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Pretty standard fare airthrow | Pretty standard fare airthrow which knocks down. You can RC and combo with 5P but it's not really necessary at all. Allows Axl to cross-up on wake-up (Raiei, j.H) when done against a corner. | ||
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======<font style="visibility:hidden" size="0">Dead Angle Attack</font>====== | ======<font style="visibility:hidden" size="0">Dead Angle Attack</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 17:38, 21 August 2016
Axl Low |
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Defense Modifier: x1.06 Guts Rating: 1 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 seeked 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 a 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 although his chains may remind you of a certain fire-breathing yogi, Axl has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can read the opponent's movement, Axl is more than capable of tagging them with his phenomenal anti-airs that reach more than half the screen, and his ability to convert anti-air hits into highly damaging combos is 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 as it comes out to control any approach with ease. Axl's main weakness is his lack of offensive momentum; although his frame trap game is decent, his pressure and okizeme is 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 best pokes extend his hurtbox dramatically and are exceptionally bad on whiff. However, with a great low-profile 2K and a fully invincible DP, 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
- Fantastic long-range normals to pester opponents and shut down approaches from basically any angle
- Strong anti-air game that leads to big damage and knockdown off practically any hit
- Rensen YRC
Weaknesses
- Pokes are slow and situational, meaning Axl gets whiff-punished if he covers the wrong angle
- Pressure is very reliant on frame traps and throws and is not especially oppressive
- Poor mobility on ground and especially in air; escaping from corner is hard without meter
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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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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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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6P
6P |
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3P
3P |
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6K
6K |
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6H
6H |
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j.6P
j.6P |
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2D
2D |
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5D
5D |
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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 63214S |
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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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