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*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 all sorts of matchups to play effectively at higher levels | *Needs mastering very different gameplans for all sorts of matchups to play effectively at higher levels | ||
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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. | ||
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'''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: | ||
*Can be | **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. | |||
*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. | ||
*Can be slightly delayed for creating more pushback in a blockstring or combo, though it's still easy to IB for -17 disadvantage. | *Can be slightly delayed for creating more pushback in a blockstring or combo (also lowers combo height for the post RRC parts making a knockdown easier), though it's still easy to IB for -17 disadvantage. | ||
'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option in the corner | '''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 | *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. | *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. | ||
*Amount of successful hits and the timing of knockdown varies greatly between different hurtbox types; the closer you are, the easier it is for all the hits to connect. | *Amount of successful hits and the timing of knockdown varies greatly between different hurtbox types; the closer you are, the easier it is for all the hits to connect. | ||
**If the opponent is too far away, the later hits may hit OTG and allow the opponent to tech, Faust being a prime example who falls off and OTGs really easily. | |||
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Revision as of 12:54, 21 February 2017
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 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
- Rensen YRC: a top class pressure and neutral tool
Weaknesses
- Normals and specials are slow & situational, meaning easy whiff punishes 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 the corner is difficult without meter or hard reads
- Needs mastering very different gameplans for all sorts of matchups to play effectively at higher 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 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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