Penguinator (talk | contribs) (→j.S) |
Penguinator (talk | contribs) m (→j.K) |
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*Startup and recovery are worse than actual 5Ps, but the range is far superior both horizontally and vertically. | *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. | *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 | *Dodges some low attacks (eg. Pot's 2P at 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. | *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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*Long active frames, jump cancel, and good vertical hitbox. | *Long active frames, jump cancel, and good vertical hitbox. | ||
*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. | *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. | ||
*Usually canceled from 5K/2K in pressure because | *Usually canceled from 5K/2K in pressure because without them it's hard to get close enough with Axl's run speed to not get f.S. | ||
*Good choice for throw OS since it's faster than 6P and has much better hitbox vertically (preventing free jumps and low-profile moves). | *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. | *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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|description= | |description= | ||
A long | A long horizontal chain that hits crouchers. | ||
*The best tool for long-range ground pressure when canceled into Rensen. | *The best tool for long-range ground pressure when canceled into Rensen. | ||
*Combos into Rensen on counterhit or in close range; combos into Kairagi at any range on normal hit (much easier as a punish or CH confirm). | *Combos into Rensen on counterhit or in close range; combos into Kairagi at any range on normal hit (much easier as a punish or CH confirm). | ||
*Stops runners with less risk than 2H when jumped over (less startup + active frames so CH state ends earlier), but doesn't hit low-profile moves like Grand Viper. | |||
*Gatlings into f.S and 6H, the latter and special cancels being useful for surprising mixups. | *Gatlings into f.S and 6H, the latter and special cancels being useful for surprising mixups. | ||
*Like all long chain attacks, the hurtbox travels along the hitbox so only use at proper | *Like all long chain attacks, the hurtbox travels along the hitbox so only use at proper distances (3P being the better option for close range). | ||
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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. | ||
*Can be used to cancel | *Can be used to cancel the second hit of j.S to make your falling hurtbox smaller in order to dodge projectiles. | ||
*Good for tickthrows as a safejump, though | *Good for tickthrows as a safejump, though they lose to fuzzy 6P/throw OS. | ||
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|description= | |description= | ||
A kick with long active frames and jump cancel. | A kick with long active frames and jump cancel. | ||
*Air counterhit has huge untech time and small float; start a combo with antiair normals or falling airdash j.D. | *Air counterhit has huge untech time and small float; start a combo with antiair normals or falling airdash j.D. | ||
*Decent air-to-air poke thanks to the startup, counterhit and decent hitbox. | |||
*Good jump-in on block because it gatlings to everything except j.H and itself. | |||
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|description= | |description= | ||
A big chain swing with good damage and long active frames. | |||
*Best normal for hitting deep below Axl. | |||
*Cancels only into j.D which makes it more unsafe than j.K on a higher blocked hit. | |||
*Counterhit gives you more untech time, but not as much as j.K or j.D. | |||
*Early active frames can cross up, but the practical usage is almost non-existent. | |||
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|description= | |description= | ||
A | A big kick that's mostly limited to combos. | ||
*Launches the opponent with 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 '''[[GGXRD-R/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''. | |||
*Landing recovery makes it very risky as a falling jump-in normal (punishable with throws or fast normals). | |||
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|description= | |description= | ||
A long horizontal chain poke. | |||
*Faster than j.K for air-to-air situations, but the rewards are much smaller. | |||
*Good against characters that are too fast in the air for 5P and 2S (eg. May). | |||
*Good confirm from a falling j.S; can be even linked into 5P for big combos if the opponent is close enough ground. | |||
*Extends 6K into air combos at range where 2S wouldn't connect. | |||
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|description= | |description= | ||
A strong | 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). | |||
*Midscreen throw allows about 115 damage and knockdown on all characters. | |||
*Corner throw allows about 135 damage, knockdown, and better Tension gain (thanks to multiple 2Ses and Bombers) on all characters. | |||
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|description= | |description= | ||
Pretty standard fare air throw which knocks down. | Pretty standard fare air throw which knocks down. | ||
*Like ground throw, throws the opponent behind you making throw OS usability reversed. | |||
*RRC allows combos with 5P on some heights but it's not really worth it because of the proration and hard confirms. | |||
*Allows Axl to cross-up on wake-up (Raiei, j.H) when done against a corner. | |||
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Revision as of 06:45, 25 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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