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Line 819: |
Line 819: |
| |inv=4~Airborne | | |inv=4~Airborne |
| |description= | | |description= |
| Also known as "Raiei Sageki". A leaping crossup attack that can dodge some attacks. Moves Axl very quickly forward, and can be YRC'd to create a giant leap across the screen, letting Axl approach in a lot of diverse situations. Knocks down grounded opponents on hit and can be used to continue combos after you RC Melody Chain or Benten. On CH leads to a free combo on grounded opponents. Decent in pressure and neutral, but since it's not quick or invincible, you need quite a few frames to do it. Can also be hit non-cross-up (about post-throw knockdown distance), which is easier with run momentum but still hard enough to use effectively. | | Also known as "Raiei Sageki". A leaping crossup attack that can dodge some attacks. Moves Axl very quickly forward, and can be YRC'd to create a giant leap across the screen, letting Axl approach in a lot of diverse situations. Knocks down grounded opponents on hit and can be used to continue combos after you RC Melody Chain or Benten. On CH leads to a free combo on grounded opponents. Decent in pressure and neutral, but since it's not quick or invincible, you need quite a few frames to do it. Can also be hit non-cross-up (about post-throw knockdown distance), which is bit easier with run momentum but still hard to use practically at neutral game. <br/> |
| | | If you're feeling especially ballsy and think you see an opening then this move can be used as a surprisingly quick escape from corner pressure/setplay. There is absolutely no invulnerability on this move though and being caught is a free aerial counter hit, so don't throw away games with this move. |
| If you're feeling especially ballsy and think you see an opening then this move can be used as a surprisingly quick escape from corner pressure/setplay. There is absolutely no invulnerability on this move though and being caught is a free counter hit, so don't throw games with this move. | |
| }} | | }} |
| }} | | }} |
Axl Low
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
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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
|
Damage
|
Guard
|
Cancel
|
Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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S
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YRP
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7
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6
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19
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-11
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Mostly a pre-emptive anti-air against jumps and low airdashes, but can also tag taller characters out of their setups/projectiles/what have you from full screen. An important tool in few matchups (eg. I-No, Zato, Ramlethal).
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5K
5K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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16
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Mid
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S
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YRP
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6
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3
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12
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-3
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Axl's "jab". Its startup and recovery don't compare to actual 5Ps (not to mention the lack of self-chainability), but its range is much better both horizontally and vertically. Dodges some low attacks by putting your foot out of the way.
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c.S
c.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SJ
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YRP
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7
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6
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10
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+1
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Mostly a confirm or a poke at close range (Good throw OS, for example). Also a decently fast anti-air that covers the vertical blindspot of 2S, but not really reliable.
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f.S
f.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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33
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Mid
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S
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YRP
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9
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3
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22
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-11
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Huge long-range poke that's way faster than most things with the range it has. Staggers on counterhit, but otherwise little hard to combo into Rensen because of the short hitstun and Rensen's travel time. Has a huge cancel window which makes 5H a dangerous frame trap and executing Rensen YRC very easy.
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5H
2P
2P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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24
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Low
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S
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YRP
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12
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6
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18
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-10
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Stops runners on their tracks with less risk than 6H when jumped over (less full recovery, CH state ends much earlier). Combos into Rensen on counterhit or close range. Gatlings into 6H and f.S.
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2K
2K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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9
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Low
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S
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YRP
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7
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5
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6
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-1
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Low profile like crazy. An awesome poke and an awesome tick throw. Has 70% proration and limited gatlings, so in blockstrings you're better off using 5K and 3P.
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2S
2S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22,18
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Mid
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SJ
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YRP
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8
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9,6
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15
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-5
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Marvelous antiair normal and your main confirm into TK Axl Bomber for a knockdown. Hits twice, second hit vacuums, and it's jump cancelable from either hit. While it is great against higher jump-ins and IADs, the hitbox has blindspots vertically right above you and horizontally further away from you, so cover those angles with other options (respectively airthrow/c.S and 6P/5P/6K).
Note that your hurtbox travels slightly behind the hitbox, though fortunately you can often continue with a small combo from 5P if the 2S trades as a counter hit.
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2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22,18
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Low,Mid
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-
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YRP
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11
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8,6
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16
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-4
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A good way to stop ground approach or just poke at someone from far away. Staggers on both hits, but doesn't really get you a combo without meter. Post 1.10 patch the second hit will knock down on counterhit.
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j.P
j.K
j.K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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18
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High / Air
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SJ
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YRP
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8
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8
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12
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-
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Your best air-to-air poke with good hitbox, long active frames and various cancel options. Aerial counterhit turns it into a ghetto j.D by adding big untech time and small float.
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j.S
j.H
j.H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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38
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High / Air
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S
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YRP
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10
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12
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9
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-
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Your main falling normal into damage. Also the best way to hit below Axl. Early active frames can cross up when done high enough, but the practical usage is almost non-existant.
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j.D
j.D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40
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High / Air
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S
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YRP
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10
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2
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22 / 5 Landing Recovery
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-
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A launcher from the air, big float on both ground and air hits. Wallsplats in the corner. Huge untech time on both regular and counter hit, which makes it an important combo extension/convertion tool.
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6P
6P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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32
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Mid
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SJ
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YRP
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9
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3
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16
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-5
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Upper-body invuln with a hitbox that's better against diagonal jump-ins horizontally further away from you. Counterhit launches the opponent for big damage IAD or Raiei combos.
Important gatling into 3P, but on ground it can whiff against shorter crouch hurtboxes (May, Faust, etc.) and has plenty of pushback.
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3P
6K
6K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22,18
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Mid,Mid
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SJ
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YRP
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11
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5(2)8
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15
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-5
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A long diagonal anti-air that covers a range that 2S doesn't, though the slower startup and your hurtbox traveling along the hitbox makes it worse as a reaction to jump-ins.
Good against back jumpers and its second vacuum hit makes it easy to confirm into combos. If the opponent FDs it in the air, you can gatling into 6H for more pressure.
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6H
6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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46
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High
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-
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YRP
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23
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9
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9
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+1
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A big overhead that you really want to hit meaty with for huge frame advantage. There are tricky ways to do this with 3P-6H, but the easiest way is obviously just to meaty it on oki.
Gets off the ground pretty early, so it'll beat lows and prevent throws a lot of the time (though it will lose to most throw OSes). Bounces opponent on counter hit, so prepare for big combo opportunities.
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j.6P
2D
5D
Universal Mechanics
Ground Throw
Ground Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0,50
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Ground Throw: 78750
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-
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R
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1
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-
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-
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71
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A strong, comboable throw, which can go into knockdown and decent damage for Axl against most characters in the game. Throws the opponent behind Axl, which makes the backthrow/forward throw tradeoff work backwards for Axl.
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0,60
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Air Throw: 192500
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-
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R
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1
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-
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-
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-
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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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Dead Angle Attack
Blitz Shield Charge Attack
Special Moves
Sickle Flash
Sickle Flash [4]6S
Sickle Flash Melody Chain Spinning Chain Strike
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Version
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Damage
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Guard
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Cancel
|
Roman
|
Startup
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Active
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Recovery
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Frame Adv.
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Attack
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20×3
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Mid
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-
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YRP
|
12
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12(3 Hit)
|
39
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-15
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Melody Chain Sickle Flash > 8 or 9
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35
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Mid
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-
|
YRP
|
1
|
12
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35
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-13
|
Spinning Chain Strike Sickle Flash > 2 or 3
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26×5
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Low
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-
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YRP
|
7
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[2(5)]×4,2
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17
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-5
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Sickle Flash (or "Rensengeki", usually abbreviated "Rensen") is a staple of Axl's gameplan. It's fast and hard to contest on the ground, which makes it a strong tool for stopping approaches from midscreen, killing projectiles, and punishing attempts to do stuff far away from Axl in general. Knocks down on hit. Can be YRC'd for a great pressure tool which puts a grounded opponent in blockstun and lets you react to jumpers with 6K.
Melody Chain ("Kyoukusageki") 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 from, and can be RC'd for a combo into knockdown. If it hits your opponent when they're very close, you can continue to combo with 5P. Easy, damaging combos after a counter hit.
Spinning Chain Strike ("Sensageki") provides a more damaging knockdown option in the corner, and can also be a risky pressure tool when Rensen gets blocked, allowing a quicker low option than is otherwise available to Axl. Catches attempts to jump out of corners as well. Easily punished with FD pushback.
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|
Artemis Hunter
Artemis Hunter 623S
Benten-sama!
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
46
|
All
|
-
|
R
|
9
|
6
|
35
|
-27
|
Also known as "Benten Gari", or just "Benten". A pretty standard dragon punch that doesn't leave the ground, full invuln on frames 1-11. Good for interrupting pressure or punishing approach. Knocks down grounded opponents on counterhit, and has less punishable recovery than most dragon punches, though it's still -27 so you can't expect not to get punished on block (eg. small dash into ground gatlings). Axl's ideal RC combo launcher since it's only one hit and has less proration than Rensen.
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|
Thunder Shadow Chain
Thunder Shadow Chain 63214S
Great for annoying people
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
45
|
High / Air
|
-
|
YRP
|
28
|
4
|
13+3 After Landing
|
1
|
Also known as "Raiei Sageki". A leaping crossup attack that can dodge some attacks. Moves Axl very quickly forward, and can be YRC'd to create a giant leap across the screen, letting Axl approach in a lot of diverse situations. Knocks down grounded opponents on hit and can be used to continue combos after you RC Melody Chain or Benten. On CH leads to a free combo on grounded opponents. Decent in pressure and neutral, but since it's not quick or invincible, you need quite a few frames to do it. Can also be hit non-cross-up (about post-throw knockdown distance), which is bit easier with run momentum but still hard to use practically at neutral game.
If you're feeling especially ballsy and think you see an opening then this move can be used as a surprisingly quick escape from corner pressure/setplay. There is absolutely no invulnerability on this move though and being caught is a free aerial counter hit, so don't throw away games with this move.
|
|
Spindle Spinner
Spindle Spinner 41236H
It is proper etiquette to scream "YEAAAA" with Axl when this move lands, even if you're the one being hit.
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,80
|
Ground Throw
|
YRP
|
-
|
27
|
20
|
38
|
34
|
Also known as "Rashousen". A very slow but far-reaching command-grab. An early RRC (after the first hit, before Axl zooms in) freezes the opponent in throw state (which means they can't burst) and lets you run him to the corner and do a whatever combo you like, but the move is extremely reactable and punishable if the opponent jumps over it. Use sparingly, or be prepared to YRC during startup to bait jumps or PRC during active frames to recover from your mistake.
Despite appearances, this move strangely does NOT force the opponent into a standing state when the initial grab lands. Opponents hit while crouching will retain a crouching hitbox, so keep that in mind if you go for an IAD j.H > j.D starter after the 0-hit RC.
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|
Heaven Can Wait
Heaven Can Wait 214P/K
U wot mate? The bandana does more than just look good
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
P
|
0,80
|
-
|
-
|
RP
|
-
|
-
|
Total 29
|
37
|
K
|
0,80
|
-
|
-
|
RP
|
-
|
-
|
Total 29
|
60
|
Also known as "Tenhou Seki".
- P version catches Mids and Highs for frames 4-19
- K version catches Lows for frames 4-19
Decent counters for shutting down long range pokes or predictable approaches. The low counter leads to a combo, but both will net you knockdown right next to the opponent.
|
|
Axl Bomber
Axl Bomber j.623H
Axl koompah!
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
50
|
All
|
-
|
YRP
|
9
|
4
|
10 After Landing
|
-
|
Axl's primary combo ender, leads to knockdown and relaunches if done from low to the ground, as well as being a decent anti-air, although Axl has way better ones for most situations. Can be early YRC'd to effectively give Axl another jump.
|
|
Sparrowhawk Stance
Sparrowhawk Stance 63214H
The ultimate scrub killer
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Stance
|
-
|
-
|
-
|
YRP
|
-
|
-
|
Maximum 188
|
-
|
→High Stance > P
|
40
|
All
|
-
|
YRP
|
41+7
|
16
|
29
|
-
|
→Mid Stance > K
|
32
|
All
|
-
|
YRP
|
41+7
|
17
|
24
|
-
|
→Low Stance > S
|
24
|
All
|
-
|
YRP
|
41+11
|
17
|
29
|
-
|
End Stance Stance > H
|
-
|
-
|
-
|
YRP
|
-
|
-
|
Total 28
|
-
|
Also known as "Haitaka no Kamae".
Axl's main option for oki from the entire screen away. Each chain followup can be canceled into all followups except for itself, and up to six chains can be thrown out before you are forced to end the stance. Each additional follow-up increases the damage and significantly increases the chip damage, especially on the fifth and sixth hits.
The mid and low follow-ups have a hurtbox that travels ahead of the hitbox and the mid follow-up's hurtbox stays next to opponent even during recovery, which means they can be interrupted and punished by normals and specials with fast startup and/or evasive properties (low-profile, invuln). In turn, Axl can delay and vary the follow-ups to make it harder for opponent to respond, but doing that gives them time to highjump and airdash above the high follow-up's reach. All of the followups (even the stance cancel) can be YRC'd, which makes the stance much safer with 25% Tension.
The risk and reward of the stance varies greatly between matchups, which is why most players only use it when
- The opponent is almost dead (chip damage ignores Guts).
- The opponent doesn't know how to interrupt or punish it.
- The opponent's character has little to no means for avoiding, interrupting or punishing it.
As of Revelator 1.03, the sixth hit can no longer be manually cancelled with H (which resulted in a shorter recovery) on both hit and whiff.
|
|
Overdrives
Sickle Storm
Sickle Storm 2363214H 2363214D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
50×2,30×5
|
Mid
|
-
|
YRP
|
14+1
|
4,4(20)12
|
39
|
-11
|
Also known as "Byakue Renshou".
The invuln frames (1-16 full, 17-18 throw) and big hitbox makes this super a decent reversal. Can be combo'd off of a low 5P after a TK Axl Bomber to tack on some extra damage, especially with the Burst Overdrive version that delivers even more destruction (62×2,37×5 and increased minimum damage), but the big pushback of first two hits usually means the second or later hits will whiff in the corner, either lowering your damage or only hitting OTG and allowing the opponent to tech.
Punishable in general by blocking the first part and jumping/IADing over the second, though being too close or having a big jump hurtbox (reducable with j.P and such) makes it situational.
|
|
Shark Strike
Shark Strike 214214S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20,42
|
Mid, All
|
-
|
YRP
|
3+2
|
11(8)2
|
6
|
11
|
Also known as "Kairagi Yakou". Performs a full-screen sickle toss similar to Rensengeki, with a follow-up that pulls in on hit or block and staggers on hit. First hit wallsticks an airborne opponent (eg. after 2D); continue into Bomber loops for Tension-friendly damage.
Doesn't do much damage on its own, but has lot of versatility as a combo extender (especially from f.S and 2P) and Axl's fastest attack that allows unique long-range 5F punishes. You can throw the staggered opponent for a sideswitch or as a burst-safe combo option.
|
|
Amphora Conflagration During IK Mode: 236236H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
DESTROY
|
All
|
-
|
-
|
9+15
|
5
|
32
|
-20
|
Conclusion Conditions Complete
|
DESTROY
|
All
|
-
|
-
|
5+12
|
5
|
32
|
-20
|
Also known as "Kanamari Rekka".
- Good combo-options with 100%: Melody Chain RC, Heaven Can Wait RC, Spindle Spinner RC, Axl Bomber RC...
- Less practical combo-options with 50%: Corner Dust, Corner CH 5H > 5D, CH Rensen-up, CH 6H, CH Raiei, DP whiff punish activation into throw (only select characters), situational j.D loops...
- Uses the animation of the first hit of his Sickle Storm which has about the same horizontal range as 5H.
|
|