GGXRD-R/Axl Low

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Axl Low
GGXRD-R Axl Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Weight:

Stun Resistance: 60

Jump Startup: 4F

Backdash Time 16F / Invul: 1-8F

Movement Options
  • Double Jump, 1 Air Dash, Dash Type: Run
  


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
GGXRD Axl 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 7 6 19 -11

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).

5K
5K
GGXRD Axl 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid S YRP 6 3 12 -3

Axl's jab. It's not as fast as most jabs, but its range is much better. Dodges some low attacks by putting your foot out of the way.

c.S
c.S
GGXRD Axl c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 6 10 +1

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.

f.S
f.S
GGXRD Axl f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 Mid S YRP 9 3 22 -11

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.

5H
5H
GGXRD Axl 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid S YRP 16 4 17 -2

Slow, but decent range, damage, and a little bit of upper-body invincibility. Extremely big counterhit.

2P
2P
GGXRD Axl 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Low S YRP 12 6 18 -10

Stops runners on their tracks with less risk than 6H when jumped over with combo into Rensen on counterhit. Gatlings into 6H and f.S.

2K
2K
GGXRD Axl 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Low S YRP 7 5 6 -1

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.

2S
2S
GGXRD Axl 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,18 Mid SJ YRP 8 9,6 15 -5

One of the best anti-air moves in the game and your main confirm into TK Axl Bomber for knockdown. Hits twice, second hit has a vacuum property. Jump cancel-able 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 (airthrow & c.S, 6P & 5P).

2H
2H
GGXRD Axl 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,18 Low,Mid - YRP 11 8,6 16 -4

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.

j.P
j.P
GGXRD Axl j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High / Air CS YRP 7 4 9 -

Kind of a weak air jab, mostly just for chaining together air normals, or dodging fireballs when you hit with a jS

j.K
j.K
GGXRD Axl j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air SJ YRP 8 8 12 -

Your best air-to-air poke with long active frames and various cancel options. Aerial counterhit turns it into a ghetto j.D by adding big untech time and small float.

j.S
j.S
GGXRD Axl j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16,12 High / Air, Mid / Air S YRP 11 8,8 9 -

A very strong approach tool and safe jump from far away. Hits twice. Can even reverse gatling to j.6P.

j.H
j.H
GGXRD Axl j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 High / Air S YRP 10 12 9 -

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.

j.D
j.D
GGXRD Axl j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air S YRP 10 2 22 / 5 Landing Recovery -

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.

6P
6P
GGXRD Axl 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJ YRP 9 3 16 -5

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 it can whiff against shorter crouch hurtboxes (May, Faust, etc.) and has plenty of pushback.

3P
3P
GGXRD Axl 3P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Low S YRP 11 4 8 +2

Godlike low poke and frame trap. Launches on counterhit. Great for baiting reversals.

6K
6K
GGXRD Axl 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,18 Mid,Mid SJ YRP 11 5(2)8 15 -5

An anti-air that covers a range that 2S doesn't cover. Good against jump back, and also a situational confirm into knockdown on some characters where 2S wouldn't work. Hits twice.

6H
6H
GGXRD Axl 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
46 High - YRP 23 9 9 +1

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.

j.6P
j.6P
GGXRD Axl j.6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid S YRP 7 6 14 -

Excellent poke for certain ranges, also a good confirm from a falling j.S. Also, can extend 6K into air combos at the range where 2S wouldn't connect.

2D
2D
GGXRD Axl 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low S YRP 8 10 12 -8

Sweep with a decent amount of range. Another normal with really long cancel window that's useful for Rensen YRC and frametraps.

5D
5D
GGXRD Axl 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 26 6 15 -4

We jumpin' rope, kids. Pretty telegraphed compared to other dusts, but has good range, short recovery and even some lower-body invulnerability.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Axl GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,50 Ground Throw: 78750 - R 1 - - 71

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.

Air Throw
Air Throw
GGXRD Axl AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -

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.

Dead Angle Attack
Dead Angle Attack
GGXRD Axl 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 9 2 17 -5

Kind of a lame DAA. It is pretty fast, but 6P is one of Axl's worst hitboxes. Not usually worth the meter.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Axl BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Sickle Flash
Sickle Flash
[4]6S
GGXRD Axl SickleFlash.png
Sickle Flash
GGXRD Axl MelodyChain.png
Melody Chain
GGXRD Axl SpinningChainStrike.png
Spinning Chain Strike
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Attack 20×3 Mid - YRP 12 12(3 Hit) 39 -15
Melody Chain
Sickle Flash > 8 or 9
35 Mid - YRP 1 12 35 -13
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 Low - YRP 7 [2(5)]×4,2 17 -5

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 ("Rensageki") 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.

Artemis Hunter
Artemis Hunter
623S
GGXRD Axl ArtemisHunter.png
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. 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. Axl's ideal RC into damage.

Thunder Shadow Chain
Thunder Shadow Chain
63214S
GGXRD Axl ThunderShadowChain.png
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 easier with run momentum but still hard enough to use effectively.

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.

Spindle Spinner
Spindle Spinner
41236H
GGXRD Axl SpindleSpinner.png
GGXRD Axl SpindleSpinner2.png
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.

Heaven Can Wait
Heaven Can Wait
214P/K
GGXRD Axl HeavenCanWait.png
U wot mate?
GGXRD Axl HeavenCanWait3.png
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
GGXRD Axl AxlBomber.png
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
GGXRD Axl SparrowhawkStance.png
GGXRD Axl SparrowhawkStance2.png
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
GGXRD Axl SickleStorm.png
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
GGXRD Axl SharkStrike.png
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.


Instant Kill

Amphora Conflagration
During IK Mode: 236236H
GGXRD Axl AmphoraConflagration1.png
GGXRD Axl AmphoraConflagration2.png
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.



Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc