Penguinator (talk | contribs) m (→6H) |
Penguinator (talk | contribs) m (→Instant Kill) |
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|inv= | |inv= | ||
|description= | |description= | ||
A long-reaching horizontal chain attack. | |||
*Best used as a pre-emptive anti-air against jumps and low airdashes, gatlings into 2S and 6K for combos at all ranges. | |||
*Obviously whiffs on crouching opponents, but also on many running characters so use carefully at neutral. | |||
*Tags many characters out of their projectiles and other setups from full screen. | |||
*Important tool against characters that can not run under it (eg. I-No, Zato, Ramlethal). | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Axl's | A standing kick that act's as Axl's jab. | ||
*Startup and recovery are worse than actual 5Ps, but the range is far superior both horizontally and vertically. | |||
*Your most common starter for pressure and combos since it's your fastest normal and has good gatlings. | |||
*Dodges some low attacks (eg. Pot's 2P on round start range) by putting your foot out of the way. | |||
*While it has no invulns, it's quick enough to act as an antiair, though you should really use 6P instead. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Literally a close slash with a long active frames. | |||
Can | *Has all relevant gatling options from lows and overheads to frametraps and anti-air confirms, which makes it by far your most important normal in blockstrings and combos. | ||
*Good choice for throw OS since it's faster than 6P and has much better hitbox vertically (preventing free jumps and low-profile moves). | |||
*Can be used to cover the vertical blindspot of 2S as an antiair, but the higher hitbox takes 9 frames to come out with no invulns, so you should use airthrow instead. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
A mid-range poke with good (but not the best) start-up and great range. | |||
*Staggers on counterhit, but on normal hit it's hard to combo because of the short hitstun and Rensen's travel time. | |||
*Extend your hurtbox forwards (like all f.S) and the long recovery leaves you very vulnerable on whiff (eg. on round start, loses to forward jump-ins). | |||
*Gatlings only to 5H, 5D and 2S, so it's not the greatest option in blockstrings. | |||
*Huge cancel window which makes various frame traps possible and executing Rensen YRC very easy. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Slow, | Slow swing with surprisingly good range. | ||
*Most commonly done after c.S, where it either is or isn't a frametrap depending on block type (standing, crouching, IB/normal/FD). | |||
*The first active frames hit higher while latter hit lower: on some characters 5H often doesn't connect after c.S in a combo because of this. | |||
*Counter hit allows combos with 5D (hard to react cancel) or 5K (easy to react link). Air CH usually allows combos with 5P or 2S. | |||
*Little bit of upper-body invincibility, but the feet and torso hurtbox extends significantly forward. | |||
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|inv=17~25 Foot | |inv=17~25 Foot | ||
|description= | |description= | ||
The universal overhead with a slow and very visible startup | The universal overhead with a slow and very visible startup. | ||
*Great range, short recovery (making it practically safe on block when spaces correctly) and loads of normals to gatling from. | |||
*Some lower-body invuln right before going active. | |||
*Considering a normal hit leads to decent combos (as does air counterhit to some extent), the risk-reward is very good when compared to 6H, Raiei, and Rashousen. | |||
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|inv=1~11 Upper Body | |inv=1~11 Upper Body | ||
|description= | |description= | ||
A backfist with specialized properties. | |||
*Good upper-body invulns with a hitbox that's great against IADs and other low-altitude horizontal approaches. | |||
*Counterhit launches the opponent for big damage IAD or Raiei combos. | |||
*Whiffs easily on many crouching hurtboxes (eg. May, Elphelt, Faust) and has gatling options inferior to c.S, so its uses in blockstrings are limited. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
A | A slow diagonal anti-air with great range. | ||
*Hits twice, second hit vacuums, and it's jump cancelable from either hit. | |||
*Slow startup and your hurtbox traveling along the chain means you should use it as a jump read (as opposed to jump-in or IAD reaction). | |||
*Easy to confirm into combos; gatling into 2S at close range or (high) jump cancel into j.6P further away. | |||
*If the opponent FDs it in the air, you can gatling into 6H for pressure or jump cancel for movement options. | |||
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|inv=11~31 Airborne | |inv=11~31 Airborne | ||
|description= | |description= | ||
A leaping overhead with a huge | A leaping overhead with long startup and active frames. | ||
Hitting 6H meaty on gives you a big frame advantage but the earlier you time it, the easier it is to react with block and Blitz. Linking to 5K on normal | *Counterhit gives you a huge groundbounce for big combos. | ||
*Safest to do after 5H (smallest gap after block), but c.S and 3P are good choices as well because people are expecting lows like 2D, 2P and 2H after them. | |||
*Airborne between frames 11 and 31, so it can beat lows and prevent throws, though it loses to most throw OSes. | |||
*Hitting 6H meaty on wake-up gives you a big frame advantage but the earlier you time it, the easier it is to react with block and Blitz. | |||
*Linking to 5K on normal hit is possible on some characters since short crouching hurtboxes can allow meatier hits (eg. Chipp, Elphelt). | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Marvelous antiair normal and | Marvelous antiair normal with fast start-up and really long vertical range. | ||
*Hits twice, second hit vacuums and has long untech time, and it's jump cancelable from either hit. | |||
*Start-up has upper-body invuln, but when it becomes active the hurtbox travels slightly behind the hitbox (continue with a combo from 5P if it trades). | |||
*Reaching higher tkaes longer than 8F so it can whiff against fast IADs from close range unless you do it pre-emptively (which makes it vulnerable if they don't jump). | |||
*While great against higher jump-ins and delayed attacks like Kudakero, there are blindspots vertically above you and horizontally further away from you, so cover those angles with other options (respectively airthrow/c.S and 6P/5P/6K). | |||
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Also known as "Raiei Sageki". A leaping crossup attack that can dodge some things below. | Also known as "Raiei Sageki". A leaping crossup attack that can dodge some things below. | ||
*Knocks down grounded opponents on normal hit. Counterhit floats the opponent for a big combo. | *Knocks down grounded opponents on normal hit. Counterhit floats the opponent for a big combo. | ||
*Long startup means it's easy to IB and especially Blitz, so use it for | *Long startup means it's easy to IB for -3 and especially Blitz, so use it more for neutral situations rather than blockstring mixups. | ||
*On block you can start playing mind games with 2K and | *On block you can start playing mind games with 2K, Benten, and run up throw. | ||
*Moves Axl very quickly forward (airborne on frame 4), and can be YRC'd to create a giant leap across the screen for a quick approach. | *Moves Axl very quickly forward (airborne on frame 4), and can be YRC'd to create a giant leap across the screen for a quick approach. | ||
* | *Combos after Rensen-up RC or Benten RC for ridiculous corner carry. | ||
* | *Hits non-cross-up at about post-throw knockdown distance: it's bit easier with run momentum but still hard to use practically in neutral. | ||
*Can be used to escape the corner, but the long startup and no invulns means it's an extremely risky maneuver ( | *Can be used to escape the corner, but the long startup and no invulns means it's an extremely risky maneuver (easy air CH into a huge combo for the opponent). | ||
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*Up to six chains can be thrown out before you are forced to end the stance. | *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 last three hits. | *Each additional follow-up increases the damage and significantly increases the chip damage, especially on the last three 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 | 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 high jump 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. <br /> | ||
The risk and reward of the stance varies greatly between matchups, which is why most players only use it when | 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 is almost dead (chip damage ignores Guts). | ||
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|frameAdv=-11 | |frameAdv=-11 | ||
|inv=1~16 Full,17~18 Throw | |inv=1~16 Full,17~18 Throw | ||
|description=Also known as "Byakue Renshou". Big flaming | |description=Also known as "Byakue Renshou". Big flaming swing followed by a flaming thrust, latter part actually being a projectile. | ||
*Full invuln on frames 1-16, throw invuln on 17-18. | *Full invuln on frames 1-16, throw invuln on 17-18. | ||
*Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff | *Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (making it safe with RRC impossible). | ||
*Easy, big damage when used in close-range ground punishes at midscreen (eg. c.S > 5H > 2D > 2363214H). | *Easy, big damage when used in close-range ground punishes at midscreen (eg. c.S > 5H > 2D > 2363214H). | ||
*Burst OD version delivers even more destruction: 62×2, 37×5 | *Burst OD version delivers even more destruction: 62×2, 37×5 and increased minimum damage. | ||
*Big pushback of the first hit means that in corner, the second hit usually whiffs and the rest hits OTG, lowering the damage and allowing the opponent to tech during your recovery. | *Big pushback of the first hit means that in corner, the second hit usually whiffs and the rest hits OTG, lowering the damage and allowing the opponent to tech during your recovery. | ||
*Punishable by blocking the first part and jumping/IADing over the second, though being too close or having a big aerial hurtbox (reducible with FD, j.P, and such) makes it risky. | *Punishable by blocking the first part and jumping/IADing over the second, though being too close or having a big aerial hurtbox (reducible with FD, j.P, and such) makes it risky. | ||
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*Uses the animation of the first hit of his Sickle Storm which has about the same horizontal range as 5H. | *Uses the animation of the first hit of his Sickle Storm which has about the same horizontal range as 5H. | ||
*Good combo-options with 100%: Rensen-up RC, Heaven Can Wait RC, Spindle Spinner RC, Axl Bomber RC | *Good combo-options with 100%: Rensen-up RC, Heaven Can Wait RC, Spindle Spinner RC, Axl Bomber RC | ||
* | *Situational combo-options with 50%: Corner Dust, Corner CH 5H > 5D, meaty CH Rensen-up, CH 6H, CH Raiei, DP whiff punish (activation > throw > IK), situational j.D loops... | ||
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Revision as of 09:40, 22 October 2016
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 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 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 force the opponent to make reads at all ranges
- Strong anti-air game that leads to big damage and/or knockdown
- Relatively high damage with low execution barrier
- Many moves with counter hits that lead to huge meterless combos
- Rensen YRC: a top class pressure and neutral tool
Weaknesses
- Normals and specials are slow and situational, meaning easy punishment when covering the wrong angle and range
- Pressure is very reliant on plain frame traps and throws; the unorthodox mixup moves are slow and risky
- Poor mobility, especially in the air; escaping from corner safely is hard without meter
- Needs mastering very different gameplans for all sorts of matchups to play effectively
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 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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