GGXRD-R2/Axl Low: Difference between revisions

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{{GGWikiBanner}}
|-
!Axl Low
|-
||
[[File:GGXRD-R_Axl_Portrait.png|350x500px|center]]
|-
||{{#lsth:GGXRD-R2/Axl Low/Data|SystemData}}
;Movement Options
*Double Jump, 1 Air Dash, Dash Type: Run
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
Axl is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your 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). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.
{{Overview/navigation|okizeme=true}}
<div id="home-content" class="home-grid">
{{card|width=4|height=1
|header=Overview
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your 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). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.


Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.
}}
{{GGXRD-R2/Infobox
| fastestAttack = [[#5K|5K]] (6F), [[#214214S|214214S]] (5F)
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)
}}
{{ProsAndCons
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.
|pros=
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.
|cons=
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.
* '''Thin Defense:''' Below-average effective health (defense modifier & guts).
}}
</div>


==Backstory==
==Normal Moves==
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. <br/> 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.
===<big>{{clr|1|5P}}</big>===
{{GGXRD-R2 Move Card
|input=5P
|description=
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.


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.
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On air counter hit, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. At max range, RRC is needed in order to combo into {{MMC|input=623K|label=Raiei}}.


<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).
=== Strengths and Weaknesses ===
----
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Long-reaching normals and specials.
* Strong anti-air game that leads to big damage and/or knockdown.
* Decent combo conversion ability, especially with meter.
* Rensen: a powerful neutral tool in the form of beam-like projectile that can be YRC'd.
* Benten: a meterless, fully-invuln reversal.
| style="width: 50%;"|
* Normals and specials are slow and situational.
* Poor mobility, especially in the air.
* Offense largely consists of very plain frame traps and throws.
* Low damage on grounded opponents without meter, even in the corner.
* Below-average effective health.
|-
|}
</div>
{{#lst:GGXRD-R2/Axl Low/Data|Links}}


==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
{{MoveData
|name=5P
|image=GGXRD_Axl_5P.png |caption=As if millions of I-No players suddenly cried out in terror, and were suddenly silenced
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Axl Low/Data|5P}}
{{!}}-
{{Description|6|text=A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.
*Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes.
*Whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's Fafnir).
*If 5P hits an opponent in the air, you can gatling into 6K or 2S for combos on normal hit. On counter hit can be comboed into Haitaka. RRC is also an option for some higher damage confirms.
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.
}}
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=5K
|image=GGXRD_Axl_5K.png |caption=Your fastest normal
|description=
|data=
A standing kick that's the closest thing Axl has to a typical jab function.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.
{{#lsth:GGXRD-R2/Axl Low/Data|5K}}
 
{{!}}-
{{Description|6|text=A standing kick that's the closest thing Axl has to a jab.  
*A common starter for pressure and combos since it's Axl's fastest normal and has good gatlings.
*5K also serves as one of his better abare options, though it's slower and has a lot more recovery than other abare normals.
*Can go over some low attacks because of no hurtbox beneath the kick.
*Can go over some low attacks because of no hurtbox beneath the kick.
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">c.S</font>======
===<big>{{clr|3|c.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=c.S
|input=c.S
|image=GGXRD_Axl_c.S.png |caption=Solid bread and butter normal
|description=
|data=
An upward sickle attack commonly used in combos and pressure.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.
{{#lsth:GGXRD-R2/Axl Low/Data|c.S}}
 
{{!}}-
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.
{{Description|6|text=An upward sickle attack commonly used in combos and pressure.
 
*Extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block.  
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln
*Being a proximity normal, it's usually cancelled from 5K/2K during pressure since it's hard to get this move out on its own.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
*Good choice for throw OS since it's faster than 6P and has much better hitbox vertically; beware of accidental Rensen if doing it out of blockstun.
*Can be used to cover the vertical blind spot of 2S as an antiair, but the higher hitbox takes 9 frames to come out without any upper body invuln, so it's best reserved for specific situations.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=f.S
|image=GGXRD_Axl_f.S.png |caption=Good for people running at you
|description=
|data=
A mid-range poke with great range and good startup. Decently strong round start option.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.
{{#lsth:GGXRD-R2/Axl Low/Data|f.S}}
 
{{!}}-
{{Description|6|text=A mid-range poke with great range and good startup.
*Decently strong round start option.
*Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.
*Long cancel window, which makes executing Rensen YRC very easy.
*Long cancel window, which makes going into Rensen YRC very easy from this normal.
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGXRD-R2 Move Card
|input=5H
|description=
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.
 
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.
 
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}.
*Air CH has significant untech time.
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|5|5D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5H
|input=5D
|image=GGXRD_Axl_5H.png |caption=For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt
|description=
|data=
The universal overhead with a slow and very visible startup.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.
{{#lsth:GGXRD-R2/Axl Low/Data|5H}}
{{!}}-
{{Description|6|text=Slow swing with surprisingly good range, usually used after c.S as combo/blockstring filler.
*The first two active frames are an extremely disjointed hitbox that can occasionally act as anti-air.
*Ground CH allows you to combo with 5D (if you can react) or 5K. Air CH has significant untech time.
*Rev2 extended the cancel window, allowing frame traps with Rensen.
*c.S > 5H can sometimes drop against some characters due to hitbox weirdness.
}}
}}
}}


======<font style="visibility:hidden" size="0">5D</font>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5D
|input=6P
|image=GGXRD_Axl_5D.png |caption=Axl Low: FFIX King of Jump Rope
|description=
|data=
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.
{{#lsth:GGXRD-R2/Axl Low/Data|5D}}
 
{{!}}-
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.
{{Description|6|text=The universal overhead with a slow and very visible startup.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}
*Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from.
*Lower body/foot invuln between frames 17-25, which can let 5D avoid some low attacks, though using it this way is very impractical.
}}
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|1|3P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=3P
|image=GGXRD_Axl_6P.png |caption=Pretty average for a 6P
|description=
|data=
A slowish all-purpose low poke with good range and recovery.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.
{{#lsth:GGXRD-R2/Axl Low/Data|6P}}
 
{{!}}-
*Counter hit launches the opponent, which can be followed up with a combo.  
{{Description|6|text=A backfist anti-air normal.  
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
*Good upper-body invuln with a hitbox that's great against IADs and other low-height aerial approaches.
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD j.H > j.D or Raiei.
*Shares many gatlings with c.S, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes.
}}
}}
}}


======<font style="visibility:hidden" size="0">6K</font>======
===<big>{{clr|2|6K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6K
|input=6K
|image=GGXRD_Axl_6K.png |caption=Very rewarding AA, but with risks
|description=
|data=
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.
{{#lsth:GGXRD-R2/Axl Low/Data|6K}}
 
{{!}}-
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.
{{Description|6|text=A slow diagonal anti-air that hits twice.
 
*Second hit vacuums, and both hits can be jump cancelled.
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.
*Slow startup and a long extended hurtbox makes 6K hard to use on reaction; use it to preemptively catch predictable jumps or air dashes.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
*Easy to confirm into combos; gatling into 2S at closer range or jump cancel j.6P from further away.
*If the opponent FDs it in the air, you can gatling into 6H for pressure, special cancel into Rensen to force FD, or jump cancel to move away.
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with c.S.
}}
}}
}}


======<font style="visibility:hidden" size="0">6H</font>======
===<big>{{clr|4|6H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6H
|input=6H
|image=GGXRD_Axl_6H.png |caption=YAHOO!
|description=
|data=
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably.
{{#lsth:GGXRD-R2/Axl Low/Data|6H}}
 
{{!}}-
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.
{{Description|6|text=A leaping overhead with long startup and active frames.  
 
*Counterhit gives you a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.
*Safest to do after 5H, but c.S and 3P are also good choices because people may be expecting a low instead.
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.
*Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.
*Not special cancellable.
*Hitting 6H late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals or blitz.  
*Linking to Kairagi on normal hit is possible on some characters whose shorter crouch block hurtboxes allows for meatier hits.
}}
}}
}}


======<font style="visibility:hidden" size="0">2P</font>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2P
|input=2P
|image=GGXRD_Axl_2P.png |caption=Also good for people running at you
|description=
|data=
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.
{{#lsth:GGXRD-R2/Axl Low/Data|2P}}
 
{{!}}-
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.
{{Description|6|text=A slowish horizontal chain that hits crouchers.
 
*Strong low poke, often cancelled into Rensen for long range pressure.
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).
*Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit.
*Stops characters running at Axl with less risk than 2H when jumped over (shorter CH state and animation), though it can still be whiff punished.
*6H gatling can be used as a surprise overhead/frame trap.
*Can be low profiled/low crushed by certain characters (e.g. Sol with Grand Viper, Johnny with forward dash).
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.  
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.  
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}
}}
}}


======<font style="visibility:hidden" size="0">2K</font>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2K
|input=2K
|image=GGXRD_Axl_2K.png |caption=Warning: This normal is extremely enabling
|description=
|data=
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[/Strategy#2K_Low-profiling|low-profiling]]
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.
{{#lsth:GGXRD-R2/Axl Low/Data|2K}}
 
{{!}}-
Also a common way to set up tick throws and frame traps.
{{Description|6|text=A low kick with decent startup and short range.
 
*Strong '''[[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profile]]''' normal, which lets Axl duck under many normals and specials.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}
*Relatively quick startup and fast animation makes it good for abare.
*Loses cleanly to low pokes, so use other normals for ground footsies.
*Common way to set up tick throws and frame traps.
}}
}}
}}


======<font style="visibility:hidden" size="0">2S</font>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2S
|input=2S
|image=GGXRD_Axl_2S.png |caption=Axl's expression here is the one you should make when anti-airing someone
|description=
|data=
Marvelous anti-air normal with a fast start-up and really long vertical range.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself.
{{#lsth:GGXRD-R2/Axl Low/Data|2S}}
 
{{!}}-
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.
{{Description|6|text=Marvelous anti-air normal with a fast start-up and really long vertical range.  
*Hits twice, vacuums on the second hit, and is jump cancellable from either hit.
*The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor.
*Reaching higher takes longer than 8F so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing at these spacings instead.
*Air moves that let characters stall in the air can cause 2S to whiff and/or get punished. Playing a little more patiently against these moves can help you get anti-air them more consistently.
}}
}}
}}


======<font style="visibility:hidden" size="0">2H</font>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2H
|input=2H
|image=GGXRD_Axl_2H.png |caption=God Bless the Special Cancel
|description=
|data=
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.
{{#lsth:GGXRD-R2/Axl Low/Data|2H}}
 
{{!}}-
Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options ({{clr|H|6H}}, {{clr|D|5D}}, Raiei, Rashousen) are slow and risky mixups.  
{{Description|6|text=A two-hit long-range low chain that vacuums on the second hit.
 
*Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins on whiff.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}
*2.1 removed the stagger, but added special canceling, improving the moves utility (most noticeable with 2H > Rensen).
**Old 2H(2) counterhit combos are no longer possible because opponent can tech before 5K links, though at close range you can do Rensen-8 > 5P instead.
**Still gatlings to 6H and 5D; previously it was easy to overuse them (since they were the only two cancel options besides RC), but now they complement the special cancel nicely.
}}
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2D
|input=2D
|image=GGXRD_Axl_2D.png |caption=A very active sweep with a sweet cancel window
|description=
|data=
Sweep with a good startup, decent range and loads of active frames.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.
{{#lsth:GGXRD-R2/Axl Low/Data|2D}}
 
{{!}}-
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.
{{Description|6|text=Sweep with a good startup, decent range and loads of active frames.  
*Really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi.
*The 10 active frames make 2D a solid normal to stick out against characters trying to approach you from the ground.
}}
}}
}}


======<font style="visibility:hidden" size="0">3P</font>======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=3P
|input=j.P
|image=GGXRD_Axl_3P.png |caption=Axl's favorite meaty normal
|description=
|data=
A weak air jab which happens to be Axl's only self-cancellable normal.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.
{{#lsth:GGXRD-R2/Axl Low/Data|3P}}
 
{{!}}-
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.
{{Description|6|text=A slowish all-purpose low poke with good range and recovery.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
*Counter hit launches the opponent, which can be followed up with a combo.  
*With its disjointed sweep-like hitbox, good gatlings, and frame advantage, 3P is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool.
**When baiting DPs be sure to space and time 3P correctly to avoid getting hit or clashing.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.P</font>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.P
|input=j.K
|image=GGXRD_Axl_j.P.png |caption=Not a lot of range, but your fastest air option
|description=
|data=
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.
{{#lsth:GGXRD-R2/Axl Low/Data|j.P}}
 
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}
{{Description|6|text=A weak air jab which happens to be Axl's only self-cancelled normal.
*Rarely used in combos, though it's useful for low height pickups after 2S.
*Can be used to cancel the first hit of j.S to retract the extended hurtbox, which can save you from projectiles like Gunflame.
*Due to its inability to be self-cancellable on whiff, long recovery for a jab, and stubby hitbox, it's a poor air-to-air.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.K</font>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.K
|input=j.S
|image=GGXRD_Axl_j.K.png |caption=Why the CH untech is so long no one can quite say
|description=
|data=
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.
{{#lsth:GGXRD-R2/Axl Low/Data|j.K}}
 
{{!}}-
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.
{{Description|6|text=A kick with long active frames and jump cancel.
*Mostly air combo filler, usually followed up with jc j.H > j.D > Axl Bomber.
*Air counter hit has huge untech time that can easily be confirmed into a full combo. This plus its decent hitbox makes j.K usable as a situational air-to-air.
}}
}}


======<font style="visibility:hidden" size="0">j.S</font>======
*Counter hit state recovery.
{{MoveData
|name=j.S
|image=GGXRD_Axl_j.S.png |caption=Be mindful of the hurtbox on the chain
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Axl Low/Data|j.S}}
{{!}}-
{{Description|6|text=A long diagonal air-to-ground chain.
*Hits twice, second hit vacuums and is a mid. Counter hit state recovery.
*Good approach tool with IAD against passive opponents; gatlings into j.H and j.6P to extend pressure or combo.
*Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.H
|input=j.H
|image=GGXRD_Axl_j.H.png |caption=Either a jump-in or combo filler
|description=
|data=
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.
{{#lsth:GGXRD-R2/Axl Low/Data|j.H}}
 
{{!}}-
{{Description|6|text=A big chain swing with good damage and long active frames.
*Axl's best jump in at close range thanks to its active frames and hitbox.
*Only gatlings into j.D, which can make it more unsafe than j.K if Axl is too high.
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}
}}
}}


======<font style="visibility:hidden" size="0">j.D</font>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.D
|input=j.D
|image=GGXRD_Axl_j.D.png |caption=You can use it for ghetto dustloops, too!
|description=
|data=
A big kick that's mostly limited to combos.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[/Combos#j.D_Combos|combo extension/conversion tool]]'''.
{{#lsth:GGXRD-R2/Axl Low/Data|j.D}}
 
{{!}}-
{{Description|6|text=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-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.
*Landing recovery makes it punishable with throws or fast normals if done too high.
*Landing recovery makes it punishable with throws or fast normals if done too high.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.6P</font>======
===<big>{{clr|1|j.6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.6P
|input=j.6P
|image=GGXRD_Axl_j.6P.png |caption=For when you want a ranged poke in the air but j.S won't hit
|description=
|data=
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).
{{#lsth:GGXRD-R2/Axl Low/Data|j.6P}}
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground.   
{{!}}-
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.
{{Description|6|text=A long aerial horizontal chain poke.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}
*A little more reliable than j.K for air-to-air situations, with a lot less reward on hit.
*Good against characters that are too fast in the air for 5P and 2S (e.g. Millia, Dizzy).
*Good confirm from a falling j.S air hit; can be even linked into 5P for more damage if the opponent is close enough to the ground.   
*Can be used after 6K to combo at ranges where 2S won't connect.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.6K</font>======
===<big>{{clr|2|j.6K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.6K
|input=j.6K
|image=GGXRD_Axl_j.6K.png |caption=For more bombers!
|description=
|data=
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.
{{#lsth:GGXRD-R2/Axl Low/Data|j.6K}}
 
{{!}}-
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.
{{Description|6|text=A long upwards chain with vacuum on second hit. Counter hit recovery.
*Counter hit recovery.
*The ideal followup from j.6P; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
*Good for making the opponent block in the air; while it doesn't require FD, it has a ridiculous vertical range, strong hitbox, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.
*When not in a position to combo into Axl Bomber the second hit's vacuum can actually work against Axl by bring the opponent uncomfortably close, so when using j.6K to harass it's recommended to cancel the first hit into j.P.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.2S</font>======
===<big>{{clr|3|j.2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.2S
|input=j.2S
|image=GGXRD_Axl_j.2S.png |caption=For the sneaky people running under j.S
|description=
|data=
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish.
{{#lsth:GGXRD-R2/Axl Low/Data|j.2S}}
 
{{!}}-
*Counter hit recovery.
{{Description|6|text=A single-hit poke at a sharper angle than j.S, with lots of active frames. Counter hit recovery.
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is.  
*Great when used defensively to stuff ground approaches when j.S would whiff, or to prevent air throw attempts.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}
*Fast enough to act as an instant overhead, though you generally won't get big damage off it.
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than j.S is.
*Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. The counter hit recovery can make getting hit in this situation a lot more punishing.
*As of 2.10, Added gatling into j.P
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
 
===<big>Ground Throw</big>===
======<font style="visibility:hidden" size="0">Ground Throw</font>======
{{GGXRD-R2 Move Card
{{MoveData
|input=Ground Throw
|name=Ground Throw
|description=
|image=GGXRD_Axl_GroundThrow.png |caption=Slam 'em to the ground
A strong throw which leads to meterless combos and/or a knockdown.
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Axl Low/Data|Ground Throw}}
{{!}}-
{{Description|6|text=A strong throw which leads to combos and/or a knockdown.
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Throw
|input=Air Throw
|image=GGXRD_Axl_AirThrow.png |caption=Not much to say about it other than it does its job
|description=
|data=
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).
{{#lsth:GGXRD-R2/Axl Low/Data|Air Throw}}
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.
{{!}}-
{{Description|6|text=Pretty standard fare air throw which knocks down.  
*Like ground throw, tosses the opponent behind you
*Important anti-air option against jump angles that 2S and 6P can not cover (e.g. high-altitude air dash that goes above your head).
*Extending with RRC is possible, if sometimes finicky, by doing an airdash j.D, though it's only recommended to do so if the combo will kill.
}}
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=DAA
|image=GGXRD_Axl_6P.png |caption=It WILL whiff often and it WILL make you sad
|description=
|data=
Kind of a lame DAA based on {{clr|1|6P}} animation.  
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Axl Low/Data|DAA}}
{{!}}-
{{Description|6|text=Kind of a lame DAA based on 6P animation.  
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves.  
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves.  
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.
}}
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Blitz Attack
|input=Blitz,[Blitz]
|image=GGXRD-R_Axl_BlitzAttack.png |caption=Look at that grin
|versioned=name
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.
{{!}}-
 
{{AttackVersion|name=Uncharged}}{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack}}
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.
{{!}}-
 
{{AttackVersion|name=Max Charge}}{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Max Charge}}
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged
{{!}}-
{{Description|7|text=Universal mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.
*On midscreen hit you don't really get much other than a 5P on partial charge and a basic ground combo on full charge.
*In the corner you can followup with IAD j.HD if they are low enough after partial charge.
}}
}}
}}
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Sickle Flash</font>======
===<big>Sickle Flash</big>===
{{MoveData
{{InputBadge|{{clr|3|[4]6S}}}}
|name=Sickle Flash
{{GGXRD-R2 Move Card
|input=[4]6S
|input=[4]6S
|image=GGXRD_Axl_SickleFlash.png |caption=Your favorite special
|description=
<div class="mw-collapsible mw-collapsed"><br>
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance.  
[[Image:Tinysickleflash.png|center]]
 
</div>
Rensen can be '''[[/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 opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.
|image2=GGXRD_Axl_MelodyChain.png |caption2=Hilariously large hitbox
 
|image3=GGXRD_Axl_SpinningChainStrike.png |caption3=Surprisingly very painful to get hit by
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.
|data=
 
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Attack}}{{#lsth:GGXRD-R2/Axl Low/Data|[4]6S}}
{{!}}-
{{AttackVersion|name=Melody Chain|subtitle=Sickle Flash > 8 or 9}}{{#lsth:GGXRD-R2/Axl Low/Data|[4]6S > 8 or 9}}
{{!}}-
{{AttackVersion|name=Spinning Chain Strike|subtitle=Sickle Flash > 2 or 3}}{{#lsth:GGXRD-R2/Axl Low/Data|[4]6S > 2 or 3}}
{{!}}-
{{Description|7|text='''Sickle Flash''' (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance.  
*Knocks down on hit, though in longer combos the opponent may be able to recover before hitting ground.
*Can be '''[[GGXRD-R2/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 opponents trying to jump over it.  
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.
*The hurtbox extends forward a little and can lose to faster moves, so don't use this move raw at close range too often.
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.
*Rensen hitting form further away gives you a better frame advantage; don't autopilot into up followup unless you want to push opponents further back.
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.
*Cancelling normals into Rensen usually leaves a gap in between; be mindful of opponents attempting reversals.
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.
*Rensen can be done out of a microdash (done by inputting [4]66S) for additional reach.
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.  
}}
 
===<big>Melody Chain</big>===
{{InputBadge|{{clr|3|[4]6S}} > 8}}
{{GGXRD-R2 Move Card
|input=[4]6S > 8
|description=
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit.
 
Ending combos with Melody Chain sacrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts.
 
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.
 
*Counter hit is untechable, leads to a meterless combo.
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.
*Not in counterhit state even during active frames
}}
 
===<big>Spinning Chain Strike</big>===
{{InputBadge|{{clr|3|[4]6S}} > 2}}
{{GGXRD-R2 Move Card
|input=[4]6S > 2
|description=
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.


'''Melody Chain''' ("Kyokusageki") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit.  
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axl out enough to allow him to be whiff punished, so be a little cautious with it.
*Counter hit is untechable, leads to a free combo.
*Ending combos with up followup sacrifices knockdown in exchange for a chance to catch the opponent's tech for extra damage.
*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 it connects with people right above Axl's head you can link into 5P or 2S for a full combo.
*Like Rensen, the up followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block you must never use this when you have someone in the corner.


'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option.
*Can be used to surprise opponents trying to jump or move forward after blocking Rensen.
*Although it's a physical hit, not a projectile, it can still be whiff punished by characters FDing it, so be a little cautious with it.
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
*Characters can fall out and get OTG'd when down followup is done from too far away.
*Characters can fall out and get OTG'd when this followup is done from too far away.
}}
}}
}}


======<font style="visibility:hidden" size="0">Artemis Hunter</font>======
===<big>Artemis Hunter</big>===
{{MoveData
{{InputBadge|{{clr|3|623S}}}}
|name=Artemis Hunter
{{GGXRD-R2 Move Card
|input=623S
|input=623S
|image=GGXRD_Axl_ArtemisHunter.png |caption=Benten-sama!
|description=
|data=
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.
{{#lsth:GGXRD-R2/Axl Low/Data|623S}}
 
{{!}}-
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.
{{Description|6|text=Also known as "Benten Gari", or just '''Benten'''. A grounded DP with a strong vertical hitbox.  
 
*Full invuln on frames 1-11; great for interrupting pressure, and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else.
*Can destroy projectiles.
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.
*The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.
*Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.
}}
}}
}}


======<font style="visibility:hidden" size="0">Thunder Shadow Chain</font>======
===<big>Thunder Shadow Chain</big>===
{{MoveData
{{InputBadge|{{clr|2|623K}}}}
|name=Thunder Shadow Chain
{{GGXRD-R2 Move Card
|input=623K
|input=623K
|image=GGXRD_Axl_ThunderShadowChain.png |caption=Great for annoying people
|description=  
|data=
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.
{{#lsth:GGXRD-R2/Axl Low/Data|623K}}
 
{{!}}-
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it.  
{{Description|6|text=Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block.  
 
*Knocks down grounded opponents on normal hit. Can be RRC'd for a full combo.
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape.  
Counter hit floats the opponent for a big meterless combo.
*Moves Axl very quickly forward (airborne on frame 4); can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape.  
*Can extend combos after RRC or certain counter hits for corner carry and damage.
*Hits same side at about post-throw knockdown distance, so with proper spacing the move can become ambiguous, though blitz will stop it.
*Long startup and lack of any invuln makes Raiei vulnerable to air throws or abare, so don't become predictable with it.
}}
}}
}}


======<font style="visibility:hidden" size="0">Spindle Spinner</font>======
===<big>Spindle Spinner</big>===
{{MoveData
{{InputBadge|{{clr|4|41236H}}}}
|name=Spindle Spinner
{{GGXRD-R2 Move Card
|input=41236H
|input=41236H
|image=GGXRD_Axl_SpindleSpinner.png
|description=
|image2=GGXRD_Axl_SpindleSpinner2.png |caption2=It is proper etiquette to scream "YES!!" with Axl when this move lands, even if you're the one being hit.
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them.  
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}}).
{{!}}-
 
{{#lsth:GGXRD-R2/Axl Low/Data|41236H}}
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.
{{!}}-
 
{{Description|6|text=Also known as "'''Rashousen'''". A far reaching command-grab that pulls the opponent up to the ceiling and explodes them.  
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.
*Easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still.
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely.
*Very long startup and recovery, but very long active frames as well which can be occasionally used for catching predictable double jump or tech landings.
*The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invulnerable moves will also bypass the projectile.
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely.  
*On hit, can be RRC'd in two ways: after the explosion and at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.
}}
}}
}}


======<font style="visibility:hidden" size="0">Heaven Can Wait</font>======
===<big>Heaven Can Wait</big>===
{{MoveData
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}
|name=Heaven Can Wait
{{GGXRD-R2 Move Card
|input=214P/K
|input=214P,214K
|image=GGXRD_Axl_HeavenCanWait.png |caption=U wot mate? |caption3=The bandana does more than just look good
|versioned=input
|image3=GGXRD_Axl_HeavenCanWait3.png
|description=
|data=
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, the reward being higher near corner thanks to [[/Strategy#TK_Axl_Bomber|Bomber Loops]]. The counter will trigger regardless of distance and invulnerability, but [https://youtu.be/76L2Sy2Xobg crossups can cause the opponent to be too far for a combo].
{{AttackVersion|name=P}}{{#lsth:GGXRD-R2/Axl Low/Data|214P}}
 
{{!}}-
*Both versions only start catching attacks at frame 4, making them impractical as wakeup reversals.
{{AttackVersion|name=K}}{{#lsth:GGXRD-R2/Axl Low/Data|214K}}
*Loses explicitly to throws, projectiles, and true unblockable attacks (e.g. Slayer's Undertow, charged Haitaka stance).
{{!}}-
*Axl switches sides when the counter is successfully triggered.
{{Description|7|text=Also known as "Tenhou Seki". A counter usable for catching predictable or slow attacks.
*P counter catches mids and highs, while K counter catches lows; in 2.1 Axl can now combo meterlessly off of both counters, instead of only K.
*Works against supers, and loses to true unblockable attacks.
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.
}}
}}
}}


======<font style="visibility:hidden" size="0">Axl Bomber</font>======
===<big>Axl Bomber</big>===
{{MoveData
{{InputBadge|{{clr|4|j.623H}}}}
|name=Axl Bomber
{{GGXRD-R2 Move Card
|input=j.623H
|input=j.623H
|image=GGXRD_Axl_AxlBomber.png |caption=lööps
|description=
|data=
Axl's primary air combo ender. [[/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!
{{#lsth:GGXRD-R2/Axl Low/Data|j.623H}}
 
{{!}}-
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.
{{Description|6|text=Axl's primary air combo ender.  
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.
*[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.
*Has a long, counter hit state recovery until landing so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!
*A counter hit gives you a huge launch for a free combo, but landing one is very unlikely.
*Can be YRC'd to act as an extra "jump". If you YRC early enough you can halt your air momentum, though uses for this are limited.
}}
}}
}}


======<font style="visibility:hidden" size="0">Sparrowhawk Stance</font>======
===<big>Sparrowhawk Stance</big>===
{{MoveData
{{InputBadge|{{clr|4|214H}}}}
|name=Sparrowhawk Stance
{{GGXRD-R2 Move Card
|input=214HS
|input=214H,214H > P,214H > K,214H > S,214H > H
|image=GGXRD_Axl_SparrowhawkStance.png |caption=
|versioned=input
|image2=GGXRD_Axl_SparrowhawkStance2.png |caption2=Still the ultimate scrub killer
|description=
|data=
Axl's chain-spinning stance (also known as "Haitaka no Kamae") that goes quickly into long-reaching attacks. While weak for pressuring (unlike in previous versions of the game), it is a solid tool for fullscreen pokes, okizeme, and hitconfirms. The frame advantage provided assumes the opponent is at fullscreen distance.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
After a 23F startup, Axl has four options out of the stance:<br>
{{AttackVersion|name=Stance}}{{#lsth:GGXRD-R2/Axl Low/Data|214H}}
{{prompt|GGXRD|P}} High Chain: whiffs on crouching and standing opponents. Reaches max range 13 frames after the button press.<br>
{{!}}-
{{prompt|GGXRD|K}} Middle Chain: Whiffs on some crouching hurtboxes and higher jumps. Reaches max range 15 frames after the button press.<br>
{{AttackVersion|name=→High|subtitle=Stance > P}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > P}}
{{prompt|GGXRD|S}} Low Chain: Low altitude hitbox (whiffs against jumping opponents). Reaches max range 15 frames after the button press.<br>
{{!}}-
{{prompt|GGXRD|H}} Cancel: Axl exits the stance.
{{AttackVersion|name=→Mid|subtitle=Stance > K}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > K}}
 
{{!}}-
On hit, each chain can be canceled into other chains up to six times (eg. {{clr|S|S}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}) and after the last chain, Axl exits the stance similar to {{clr|H|H}} cancel. On block or whiff, Axl recovers quickly without an additional animation.
{{AttackVersion|name=→Low|subtitle=Stance > S}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > S}}
All chains are strikes (not projectiles), whiff in point blank range, and can be blocked in air (no FD required). All chain attacks have a recovery with extended hurtboxes (about 1/3 of screen) and counterhit state.
{{!}}-
*After 150 frames, the initial chain becomes a true unblockable (indicated by a "Yes!" effect).
{{AttackVersion|name=→End Stance|subtitle=Stance > H}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > H}}
*Chain hitboxes are expanded vertically in fullscreen range (even {{clr|K|K}} chain hits crouching on all characters).
{{!}}-
*Stance can be safely canceled at 25% by YRC, but any delay requires YRC'ing a chain attack or {{clr|H|H}} cancel (eg. {{clr|H|H}}~{{clr|S|S}}{{clr|K|K}} plinking input).
{{Description|7|text=Also known as "Haitaka no Kamae". Completely overhauled in Rev2, now Axl's stance goes quickly into strong fullscreen attacks. While weaker at pressure, the 2.1 changes have made it a solid fullscreen poking tool.
 
*Upon entering the stance, you can throw out a chain attack with P, K, and S, or exit the stance with H.
The stance can be used for directly poking the opponent in long range. It is particularly effective against opponents who try to stay far away and/or do projectile setups (Pineberry, balls, swords, etc.) because of chain attack properties (quick startup, fullscreen range, extended hurtboxes don't appear until recovery). <br/>
**On block or whiff, Axl exits the stance automatically.
The unblockable charge creates a mindgame that forces the opponent to either dodge or Blitz the incoming unblockable (risky), interrupt the unblockable charge by hitting Axl itself (e.g. high jump IAD to go over the high chain), or baiting Axl to put out / cancel a chain prematurely with a low risk approach (e.g. using dash FD cancel or blocking while jumping). <br/>
**On hit, each chain can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation.
While Haitaka combos happen naturally from successful stance attacks, they can be also hitconfirmed from max range counterhit {{clr|1|5P}} and {{clr|2|6K(1)}} or RRC'd from various specials (notably Rensen-8 and Bomber). Haitaka routes do plenty of damage and give a guaranteed knockdown that leads to another Haitaka setup or IAD {{clr|3|j.S}} pressure.
**The same followup cannot be cancelled into itself; the P chain can only cancel into K or S, and so on.
 
**Dropping or prematurely ending the Haitaka combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent.  
*After waiting about 150 frames in the stance, the initial chain become unblockable.
*None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all physical attacks, which means they can be blitzed.
*Axl can only PRC while waiting in stance; in order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.
*While 2.1 removed the hurtboxes at the ends of the chain, they still extend to about half-screen, which can be hit by projectiles or characters who manage to dodge a followup.
}}
}}
}}
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Sickle Storm</font>======
===<big>Sickle Storm</big>===
{{MoveData
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}
|name=Sickle Storm
{{GGXRD-R2 Move Card
|input=2363214H<br/>[2363214D]
|input=2363214H
|image=GGXRD_Axl_SickleStorm.png |caption=For when you want to DP but you also want more fire
|description=
<div class="mw-collapsible mw-collapsed"><br>
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile.  
[[Image:GGXRD_Axl_SickleStorm-Animated.gif|center]]
 
</div>
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.
{{!}}-
 
{{#lsth:GGXRD-R2/Axl Low/Data|2363214H}}
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.
{{!}}-
{{Description|6|text=Also known as "Byakue Renshou". Big flaming swing followed by a fiery projectile.  
*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 (making it safe with RRC impossible).  
*Easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops. As of 2.1 the super now combos more consistently, doing more damage in more situations.
*Mind distance and opponent's height as you attempt to combo into this move. Being too far causes the second hit to whiff and the rest of the super to OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases damage is sharply reduced.
*Punishable by blocking the first part and jumping/IADing over the second, so don't expect to be unpunished on block when using this super as a reversal.
}}
}}
}}


======<font style="visibility:hidden" size="0">Shark Strike</font>======
===<big>Shark Strike</big>===
{{MoveData
{{InputBadge|{{clr|3|214214S}}}}
|name=Shark Strike
{{GGXRD-R2 Move Card
|input=214214S
|input=214214S
|image=GGXRD_Axl_SharkStrike.png |caption=2H on steroids
|description=
|data=
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option.  
{{#lsth:GGXRD-R2/Axl Low/Data|214214S}}
 
{{!}}-
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo.  
{{Description|6|text=Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in.  
 
*Extremely quick startup with almost fullscreen range without extending the hurtbox, but no invuln.
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range.  
*Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range 2P, into a real combo.
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.
*Rev2 made the second hit connect on airborne opponents, causing them to tumble towards Axl for an air combo.
*You can throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option.
*Big frame advantage on block, but using this super as a pressure starter is a waste of meter, especially when Rensen YRC exists.
*5f startup means you can use this super as a situational block punish against moves that are normally safe or not heavily punishable.
}}
}}
}}
<br style="clear:both;"/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Amphora Conflagration</big>===
|name=Amphora Conflagration
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=During IK Mode: 236236H
{{GGXRD-R2 Move Card
|image=GGXRD_Axl_AmphoraConflagration1.png
|input=236236H
|image2=GGXRD_Axl_AmphoraConflagration2.png |caption= |caption2=See ya
|type=instantkill
|data=
|description=
{{AttackDataHeader-GGXRD-R2|}}
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.
{{!}}-
{{#lsth:GGXRD-R2/Axl Low/Data|IK}}
{{!}}-
{{Description|6|text=Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.


IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.
Line 735: Line 555:
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.
}}
}}
}}
<br style="clear:both;"/>
==Colors==
==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Axl|Roadmap]]==
{{GGXRD-R2Colors|Size=120|Character=Axl}}
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Axl}}


==Navigation==
==Navigation==
{{#lsth:GGXRD-R2/Axl Low/Data|Links}}
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[[Category: Guilty Gear Xrd REV 2]]
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[[Category:Axl Low]]
[[Category:Guilty Gear|Axl Low]]

Latest revision as of 08:34, 14 April 2024

Overview

Overview

Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your 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). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.

Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.
Axl Low
GGXRD-R Axl Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[100] Medium
Stun Resistance
60
Prejump
4F
Backdash
16F (1~8F invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Fastest Attack
5K (6F), 214214S (5F)
Reversals
623S (9F), 2363214H (14+1F)

 Axl Low is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.

Pros
Cons
  • Long Chains: Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.
  • Air Control: Strong anti-air game that leads to big damage and/or knockdowns.
  • Rensen: A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.
  • Close Range Normals: Lacks self-canceling ground jabs and his quickest normal is only 6F.
  • Lack of Mobility: Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.
  • Weak Mixup: Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.
  • Thin Defense: Below-average effective health (defense modifier & guts).

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 6 19 -11

A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.

5P Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If 5P hits an opponent in the air, you can gatling into 6K or 2S for combos on normal hit. On air counter hit, Axl can combo into HaitakaGGXRD Axl SparrowhawkStance2.pngGuardAllStartup23+5Recovery26Advantage-21. At max range, RRC is needed in order to combo into RaieiGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1.

While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's FafnirGGXRD Sol Fafnir.pngGuardMidStartup18Recovery12Advantage+2).

  • Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.

Gatling Options: 6K, 2S

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 6 3 12 -3

A standing kick that's the closest thing Axl has to a typical jab function.

5K is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better abare An attack during the opponent's pressure, intended to interrupt it. options, though it's slower and has a lot more recovery than other typical abare normals.

  • Can go over some low attacks because of no hurtbox beneath the kick.

Gatling Options: 5P, 2P, 6P, 3P, c.S, f.S, 2S, 5H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 6 10 +1

An upward sickle attack commonly used in combos and pressure.

c.S has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from 5K/2K during pressure since it's hard to get this move out on its own.

It's a good choice for throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. since it's faster than 6P and has much better hitbox vertically; beware of accidental RensenGGXRD Axl SickleFlash.pngGuardMidStartup13Recovery37Advantage-13 if doing it out of blockstun however.

  • Can be used to cover the vertical blind spot of 2S as an antiair, though it requires more precise timing due to lack of upper body invuln

Gatling Options: 5P, 2P, 6P, 3P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 Mid 16 4 17 -2

Slow swing with surprisingly good range, usually used after c.S as combo/blockstring filler.

Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.

  • Ground CH allows you to combo with 5D (if you can react) or 5K.
  • Air CH has significant untech time.
  • c.S > 5H can sometimes drop against some characters due to various hurtbox differences.

Gatling Options: 6H, 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 9 3 16 -5 1-11 Upper Body

A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.

Good upper-body invuln with a hitbox that's great against IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s and other low-height aerial approaches. 6P shares many gatlings with c.S, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as 2S and 6K, making relying on 6P's upper body invuln less important than other characters.

  • Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD j.H > j.D or RaieiGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1.

Gatling Options: 3P, c.S f.S, 2S, 5H, 5D, 2D

3P

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22,18 Mid,Mid 11 5(2)8 15 -5

A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.

While it covers a great angle for anti airing, 6K's Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into 2S at closer range or jump cancel j.6P from further away.

If the opponent FDs it in the air, Axl can gatling into 6H for pressure, special cancel into Rensen to force FD, or jump cancel to move away.

  • Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with c.S.

Gatling Options: c.S (2nd hit), 2S, 6H, 5D, 2D

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 High / Air 23 9 9 +1 11-31 Airborne

A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.

Generally pretty risky to throw out on block, 6H is safest to do after 5H, but c.S and 3P are also good choices as the opponent may be expecting a low instead. Hitting 6H late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably.

As 6H is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.

  • Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.
  • Linking to 5K on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.
  • Not special cancellable.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 Low 12 6 18 -10

A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.

Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his 5P with less risk than 2H when jumped over (shorter CH state and animation), though it can still be whiff punished.

When blocked, 6H gatling can be used as a surprise overhead/frame trap.

  • Can be low profiled/low crushed by certain characters (e.g. Sol with Grand ViperGGXRD Sol GrandViper1.pngGuardLowx2~6,
    Midx3
    Startup17Recovery37+10 after landingAdvantage-56
    , Johnny with forward dash).
  • Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.

Gatling Options: f.S, 6H

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22,18 Mid 8 9,6 15 -5

Marvelous anti-air normal with a fast start-up and really long vertical range.

Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; 2S is the most common normal used for Bomber Loops because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself.

The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using 6P at these spacings instead. Air moves that let characters stall in the air can cause 2S to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22,18 Low,Mid 13 8,6 19 -8

A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.

Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.

Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options (6H, 5D, Raiei, Rashousen) are slow and risky mixups.

Gatling Options: 6H, 5D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 8 10 12 -8

Sweep with a good startup, decent range and loads of active frames.

2D has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make 2D a solid normal to stick out against characters trying to approach Axl from the ground.

  • The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like Ky's 2KGGXRD Ky 2K hitbox.pngGuardLowStartup5Recovery6Advantage±0 or Slayer's 2KGGXRD Slayer 2K hitbox.pngGuardLowStartup6Recovery8Advantage+4 instead of trading.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 High / Air 7 4 9

A weak air jab which happens to be Axl's only self-cancellable normal.

Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after 2S.

  • Can be used to cancel the first hit of j.S to retract the extended hurtbox, which can save you from projectiles like GunflameGGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4.

Gatling Options: j.P, j.6P, j.K, j.S, j.H, j.D

j.K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16,12 High / Air, All 11 8,8 9

A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid.

j.S is a good approach tool with IAD against passive opponents; gatlings into j.H and j.6P to extend pressure or combo.

Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.

  • Counter hit state recovery.
  • The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.

Gatling Options: j.P, j.6P, j.H

j.H

j.D

j.6P

j.6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24, 18 High / Air 9 6,3 12

A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.

The ideal followup from j.6P; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.

When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using j.6K to harass it's recommended to cancel the first hit into j.P.

  • Counter hit recovery.

Gatling Options: j.P, j.6P, j.S, j.H, j.D

j.2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High / Air 13 14 9

A single-hit poke at a sharper angle than j.S, with lots of active frames. Great when used defensively to stuff ground approaches when j.S would whiff, or to prevent air throw attempts.

Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish.

  • Counter hit recovery.
  • The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than j.S is.

Gatling Options: j.P, j.6P, j.H

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1-Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1-50: Blitz

Universal defensive mechanic, click here for more information.

On midscreen hit, Axl doen't really get much other than a 5P on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD j.H > j.D if they are low enough after partial charge.

A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Sickle Flash

[4]6S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×3 Mid 13 12(3 Hit) 37 -13

Sickle Flash (or "Rensengeki", usually abbreviated "Rensen"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance.

Rensen can be YRC'd for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.

Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.

  • Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.
  • Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.
  • Rensen can be done out of a microdash (done by inputting [4]66S) for additional reach.
  • Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.
  • Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.

Melody Chain

[4]6S > 8

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Mid 1 12 35 -13

Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit.

Ending combos with Melody Chain sacrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts.

Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.

  • Counter hit is untechable, leads to a meterless combo.
  • If it connects with people right above Axl's head you can link into 5P or 2S for a full combo.
  • Not in counterhit state even during active frames

Spinning Chain Strike

[4]6S > 2

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26×5 Low 7 [2(5)]×4,2 17 -5

Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.

It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axl out enough to allow him to be whiff punished, so be a little cautious with it.

  • Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
  • Characters can fall out and get OTG'd when this followup is done from too far away.

Artemis Hunter

623S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 All 9 6 35 -27 1-11 Full

Also known as "Benten Gari", or just Benten. A grounded DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. with a strong vertical hitbox.

Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.

Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.

  • Can destroy projectiles.
  • Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.

Thunder Shadow Chain

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 High / Air 28 4 13+3 After Landing +1 4-Airborne

Also known as "Raieisageki", or just Raiei. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC.

Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.

Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it.

  • Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape.

Spindle Spinner

41236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,0,80 Ground Throw 27 20 38 +34

Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them.

Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (such as Raven's stanceGGXRD-R Raven GiveItToMeHERE.pngGuard-Startup-RecoveryTotal 29Advantage- or Baiken's AzamiGGXRD Baiken Azami.pngGuardStartup1RecoveryTotal 34~122Advantage-).

On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.

  • The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.
  • Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely.
  • The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invulnerable moves will also bypass the projectile.

Heaven Can Wait

214P/K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 0,80 Total 34 +60 4-19 Mid and High Guard Point
214K 0,80 Total 29 +60 4-19 Low Guard Point

Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.

P counter catches mids and highs, while K counter catches lows. Axl can combo meterlessly off of both counters, the reward being higher near corner thanks to Bomber Loops. The counter will trigger regardless of distance and invulnerability, but crossups can cause the opponent to be too far for a combo.

  • Both versions only start catching attacks at frame 4, making them impractical as wakeup reversals.
  • Loses explicitly to throws, projectiles, and true unblockable attacks (e.g. Slayer's Undertow, charged Haitaka stance).
  • Axl switches sides when the counter is successfully triggered.

Axl Bomber

j.623H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 9 4 10 After Landing

Axl's primary air combo ender. TK Bomber is a key combo extender and ender, especially in the corner.

While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!

  • A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.
  • Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.

Sparrowhawk Stance

214H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214H Maximum 188
214H > P 40 All 23+4 16 27
214H > K 32 All 23+5 19 26 -21
214H > S 24 All 23+8 21 16 -16
214H > H Total 28

Axl's chain-spinning stance (also known as "Haitaka no Kamae") that goes quickly into long-reaching attacks. While weak for pressuring (unlike in previous versions of the game), it is a solid tool for fullscreen pokes, okizeme, and hitconfirms. The frame advantage provided assumes the opponent is at fullscreen distance.

After a 23F startup, Axl has four options out of the stance:
P High Chain: whiffs on crouching and standing opponents. Reaches max range 13 frames after the button press.
K Middle Chain: Whiffs on some crouching hurtboxes and higher jumps. Reaches max range 15 frames after the button press.
S Low Chain: Low altitude hitbox (whiffs against jumping opponents). Reaches max range 15 frames after the button press.
H Cancel: Axl exits the stance.

On hit, each chain can be canceled into other chains up to six times (eg. S>K>P>K>P>K) and after the last chain, Axl exits the stance similar to H cancel. On block or whiff, Axl recovers quickly without an additional animation. All chains are strikes (not projectiles), whiff in point blank range, and can be blocked in air (no FD required). All chain attacks have a recovery with extended hurtboxes (about 1/3 of screen) and counterhit state.

  • After 150 frames, the initial chain becomes a true unblockable (indicated by a "Yes!" effect).
  • Chain hitboxes are expanded vertically in fullscreen range (even K chain hits crouching on all characters).
  • Stance can be safely canceled at 25% by YRC, but any delay requires YRC'ing a chain attack or H cancel (eg. H~SK plinking input).

The stance can be used for directly poking the opponent in long range. It is particularly effective against opponents who try to stay far away and/or do projectile setups (Pineberry, balls, swords, etc.) because of chain attack properties (quick startup, fullscreen range, extended hurtboxes don't appear until recovery).
The unblockable charge creates a mindgame that forces the opponent to either dodge or Blitz the incoming unblockable (risky), interrupt the unblockable charge by hitting Axl itself (e.g. high jump IAD to go over the high chain), or baiting Axl to put out / cancel a chain prematurely with a low risk approach (e.g. using dash FD cancel or blocking while jumping).
While Haitaka combos happen naturally from successful stance attacks, they can be also hitconfirmed from max range counterhit 5P and 6K(1) or RRC'd from various specials (notably Rensen-8 and Bomber). Haitaka routes do plenty of damage and give a guaranteed knockdown that leads to another Haitaka setup or IAD j.S pressure.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214H
214H > P Forced: 80% 2 10 7
214H > K Forced: 80% 2 10 7
214H > S Forced: 80% [Forced: 70%] 2 10 7
214H > H

214H:

  • Followup moves are possible at 23F and become unblockable after waiting 150F

214H > P:

  • Cancelable to other attack follow-ups on hit

214H > K:

  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.

214H > S:

  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
  • Values in [ ] are when Low is used first after entering Sparrowhawk Stance

214H > H:

Overdrives

Sickle Storm

2363214H or 2363214D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50×2,30×5
[62×2, 37×5]
Mid 14+1 4,4(22)2×6 36 -4 1-16 Full
17-18 Throw

Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile.

Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.

Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.

While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.

Shark Strike

214214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,42 Mid,All 3+2 11(8)2 6 +11

Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.

Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range 2P, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option.

On air hit, the second hit causes the opponent to tumble towards Axl for an air combo.

  • 5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range.
  • While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.

Instant Kill

Amphora Conflagration

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY All 9+15
[5+12]
5 32 -20 9-28 Full
[5-21] Full

Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.

IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.

Common ways to combo into IK include:

  • Rensen-8 RC: Trivially easy to set up and land.
  • Throw RC, Counter RC, Rashousen RC: For burst safety.
  • TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.
  • 5D-6: The only practical 50 meter option, can be done midscreen and in the corner.
  • Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Axl color 1.png
GGXRD-R2 Axl color 2.png
GGXRD-R2 Axl color 3.png
GGXRD-R2 Axl color 4.png
GGXRD-R2 Axl color 5.png
GGXRD-R2 Axl color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Axl color 7.png
GGXRD-R2 Axl color 8.png
GGXRD-R2 Axl color 9.png
GGXRD-R2 Axl color 10.png
GGXRD-R2 Axl color 11.png
GGXRD-R2 Axl color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Axl color 13.png
GGXRD-R2 Axl color 14.png
GGXRD-R2 Axl color 15.png
GGXRD-R2 Axl color 16.png
GGXRD-R2 Axl color 17.png
GGXRD-R2 Axl color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Axl color 19.png
GGXRD-R2 Axl color 20.png
GGXRD-R2 Axl color 21.png
GGXRD-R2 Axl color 22.png
GGXRD-R2 Axl color 23.png
GGXRD-R2 Axl color 00.png

Navigation

 Axl Low


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