaken or have something to contribute, please comment here and I'll edit stuff in if I think it makes sense to. Obviously anyone whose contributions I use will be credited.

Welcome back, ladies and gentlemen, to Guilty Gear.

Today we'll talk about Axl, a time traveler who fights with chain-sickles that can stretch across the entire screen. If Axl knows where you're going to be, he can reach and punish you for it.

I’m Carlos, and you are watching episode 9... of Guilty Bits.

* intro *

Like a certain fire-breathing Indian fighter you may be familiar with, many of Axl’s normals have incredible range and cover various angles. All of his extended-chain normals hit twice and sport a vacuum effect, allowing him to easily combo off of them at a variety of ranges. When facing Axl, getting hit in the air will often allow him to continue into a damaging combo, and combined with all the angles he can cover, this gives him the scariest anti-air game in the cast. If facing Axl, do yourself a favor: don’t jump.

Axl is unusual in that he works in a different set of ranges than most characters. Although he has very long range normals, Axl actually operates optimally at mid-range, about 3½ to 6 character-widths away, being one of few characters who can both win exchanges and easily start his offense from that range. As such, many matchups will require you to play very differently to make your tools work against the particular character -- or player -- you’re facing.

His most important special move is the Rensengeki. (Editor’s note: emphasis on “sen”.) Done by charging back, then forward + S, this move comes out fast, destroys projectiles, and launches on hit. It also has a very useful FRC, allowing Axl to launch into an aerial combo or run and just continue attacking. Since it’s considered a projectile, the move is grants a huge advantage on block if FRCed.

Once in a while, Axl can mix Rensen with another special move, Rashousen. (Editor’s note: emphasis on “shou”.) Performed with charge back, then forward + H, Axl charges and sends forward an unblockable projectile that forces the opponent to commit to jumping early in order to avoid it. While this can be predictable and risky, you can cancel the move by pressing P early in the animation. The threat of the unblockable causes opponents to jump, which gives Axl a chance to punish them by dragging them down from the air with a crouching S and reset pressure if blocked. If they do decide to eat the unblockable, Axl gets a knockdown out of it, which lets him continue attacking as well.

In addition to his large anti-air chains, Axl has a lot of unusual ground normals. While the reward off of far standing S isn’t great, its hitbox, speed, and range make it a great poke. His down-forward P sucks the opponent in while leaving Axl with frame advantage, making it an ideal tool for false-gap and hit-throw mixups, which is great because his throw launches the opponent for an aerial combo. His crouching K is a strong tick throw setup that's very low to the ground, allowing Axl to go under a lot of moves. His forward H is a slow overhead which is punishable if you throw it out it in a predictable fashion, but if you use it as a meaty attack after a knockdown it grants big frame advantage. His crouching H plays an important role now because it can cancel to his crouching D, as well as to his overhead normals, forward H and standing D.

Axl has serious problems getting out of pressure. His lack of a real jab means he has no way to quickly interrupt enemy offense, making him susceptible to pressure and tick throw attempts. His best defensive tool is Hachisubako, a special move that in +R can automatically guard attacks before retaliating. But generally, as Axl, there’s just no substitute for solid blocking.

A new Force Break and changes to properties of normals like crouching H and down-forward P have improved Axl’s offense in +R, but his overall playstyle can be practiced right now in Accent Core. Expect Axl to have lower maximum damage in +R, but be able to confirm decent damage from nearly any hit, especially if he has 25% meter.

If you have any questions, please leave us a comment below! And if you like what you’ve seen, take a look at our other videos, and subscribe for more character guides like this.

Thanks for watching, and see you next time on Guilty Bits!

Contributors as far as I know:

Tataki

Digital Watches

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Script is OK to get familiar with Axl, but I think you should write about his DP, cuz I have a feeling that something is missing.

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I recently picked up Axl as my secondary character (I'm an Anji main). For what my new Axl opinion is worth, this seems great! The info is clear to me and it lines up with the discoveries I've made while exploring the character's game at an early stage. Ideal for a beginner, as intended.

Just my two cents!

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