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==Backstory== | ==Backstory== | ||
Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. <br/> After the tournament, Axl has tried to find a way to return to the past while suffering from the random time-slips. He is also one the few people who knows Sol's real identity and calls him "Freddie". He even | Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. <br/> After the tournament, Axl has tried to find a way to return to the past while suffering from the random time-slips. He is also one the few people who knows Sol's real identity and calls him "Freddie". He even sought help from Faust, who unfortunately couldn't anything to his condition. Eventually he decides to find That Man and his servants, I-No in particular, to ask them for help. | ||
In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape. | In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape. | ||
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===Strengths=== | ===Strengths=== | ||
*Long-reaching normals and specials that | *Long-reaching normals and specials that allow pressuring and damaging the opponent at any range | ||
*Strong anti-air game that leads to big damage and/or knockdown | *Strong anti-air game that leads to big damage and/or knockdown | ||
* | *Good average damage with low execution barrier | ||
*Rensen YRC: a top class pressure | *Great combo convertions with 50% meter; makes any fullscreen poke really hurt | ||
*Rensen YRC: a top class tool for quick neutral scrambles and oppressive pressure resets | |||
*Benten: a meterless DP that makes opponents think twice about their offensive patterns | |||
===Weaknesses=== | ===Weaknesses=== | ||
*Normals and specials are slow | *Normals and specials are slow and situational; covering the wrong angle and/or range leaves you extremely vulnerable during full recovery | ||
*Poor mobility, especially in the air; escaping from the corner is difficult without meter or hard reads | *Poor mobility, especially in the air; escaping from the corner is difficult without meter or hard reads | ||
*Needs mastering very different gameplans for | *No quick or self-canceling ground normals for easy punishing, mashing, hitconfirming, or burst baiting | ||
*Pressure is very reliant on plain frame traps and throws; the unorthodox mixup specials are slow and/or risky with small rewards | |||
*Needs mastering very different gameplans for various polarized matchups to play effectively at higher skill levels | |||
<br clear=all/> | <br clear=all/> | ||
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|description= | |description= | ||
The universal overhead with a slow and very visible startup. | The universal overhead with a slow and very visible startup. | ||
* | *Good range, short recovery (making it practically safe on block when spaced correctly) and loads of normals to gatling from. | ||
*Air counterhit often leads to combos with 5P. | *Air counterhit often leads to combos with 5P. | ||
*Considering a normal hit leads to decent combos and a normal block pushes you to safe distance, the risk-reward is very good when compared to 6H, Raiei, and Rashousen. | *Considering a normal hit leads to decent combos and a normal block pushes you to safe distance, the risk-reward is very good when compared to 6H, Raiei, and Rashousen. | ||
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|description= | |description= | ||
A leaping overhead with long startup and active frames. | A leaping overhead with long startup and active frames. | ||
*Counterhit gives you a huge groundbounce for big combos; RRC on normal hit gives you a small combo into knockdown. | *Counterhit gives you a huge groundbounce for big combos; RRC on normal hit gives you a small ground combo into Rensen knockdown, or 5D into Dust combos for better damage. | ||
*Safest to do after 5H (smallest gap after block), but c.S and 3P are also good choices because people are expecting lows like 2D, 2H, and 2P after them. | *Safest to do after 5H (smallest gap after block), but c.S and 3P are also good choices because people are expecting lows like 2D, 2H, and 2P after them. | ||
*Airborne between frames 11 and 31, so it can beat lows and prevent throws, though it loses to most throw OSes. | *Airborne between frames 11 and 31, so it can beat lows and prevent throws, though it loses to most throw OSes. | ||
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|description= | |description= | ||
A weak air jab which happens to be Axl's only self-cancelable normal. | A weak air jab which happens to be Axl's only self-cancelable normal. | ||
*Mostly used for chaining together other air normals in combos. | *Mostly used for chaining together other air normals in combos and as a late airdash overhead. | ||
*Can be used to cancel the second hit of j.S to make your falling hurtbox smaller in order to dodge projectiles. | *Can be used to cancel the second hit of j.S to recover faster and make your falling hurtbox smaller in order to dodge projectiles like Gunflame and S Stun Edge. | ||
*Good for tickthrows as a safejump, though they lose to fuzzy 6P/throw OS. | *Good for tickthrows as a safejump, though they lose to fuzzy 6P/throw OS. | ||
}} | }} | ||
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A strong throw which leads to combos and/or a knockdown. | A strong throw which leads to combos and/or a knockdown. | ||
*Throws the opponent behind Axl, which makes the back/forward tradeoff work backwards (eg. throw OS isn't very useful for corner pressure). | *Throws the opponent behind Axl, which makes the back/forward tradeoff work backwards (eg. throw OS isn't very useful for corner pressure). | ||
*Midscreen throw combos for | *Midscreen throw combos for at least 100 damage and knockdown on all characters. | ||
*Corner throw combos for about 135 damage, knockdown, and much better Tension gain (thanks to multiple 2Ses and Bombers) on all characters. | *Corner throw combos for about 135 damage, knockdown, and much better Tension gain (thanks to multiple 2Ses and Bombers) on all characters. | ||
}} | }} | ||
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*Like ground throw, tosses the opponent behind you making throw OS usability reversed; air throw OS normals also have worse hitboxes and only marginally faster startups than j.H. | *Like ground throw, tosses the opponent behind you making throw OS usability reversed; air throw OS normals also have worse hitboxes and only marginally faster startups than j.H. | ||
*Important antiair option against jump angles that 2S and 6P can not cover (eg. high-altitude airdash that goes above your head). | *Important antiair option against jump angles that 2S and 6P can not cover (eg. high-altitude airdash that goes above your head). | ||
*Allows Axl to cross-up on wake-up (Raiei, j.H) when done against a corner. | *Allows Axl to cross-up on wake-up (Raiei, IAD j.H/j.D) when done against a corner. | ||
*RRC extension is not very good option for several reasons: | *RRC extension is not very good option for several reasons: | ||
**65% forced proration limits the combo damage to about 130 which is really inefficient for 50% meter. | **65% forced proration limits the combo damage to about 130 which is really inefficient for 50% meter. | ||
**Different heights require correct starters, ie. airdash j.D (which requires delay to correct orientation) for high altitude, and 5K for low altitude. | **Different heights require correct starters, ie. airdash j.D (which requires delay to correct orientation) for high altitude, and 5K/5P for low altitude. | ||
**Air throw animation is so quick that succesfully confirming with RRC in time can be hard, especially in midscreen. | **Air throw animation is so quick that succesfully confirming with RRC in time can be hard, especially in midscreen. | ||
}} | }} | ||
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*Knocks down on hit, though in longer combos (eg. antiair normals into TK Bomber, 5P > Rensen) the opponent may be able to recover before hitting ground. | *Knocks down on hit, though in longer combos (eg. antiair normals into TK Bomber, 5P > Rensen) the opponent may be able to recover before hitting ground. | ||
*Loses to pre-emptive IADs, especially IAD YRC which slows the time too much for the follow-ups to even come out. Also, mind the unsafe range against moves like Bandit Bringer and Megafist. | *Loses to pre-emptive IADs, especially IAD YRC which slows the time too much for the follow-ups to even come out. Also, mind the unsafe range against moves like Bandit Bringer and Megafist. | ||
*The hurtbox extends forward a lot, so use only after pokes like 5K or f.S | *The hurtbox extends forward a lot, so for neutral footsies try to use it only after fast pokes like 5K or f.S when in close range. | ||
*Can be '''[[GGXRD-R/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to jumpers with 6K. | *Can be '''[[GGXRD-R/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to jumpers with 6K. | ||
*Rensen hitting on later frames (ie. further away) gives you a better frame advantage; don't autopilot into up-followup unless you really want to push them back. | *Rensen hitting on later frames (ie. further away) gives you a better frame advantage; don't autopilot into up-followup unless you really want to push them back. | ||
*Because of the startup and travel time of the projectile, connecting a Rensen without a gap in blockstrings can be difficult; beware of moves like Pot's F.D.B, Slayer's teleport dash, and Chipp's Zansei Rouga. | *Because of the startup and travel time of the projectile, connecting a Rensen without a gap in blockstrings can be difficult; beware of moves like Pot's F.D.B, Slayer's teleport dash, and Chipp's Zansei Rouga. | ||
*Thanks to Xrd's lenient charge buffer, Rensen can be done after microdash (input being [4]66S) for additional horizontal reach, though it obviously makes the startup significantly longer. | *Thanks to Xrd's lenient charge buffer, Rensen can be done after microdash (input being [4]66S) for additional horizontal reach, though it obviously makes the startup significantly longer. | ||
*Pushback doesn't work in corner since it's a projectile (ie. it only pushes the opponent away from yourself, not yourself away from the opponent); doing Rensen or any of its followups in corner is easily punished. | *Pushback doesn't work in corner since it's a projectile (ie. it only pushes the opponent away from yourself, not yourself away from the opponent); doing Rensen or any of its followups on block in corner is easily punished. | ||
'''Melody Chain''' ("Kyokusageki") is mostly used to prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech after a hit. | '''Melody Chain''' ("Kyokusageki") is mostly used to prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech after a hit. | ||
*Counter hit gives full untech time until knockdown, which means a free combo followup with 6K or run c.S/6P. | *Counter hit gives full untech time until knockdown, which means a free combo followup with 6K or run c.S/6P. | ||
*Canceling into it from Rensen on hit allows the opponent to tech (ie. loses the knockdown of regular Rensen hit), but you can use 6K, 5P, 2S and 6P to try to catch them for a new combo. | *When the opponent jumps over a Rensen, this creates an important 50:50 situation: | ||
**Opponent can bait your up follow-up with a doublejump and punish your huge whiff recovery after the fall. They can also use FD to be at no risk, but it obviously costs tension. | |||
**If you do nothing, you are vulnerable for the regular jump-in, but if they doublejumped, you'll recover in time for antiair stand-by against a very predictable trajectory (excluding some characters like Chipp, Millia, Kum). | |||
*Canceling into it from Rensen on hit allows the opponent to tech (ie. loses the knockdown of regular Rensen hit), but you can use 6K, 5P, 2S and 6P to try to catch them after a tech for a new combo. | |||
*Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts. | *Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts. | ||
*If a normal hit connects when the opponent is very close (ie. very meaty) as an antiair or in pointblank corner combos, you can link into 5P if they are not too high above. | *If a normal hit connects when the opponent is very close (ie. very meaty) as an antiair or in pointblank corner combos, you can link into 5P if they are not too high above. | ||
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'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option in the corner, and even in midscreen for specific characters. | '''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option in the corner, and even in midscreen for specific characters. | ||
*Although it's the only non-projectile form of Rensen, it's still easily punished by making it whiff with FD pushback, so use very | *Although it's the only non-projectile form of Rensen, it's still easily punished by making it whiff with FD pushback, so use very cautiously on block. | ||
*Can be used to surprise opponents who refuse to keep blocking low on Rensen and it's follow-ups (eg. trying to hold up-back for a jump or forward for immediate closing in). | *Can be used to surprise opponents who refuse to keep blocking low on Rensen and it's follow-ups (eg. trying to hold up-back for a jump or forward for immediate closing in). | ||
*Good alternative for the final TK Bomber in corner combos, but connecting succesfully can be quite character specific because of different wieght and hurtbox combinations. | *Good alternative for the final TK Bomber in corner combos, but connecting succesfully can be quite character specific because of different wieght and hurtbox combinations. | ||
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{{MoveData | {{MoveData | ||
|name=Thunder Shadow Chain | |name=Thunder Shadow Chain | ||
|input= | |input=623K | ||
|image=GGXRD_Axl_ThunderShadowChain.png | |image=GGXRD_Axl_ThunderShadowChain.png | ||
|caption=Great for annoying people | |caption=Great for annoying people | ||
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*Can be YRC'd during the startup to bait jumps (which leads to nothing if they FD in air) or PRC'd during active frames to recover safely. | *Can be YRC'd during the startup to bait jumps (which leads to nothing if they FD in air) or PRC'd during active frames to recover safely. | ||
*RRC method one: One-hit RC after the explosion which gives you a big air combo especially in corner. | *RRC method one: One-hit RC after the explosion which gives you a big air combo especially in corner. | ||
*RRC method two: "Zero-hit" RC after the chains loop around the opponent but before Axl zooms in and pulls them up: freezes the opponent for three seconds in a special state which has a | *RRC method two: "Zero-hit" RC after the chains loop around the opponent but before Axl zooms in and pulls them up: freezes the opponent for three seconds in a special state which has a stagger-like hurtbox (some being very short in height like May's) and prevents bursting. This gives you time to push the opponent into the corner and start a combo of your choice, preferably a j.D into Bomber loops for 200+ damage. | ||
}} | }} | ||
}} | }} | ||
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|input=214214S | |input=214214S | ||
|image=GGXRD_Axl_SharkStrike.png | |image=GGXRD_Axl_SharkStrike.png | ||
|caption=2H on steroids | |caption=2H on steroids | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Second hit has a huge vacuum which allows extending any ground normal hit, including a max range 2P, into a real combo. | *Second hit has a huge vacuum which allows extending any ground normal hit, including a max range 2P, into a real combo. | ||
*Staggers on hit which gives you plenty of time to position yourself (eg. dash closer or even IAD j.H > j.D). | *Staggers on hit which gives you plenty of time to position yourself (eg. dash closer or even IAD j.H > j.D). | ||
*First hit wallsticks an airborne opponent even quite far from corner | *First hit wallsticks an airborne opponent even quite far from corner; near corner 2D > Kairagi continues into Bomber loops for good damage and great Tension build. | ||
*You can throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option (eg. Kairagi > throw > Rensen). | *You can throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option (eg. Kairagi > throw > Rensen). | ||
*Big frame advantage on block so it can be used for pressure, but costs twice as much Tension as Rensen YRC and comes without the slowdown advantages. | *Big frame advantage on block so it can be used for pressure, but costs twice as much Tension as Rensen YRC and comes without the slowdown advantages. | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Axl Low]] | ||
Latest revision as of 04:41, 25 December 2023
Axl Low |
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Defense Modifier: x1.06 Guts Rating: 1 Weight: Medium Stun Resistance: 60 Jump Startup: 4F Backdash Time 16F / Invul: 1-8F
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Backstory
Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them.
After the tournament, Axl has tried to find a way to return to the past while suffering from the random time-slips. He is also one the few people who knows Sol's real identity and calls him "Freddie". He even sought help from Faust, who unfortunately couldn't anything to his condition. Eventually he decides to find That Man and his servants, I-No in particular, to ask them for help.
In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape.
Overview
Axl is the resident zoner of Xrd and while his chains may remind you of the limbs of a certain fire-breathing yoga master, he has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can react to (and predict) opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). His ability to easily convert the anti-air hits into highly damaging combos with loads of corner carry is also second to none. If the opponent remains grounded, Axl's Rensengeki is an extremely potent keep-away tool that rips through opposing projectiles, has a built-in anti-air follow-up, and can be YRC'd into a lightning-fast projectile to control any approach with ease during the YRC slowdown.
Axl's main weakness is his lack of offensive momentum; although his frame trap game is decent, his mixups options on okizeme and blockstrings are much less oppressive than most of the cast, meaning he must often grind out his wins in the neutral game instead of riding a single hit to victory. In addition, most of his long-range pokes extend their hurtboxes dramatically, making Axl exceptionally vulnerable on the lengthy active and recovery frames. However, with a great low-profile 2K, a fully invincible DP, and 4-frame parries, Axl is far from helpless once the opponent gets in, so if hitting the opponent for 40% of their life off of a single anti-air sounds appealing, give this goofy time-traveler a try!
Strengths
- Long-reaching normals and specials that allow pressuring and damaging the opponent at any range
- Strong anti-air game that leads to big damage and/or knockdown
- Good average damage with low execution barrier
- Great combo convertions with 50% meter; makes any fullscreen poke really hurt
- Rensen YRC: a top class tool for quick neutral scrambles and oppressive pressure resets
- Benten: a meterless DP that makes opponents think twice about their offensive patterns
Weaknesses
- Normals and specials are slow and situational; covering the wrong angle and/or range leaves you extremely vulnerable during full recovery
- Poor mobility, especially in the air; escaping from the corner is difficult without meter or hard reads
- No quick or self-canceling ground normals for easy punishing, mashing, hitconfirming, or burst baiting
- Pressure is very reliant on plain frame traps and throws; the unorthodox mixup specials are slow and/or risky with small rewards
- Needs mastering very different gameplans for various polarized matchups to play effectively at higher skill levels
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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3P
3P |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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j.6P
j.6P |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Sickle Flash
Sickle Flash [4]6S |
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Artemis Hunter
Artemis Hunter 623S |
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Thunder Shadow Chain
Thunder Shadow Chain 623K |
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Spindle Spinner
Spindle Spinner 41236H |
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Heaven Can Wait
Heaven Can Wait 214P/K |
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Axl Bomber
Axl Bomber j.623H |
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Sparrowhawk Stance
Sparrowhawk Stance 63214H |
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Overdrives
Sickle Storm
Sickle Storm 2363214H 2363214D |
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Shark Strike
Shark Strike 214214S |
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Instant Kill
Amphora Conflagration During IK Mode: 236236H |
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